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2012-02-25, 09:11 PM | [Ignore Me] #61 | ||
Staff Sergeant
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I loved the medic in Brink it was done really well throwing adrenalin needles to your incapacitated teammates. Leaving it to the incapacitated player to revive themselves not slowing down the medic game play also allow for finishing kills please, Mele would be a 1 hit and a couple of shots from an assault rifle.
Running something like that in planetside would be awesome. Last edited by Chinchy; 2012-02-25 at 09:17 PM. |
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2012-02-26, 04:58 AM | [Ignore Me] #62 | ||||
But as long as you need to mark a target for it, otherwise some abuse in the system may be expected. EDIT: Oh and it must have 2 modes: RC and automated:
Above all, - bot MUST use the medjuice for his rezs, otherwise it's op. Last edited by NewSith; 2012-02-26 at 05:07 AM. |
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2012-02-26, 06:09 AM | [Ignore Me] #63 | |||
Major
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Healing grenades is just too cartoon-like and just generally distasteful except for, maybe the gameplay side of 'healing grenades'. Our way of healing in most games is to cast something. Understandable. Instead, I'd rather it be an option.
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[URL="http://t.co/wHak5U5R"]Floating Mountains[/URL PlanetSide 2: Alien Incursion (PlanetSide 2 Steam Community Group) |
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2012-02-26, 06:44 AM | [Ignore Me] #64 | |||
Lieutenant General
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2012-02-26, 07:02 AM | [Ignore Me] #65 | ||
Colonel
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Yeah, a clip size that is just one round higher than what a Jackhammer carries would be satisfactory.
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Bagger 288 |
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2012-02-26, 08:13 AM | [Ignore Me] #66 | ||
Lieutenant Colonel
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I'm not a fan of any of this. I firmly believe they should stick with the tried and true Planetside 1 heal and resurrect mechanics. It worked very well.
1. It forced the player to run out and heal/resurrect the fallen comrade thus exposing them to enemy fire. 2. It wasn't instant you had to wait a set amount of time to revive somebody. |
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2012-02-26, 12:20 PM | [Ignore Me] #67 | ||
I think the ideas of res-nade and AOE healing are pretty cool. Revival has to be carefully balanced on cool down or ammo limitation...and it probably shouldn't res groups of people at a time.
Healing, on the other hand, by aoe, sort of lets the medic actually heal while people are in the midst of combat, instead of them having to retreat, get glued, go back and on and on.
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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2012-02-26, 01:33 PM | [Ignore Me] #69 | ||
another question about reviving grenades...
will we have to switch to grenadeweapon and holster the gun to use the nade, or will it be a quicknade that can be thrown with weapon in hand by the push of a key? id it´s quicknade medics will learn to selfrezz very fast by dropping a healnade in the last second before being killed. the medic will die, the nade will fall and revive him immediately. hope a mechanic like that is impossible. don´t like too many hilarious things in a game like the jet-bazooka-jump in bf3
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2012-02-26, 02:08 PM | [Ignore Me] #70 | ||
Captain
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1 is quick, 1 is equip. As res is stronger i expect it to be equip grenade.
But even with heal one you could do crazy stuff. Throw it around corner, then run there start shooting and in the middle of fight you get healer from your grenade. I hope this wouldnt be possible. |
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2012-02-26, 06:01 PM | [Ignore Me] #71 | ||
First Sergeant
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No no no no no no I cannot say this enough please for the love of everything holy no.
No instant rezing! At all, nada, zip line. No instant rezing of any kind, no matter if it's on a 10-20-30 minute cool down. If it's AOE instant rez I'm going to scream. And then cry. Rezing is something that HAS TO TAKE PLACE IN A SAFE PLACE. It HAS to be something that takes at least 3-5 seconds of standing still and exposed, or it's going to be Battlefield's magic paddles all over again. And that's not a good thing. Getting shot loses all meaning when you can be instantly healed and brought back to life by any one of 10 guys behind you. It worked perfectly in PS1, why would people change that?! Stop turning this game into a run and gun arcade fest! AOE heal, ONLY if it's a very weak one. 2 HP a second weak, like a reverse Maelstrom. Last edited by Shade Millith; 2012-02-26 at 06:05 PM. |
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2012-02-26, 06:11 PM | [Ignore Me] #72 | ||
AOE heals/revives could work well. The rationale behind medic invulnerability in TF2, for example, was to be able to break stalemates. You had an ability that you could use every so often, as a medic, which let you potentially plow through the enemy and keep the game moving. How many times in PS1 would we defend or attack a base and be totally stuck for hours? Where you'd just have dozens of people defending every chokepoint and it would be an exhausting meatgrinder? Too often.
Medic special abilities potentially allow those situations to be overcome. If medics can now-and-then pop some powerful abilities, they can allow for situations like that to be overcome and the game moving forward rather than stagnating. Or, they could be too powerful and make fighting annoying as hell. Or they could be too weak to be useful. Either way, it could be a decent addition to the game, gotta wait and see. But rejecting it because it's not like Planetside 1 is foolish. It being different from PS1 is good, because PS1 was rather shit. |
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2012-02-26, 08:07 PM | [Ignore Me] #75 | ||
Corporal
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This is seriously one of the dumbest features I've heard going into Planetside 2. Please make it like Battlefield 3 or Return to Castle Wolfenstein revive system (both very similar). Stick one guy with paddle/needle, he's revived instantly. No clunky revive timer like in PS1. Shit was gay. And CERTAINLY no area of effect revive, WTF?
As far as healing grenades go, like wtf? This isn't Global Agenda or whatever the fuck. Medkits please. |
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