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Old 2012-03-14, 12:05 AM   [Ignore Me] #1
mefy
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Speaking of Medics this week...


I am really hoping that medics will be much more valuable this time around in their role and impact on the battlefield. Yes, just about everyone had a medapp and most people had adv. med, but for a practical use on the front lines, how can we make medics more valuable to both the empire and for the enemies to take down first?

Well, in PS1 it was usually better to just respawn quickly if you died, because if you got rezzed you would have 0 stamina and would need to get your armor repaired, which usually took longer then just respawning with everything reset.


How can we change this in PS2? Longer spawn timers? Nice little perks for being rezzed such as a 3 second invulnerability shield?

If anyone ever played Wolfenstein:Enemy Territory, I really liked how medics worked with noradrenaline shots and really liked how when you got killed, your screen would put the nearest medic in the center of your screen, so you knew exactly how far/close the nearest medic was and could see if it was worth it to tap out or not. Also, medics in Enemy Territory had great situational awareness and their minimap was marked by a noticeable marker if there were any friendlies that needed to be rezzed.

Thoughts?
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Old 2012-03-14, 12:07 AM   [Ignore Me] #2
Stardouser
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Re: Speaking of Medics this week...


As of right now, what kind of spawn timer is there and does it vary based on whether you squad spawn etc?
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Old 2012-03-14, 12:08 AM   [Ignore Me] #3
Bags
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Re: Speaking of Medics this week...


Higby said spawning will be 30 - 45 seconds unless it's far from the fight.
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Old 2012-03-14, 12:11 AM   [Ignore Me] #4
Stardouser
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Re: Speaking of Medics this week...


Originally Posted by Bags View Post
Higby said spawning will be 30 - 45 seconds unless it's far from the fight.

Ouch...I don't think they're going to win over any of the BF factions or CoD with that one.

But, as long as there is squad spawning I think it will work. Project Reality has a 45 second respawn, and it's ALMOST tolerable, but PR doesn't have squad spawning. If it did, it would be bearable.

Last edited by Stardouser; 2012-03-14 at 12:26 AM.
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Old 2012-03-14, 12:20 AM   [Ignore Me] #5
Bags
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Re: Speaking of Medics this week...


I might be wrong, but I know higby stated recently what they'd be like.


Maybe it was, 10 - 20 normal spawn near fight, 30 - 45 with squad spawn.
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Old 2012-03-14, 12:39 AM   [Ignore Me] #6
Stardouser
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Re: Speaking of Medics this week...


Originally Posted by Bags View Post
I might be wrong, but I know higby stated recently what they'd be like.


Maybe it was, 10 - 20 normal spawn near fight, 30 - 45 with squad spawn.
I read that AMS is gone, what replaces it? Er, well...actually I'm guessing squad spawn is one replacement...what will be the "normal spawn near fight" replacement?
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Old 2012-03-14, 12:40 AM   [Ignore Me] #7
Bags
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Re: Speaking of Medics this week...


Galaxies when landed are now mobile spawn points.
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Old 2012-03-14, 12:42 AM   [Ignore Me] #8
Stardouser
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Re: Speaking of Medics this week...


Originally Posted by Bags View Post
Galaxies when landed are now mobile spawn points.
Ooh, now that I like...can those things be spawned in unlimited number at a base that's powered up and intact?
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Old 2012-03-14, 12:44 AM   [Ignore Me] #9
Bags
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Re: Speaking of Medics this week...


No idea. In PS1 you got them at drop ship centers or sanctuary, neither of which exists in PS2.
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Old 2012-03-14, 12:44 AM   [Ignore Me] #10
kaffis
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Re: Speaking of Medics this week...


Originally Posted by Stardouser View Post
Ooh, now that I like...can those things be spawned in unlimited number at a base that's powered up and intact?
Last we've heard (at a GDC interview, I think) it was footholds and tech plants in the current build.
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Old 2012-03-14, 12:44 AM   [Ignore Me] #11
CutterJohn
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Re: Speaking of Medics this week...


Bases are also segmented, and you'll be able to cap portions of them before taking the entire base, including spawning areas.
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Old 2012-03-14, 12:54 AM   [Ignore Me] #12
Stardouser
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Re: Speaking of Medics this week...


Originally Posted by CutterJohn View Post
Bases are also segmented, and you'll be able to cap portions of them before taking the entire base, including spawning areas.
Is the capping going to be time-on-flag based or hacking based, or?
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Old 2012-03-14, 05:29 AM   [Ignore Me] #13
Duddy
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Re: Speaking of Medics this week...


Originally Posted by Stardouser View Post
Ooh, now that I like...can those things be spawned in unlimited number at a base that's powered up and intact?
If I remember correctly, I think it was said you could get them at your warpgate base or tech plants. So they'll always be available, but how convenient it'll be is a different question.
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