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Re: A way to revive people in Fh2? Moderator note: Merged "A way to revive people in Fh2?" by sgtsuckyshot with " Medic class for FH2? " by Fake Shemp. |
Re: Medic class for FH2? Quote:
if possible: perhaps a way of reducing abuse: prevent people from using medics to top up the life all the time. life after medical assistance = life before assistance + assistance (ie 40%). if life before + supplies > 100% then life after --> (life before + supplies) - (life before + supplies - 100%)*2. for instance, if the guy has 90% health, and gets a 40% boost, then that's 130%. however, instead of ending up with 130 he ends up with 130 - 30*2 = 100 - 30 = 70%. What's not used to heal the soldier is again subtracted. |
Re: A way to revive people in Fh2? Quote:
I suppose the regenerating health kits would be a bad idea, but my solution is, give 'em lots of supplies to start with! I think, when revived, players should go back up to 30% or 40% health, but have blurry vision for ten or fifteen seconds. Then, the medical bag (or whatever) can be used to give health to any living players. As for rifles, ahhhh, give 'em one, but make it a crap one (for the medical specialists, at least - they might get less health supplies than a full medic). Didn't the medic in Saving Private Ryan have like a carbine like the engineers do? Must watch that again... I got it! Two seperate classes: one field medic (as a pick up kit), with more morphines, hypos and bandages than a specialist but with only a pistol and knife for defense, and a specialist (as a spawnable class), with more firepower than the full medic but less medical supplies. Or vice-versa, the specialist is a pick-up and the field medic is the spawnable class... |
Re: Medic class for FH2? I agree with spawning "semi-full-health" even Fuzzy Vision™ But not 10-15 sec. More like 5. You have to remember the majority of people even on this board (which are the more hardcore fans) decided 15 seconds was too long to SPAWN much less wait for their head to clean after being brough back from the-tunnel-with-the-light-at-the-end. I like the current BF2 medic except for some things: Throwable medic bag = LAME. Non-infinate supplies, but ample. The medic isn't overpotent in BF2 as it is, so don't weaken it too much if you want him to be any fun at all to play. Just a fair warning from your friends at the Gameplay Dept. |
Re: Medic class for FH2? The whole field medic thing and medical specialist thing is a good idea. Fake Shemp's idea is a good one. The field medic should be spawnable with a pistol and knife and more supplies, and the medical specialist could also be spawnable and should have a rifle or carbine with a couple of clips, but fewer supplies, and no morphine. As for morphine, it should take only a few seconds. Injecting a guy with a shot shouldn't take long, should it? Maybe you could make it so that the medic has to be there just for a second or two, but it takes a little time for the guy to regain control (simulating the time it takes for it to enter the bloodstream). It should give back 40%-50% health, make vision blurry, and should still bleed off over time, since it wears off and the pain comes back. Maybe also try and make it so that a guy can only be revived once. Also, if it's possible, try and make it so that you can only be revived after arm or leg wounds. As for medkits, limited supplies, no self healing, and no droppable kits. If you want, you could make limited ones that can be dropped from trucks that medics can use to recharge their kits. Also, the whole bleeding thing is a good idea as well. Give medics some bandages to stop it, and get rid of any detrimental effects (reduced movement/sprinting from leg wounds, worsened aim/weapon sway from arm wounds). I think the healing limit should be 50% if health is <50% and 75-80% if >50%. All of this is IMO, but I think they are good ideas, that don't lean too much towards realism or not-so-realism. |
Re: Medic class for FH2? Hmm, with the unlockable-weapons feature one might be able to make a choice for the would-be medic. Healpack, rifle, knife, ect or can swap weaponsets to have pistol +2 clips, knife, Healpack, revive ability. One class, two options to be medic. One more armed but can't revive; the other less armed but can revive. Balanced and kinda realstic. Agree with limit on number of revives per life, no droppable packs, short fuzzy vision/immobility Disagree on medical effects wearing off Unsure about self-healing. Hmm, make sprinting health-related? Lower than 80% health = no sprint? |
Re: Medic class for FH2? Quote:
About the unlockable kits, I've got two concerns: 1. This would make it so less skilled players would not have access to one of the medical-oreinted kits (which one, then?) 2. I'm not sure if the unlockable kit feature can be modded to change more than just the primary weapon in each kit - as that's what it could do so far, in the "unlocked weapons" servers I played before "The Great Crackdown". The anti-tank, for example, got an auto-shotgun instead of an SMG, but kept the SAW, grenades and knife. I'm not sure if amounts of supplies could be changed with that feature - but I guess it's up to the modders to find out! |
Re: Medic class for FH2? 0. Ok 60% granted, or even lower. All my suggestions come with free reign to tweak them as needed. 1. They wouldn't be unlockable. The lock/unlock-based-on-experience needs a PlayerData tracking server. Not something that is likely to happen with FH2. They would simply be both be available at any time. A player would have to choose between a rifle vs the ability to revive. Both would have the heal-y pack. 2. From what I hear BF2 is way more moddable than BF42. In the BF42 mindset about modding I'd agree with you. If this was 1942 I'd say only the primary being switched was possible, but as of yet I'm keeping my faith in BF2's magical ability to mod anything. |
Re: Medic class for FH2? I still think that if you are hit in the legs, you lose sprinting ability, and that medic band-aids could be used to undo this. Same thing for weapon sway and/or worsened accuracy if you take a bullet to the arms. |
Re: Medic class for FH2? i would like to see, really slow natural healing over, long, long time. and increased healing speed from medics/lockers etc. but! still fairly slow. i think healing up shoud be quite costly time wise. healing up in 20-30 secs is really arcade imo |
Re: Medic class for FH2? maybe instead of cabinets/boxes/ambulances healing soldiers they re-stock the medic's supplies instead? That way if the guy runs out he'll have to RTB for supplies or wait until someone drives new supplies over. I'm all for the idea of medics, back when I played vanilla i was one of the three guys who would actually respond when someone called for a medic:cool: |
Re: Medic class for FH2? really if you want to talk realistic, if wounded you should be bleeding and dieing, losing health. and a medic, should just stop this lose of health, but not replenish it. so medics still get to save you, but no magic healing. |
Re: Medic class for FH2? i think i saw it posted before, but im not sure....just in case: 20-30 revive time to 30% health is rediculous when compaired with 20 spawn time to full health i know we want something descent in terms or realism but, most people wont want to sit there that long. also in terms of healing medics, dont think of health in terms of health. Think of it as in combat effectiveness, in FH if you shoot a guy in the foot three times he "dies" while in real life they probably cant walk for a good long time. So health is not actualy health |
Re: Medic class for FH2? I think medic should go like this. Every soldier can drag another soldier by his Y straps or shoulder straps. If your going to take 15 seconds to heal someone or revive them, then they need to be in a safe spot. Also, alot of you guys dont understand that Germans did not shoot medics usually. Germans were very loyal people and lived up to their word. Same as americans. As for russian theater, they did shoot each other. Medics should not be able to have a gun, they wear a medical apron, arm bands, and helmet crosses. If the enemy shoots a medic, the enemy will get a -2 score. Tell me what you guys think? |
Re: Medic class for FH2? 10 second drag + 20 second heal = no thanks, ill wait 20 seconds to respawn at full health |
Re: Medic class for FH2? These are all great ideas. I personally think that there should be no revival, once you're dead, thats it...wait to respawn. However the bleeding idea (a la Americas Army and early DoD betas) is an excellent idea. I think the medic should be clearly marked with white cross on the arm and helmet. He should spawn with: Knife Pistol Possibly a rifle such as the M1 Carbine 5x Bandages 5x Morphine Darts Possibly 2 grenades The bandages will be used to stop bleeding of a wounded soldier, and there is only a finite amount, which will be replenished at health cabinets which restock medical supplies only. The morphine darts can be used on wounded soldiers with 30% health and less. When a soldier reaches this health level, I think some sort of effect should occur, such as the blury screen or crosshair wobbles slightly or something. The morphine would stop this but can only be administered (sp?) once per man. A suitable speech macro would be needed saying that you need morphine. I think that revival of critically injured/dead men is out of the question. Obviously the medic would receive a point each time he helped a soldier using some of his medikit. You don't really need to be revived, its only about 15 seconds or so until you respawn anyway. In short: Bandages/Field Dressings to stop the bleeding Morphine to take away the effects of loss of large amounts of blood or horrific pain on the view of the soldier, dizzyness or blurry vision etc This I think would keep it fairly simple and at the same time imo fun to play. Just need to make sure we don't turn the medic into a regular infantry class with an added medic kit. If it is a "corpseman" that performs this duty then they could have a rifle. After doing a bit of reading, corpsmen were US Navy sailors assigned to Marine units, the equivalent of medics, so forget what I just said. |
Re: Medic class for FH2? Quote:
And if you heal someone you should be rewarded for doing so. Otherwise no one will heal teammates as there is very little reason to do so. |
Re: Medic class for FH2? I hear all this crap about fuzzy vision and blurred movement. DO NOT DO IT. I hate the tunnel vision in SH and stuff like that in other mods. It COMPLETELY ruins gameplay. Think about it, some jerk shoots 30 rounds out of his SMG at 300+ yards and ONE bullet hits you and u run around unable to see stuff. BAD IDEA. Happens ALL THE TIME in SH. My Suggestion: FH2 Medic kit(spawnable): Knife Carbine Morphine needle First aid kit bandage Ok, to heal some1: stick 'em with the morphine(left click), then apply the first aid kit (drop it) then apply the bandage (left click until he's at 100% health). Maybe that's too complicated. |
Re: Medic class for FH2? Well, if one bullet hit you at 300+ yards, you'd still not be feeling your best, realistically. Obviously the amount of annoyance in fuzzy vision ect would be directly proportional to the damage either 1. the round does or 2. the health level you are at. If you got hit by a SMG at 300+ yards... the damage would be near NIL; like a tennis ball strike. So no problem there. |
Re: Medic class for FH2? well respawn instead then...and get the +1 added to your death tally, and 1 ticket lose from team tickets. the point of healing, is so you dont get the deaths added to your stats, and lose of a ticket. so it should take atleast twice as long as respawn time. however, im for no healing at all (to arcade).... just have the medic stop you from dieing. |
Re: Medic class for FH2? Guys, I really think we should have a geneva convention for this game. I know some medics carried weapons and all US medics carried a colt .45. But there should be somthing like a -2 score for shooting a medic. Any side. But the medic shouldnt be able to shoot back at you. Not very many medics were shot in WWII, and if you think about it, the ratio of medics not being shot to being shot is greater. So I say we dont give medics a weapon, but instead give them an oppertunity to have fun while they are healing. If you have medics with guns, they are more focused on killing than healing. |
Re: Medic class for FH2? Ok... So, you'll give me a pistol and a medkit? LOL I'm not going to spend 4 hours downloading FH so I run around healing ppl. I want to shoot the other guy too ya know. Whats going to stop some1 from shooting me anyway? -2 score, HA. :lol: :lol: :lol: |
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Re: Medic class for FH2? Quote:
so it gives people playing medic can choose to either play aggressively or 100% as team/squad support. or maybe not. if the medic is running around reviving people you just wounded then it would really be stupid to not kill him too. |
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