Greetings!
If you would like to take part in the discussions, sign in below!
Categories
Latest Discussions
- Kill messages in the middle
- Lost Rank
- New Forum
- Full Servers and Clarification on Shutdown Details
- a desire
- Common Problems and Fixes for the New Account Registration Process
- Lost My Ranks
- How to run the server on Linux?
- Looking For People Who Were/Are Enlisted In The Military For A YouTube Video
- Spawning at 2,500 meters above the map
Comments
Oh, ya...they have to go to another title for that....because this is America's Army...
This has been a test of the emergency flame-fest system. Please do not adjust your set.
Anyhow, I really liked Eckomm suggestion. There must definitely has to be a focus on the nedic role in order to give players a sense of responsibility, other than just promoting better teamwork.
AA has ALWAYS been like that.
This has been a test of the emergency flame-fest system. Please do not adjust your set.
1 - Some random guy dies in a choke point somewhere.
2 - "Revive me pless... hey revive me, hey on the right, revive me, some one revive please, you there, flash and revive... now! Fog and revive, c'mon... can someone revive me? Nade and revive right now..."
3 - Some one decides to go there just to shut him up, both dead...
4- Repeat from 2.
I like everything ekcomm said but I'm not sure about limiting x amount of revives per medic, it could cause even more confusion and chaos like people crying for revives when medics are out of kits or medics having to choose who to revive which could cause a whole lot of hate, TKs, etc.. I've seen all of this even without limits...
My other idea on page one at least just gives the medic more power over regular players. It would avoid a lot of issues.
I dont buy the whole VIP argument. My challenge to you is that i think the main problem with reviving people is that its not considered precious or important. Its something everyone can do wether they know or understand what they are doing or not. I think its important that a team view their medics as important and that the medics consider themselves important to the teams success. "messy" is a bit of a bias word.
In AA2 in hospital when you have a bad VIP everyone hated it. sure. But it was one of the most played maps in AA history. Bad medics would have much less of an impact then a bad VIP. I just don't see your arguments proved true historically
2016 FraggedNation Season 4 Champion
2015 FraggedNation Season 2 Main Champion
2015 ESL Test Cup Second place
2014 FraggedNation UMM Tournament Champion
2014 FraggedNation Old School map Tournament Champion
2014 TWL Season 1 Second Place
2013 TWL 7v7 Beta Tournament Champion
2013 TWL 5v5 Beta Tournament Second Place
This was my favorite
the AA3 system of med packs would be the best fit, easier to implement (most likely), limit the use of nades/fogs/flashes, and limit the amount of medicing that goes on just due to the fact not everyone would bring a kit to the battlefield.
I'm in favor of my suggestion where everyone can heal, but medics do so much better only because i just like the idea of the medic being its own class.
It is pretty simple - if one player ask the incap to "be quiet, I can't hear if the enemy is near" - they usually stop whining (yes - I call it whining when a player does as you describe). In Kidz, 312th and TPA servers the above rarely happens as admins and more mature players will stop it.
Long story short, if a medic system is introduced I'd really love to see what ekcomm suggested and then adjust from there if it doesn't work out well.
I love this community!
Look, I get the comparison but really...the ability to revive someone has the same value of "killing" someone, for you?
- >if they revive someone to death they will be taught for sure *g* I'm 100% for some penalties or something that gives more credit to people doin it right. There should be a timer (2 seconds) a revived must stay alive to get points and achievements. Maybe give even roe and a clear hint to clear the area first. I would even find a pillory funny (show the worst reviver at the end of the match :P ) Everything is debatable for sure. Some taught on this: Fire-teams should be at least 4 soldiers, so 1 medic/4.
Limiting revives to medics only will give them a very huge impact/importance during the round. This will increase the amount of in-cap camping because killing the medics is the first priority and will give a huge advantage for the opposing team. This goes hand in hand with visible sings to their character model.
They should look the same or at least not easy to differentiate. Killing one medic would otherwise cause even more in-cap camping to lore the next medic out. And exactly this would happen public.
Because medics would be so important, limiting them by training is an absolute no go with your suggestions. This will lead next to team stacking to blatant unbalanced fights if not enough players are allowed to fill the medic role! + for Training and more reward doing it right. But this should not only apply to medics. Points won't make them smarter. Good training maybe a little. After all the discussion, you really want an even greater focus on reviving? Really!? After this changes the game won't be about "choke points" but around eliminating the other medics ... This should be a no brainer. Never gonna happen. I don't see anything that would change the begging. Expect removing revives. *edit* or muting text/voip for incaped Yes the rounds would pass faster. Because one team will always have an large numerical superiority after killing medics. And medics can't avoid this because they have to be at the front lines to revive. That would lead to pretty boring "endgames" e.g. 2vs10, aggressive in-cap camping from the first minute and generally more camping like [TOS Violation].
I could imagine a different approach. Something that offers more but does not make the role more important than needed. Basic requirement for this.:
1. Everyone can revive but it's limited. Medics can not revive more than everyone else.
-> This will not make medics the overwhelming top priority to kill during the game leading irretrievably to 2vs10 situations.
2. Players can bandage and revive but it's ineffective. Medics can give further treatment.
-> As you can see this would have a huge positive effect. This would not promote camping incaps even more like the other approach. It would bring more movement into the game and more movement at the front lines will give more occasions for attacks.
3. (this is a maybe) Players and medics can equip one ifak for a nade slot to self-bandage them effective or revive one more (medic only). This can add more options to the players also in view of large open maps.
4. (this is a maybe) Give medics an mp5 as recognition signs ,)
thank you for reading
There is solutions for basically everything you use to say why ek's suggestions won't work.
Example:
Wrong, camping a dead body waiting for revive will be the exact same as it is now. This is also very easy to defend by a) clearing the area b) fogging c) nading the spot revive instantly d) flash and revive instantly e) and so many more ways to attack someone doing nothing for their team by camping a body.
Again wrong not sure if you completely forgetting about that fact that if you die and cannot be revived it teaches you to find out what you did wrong and fix it. Thus increasing your skill level each time you die. With revives they don't think about why they died or what they did wrong. All they think about is "I need revive" "REVIVE ME!" This is why so many players in this community have such a low amount of skill/game knowledge. They don't improve the way they play. America's Army 1 was my very first FPS at 12 or 13 years old. I was very bad at the start and you know what happened every time I died I tried to figure out what I did wrong and I improve the way I go about attacking or defending each round because of it. I also would watch what other players would do well I was dead. This game is not teaching that to little kids, teenagers, or people brand new to FPS. I am fortunate enough to have already gained all this experience from AA1/2 and many other FPS titles like Battlefield, Call of duty, Cross fire, Combat arms, etc...So I already think like this. But the average player playing this game is not thinking this way and it shows.
Sorry but your lack of experience really shows here. What you just said made no sense at all. Clearly your a fan of getting revived so you can get your golden hawkeyes. (Which I think is an absolute joke. So I can get 4 kills die get revived get 3 mores kills booom I got a golden hawkeye boys!) Anyways in short the game would not become about eliminating medics. Many other titles with medic systems prove this.
What it will actually do is increase the dynamic of aapg. Would create more strategy's for how to go about each round. The game would still be about attacking certain choke points or defending certain choke points. It is not going to become and all out free for all run around kill each teams medic and you win. Killing the medics on each team will not guarantee you a win. Enough moving on.
Again very flawed logic. Your saying one team will always have the other teams medics killed every round causing unblanced game play. Well do you even read what you say and think about exactly how it would be? What does aggressive in-cap camping even mean in-cap camping is in-cap camping how can you generalize aggressive and camping in the same category.
Camping= The Act of staying in one spot in a map in a first person shooter video game to gain a tactical advantage over an enemy
Aggressive= ready or likely to attack or confront
You can't do both. It's one or the other. If Im playing aggressive I am not camping. There is very few situations in game where you find people body camping anyways and that is because they are doing absolutely nothing for their team.
1. Dedicated medics can only heal - 1 medic for every x players. If he dies, he dies. With this method you have to toy with what happens if the medic gets incapacitated. Can only other medics revive him? Can he be revived by anyone? I think if you allow anyone to revive him, it kills gameplay since everyone would immediately and recklessly rush to the medic to pick him up.
2. Medic pack in grenade slot - Sacrifice a grenade slot in order to pick a medic pack. This would also greatly limit the amount of medics since people wouldn't want to give up a grenade slot. In this instance, you could have a team with 0 medics or one with 12 medics. Each team can prepare how they want. It's really an interesting way of doing it.
3. Everyone can heal, but medics do it better - Medics heal faster, they can heal more people (unlimited first aid kits), they can completely stop bleeding of teammates (others can only limit or slow it), they can fix revive penalties (non-medics would revive with penalties to the revived player). Basically, if you're a medic, you can still do what other players can do, but way better.
I also would like to push for the changing of the bleeding mechanics so the player can only slow his own bleeding until a teammate or medic gives further treatment.
Yeah, We should totally reignite the bring back [Dev]Doc society.
I can't really take your post seriously since it disagrees with mainstream psychology. You also don't use any examples or historical reference to back up anything you say. Finally, a lot of what you say disagrees with a lot of the gaming world.
So yeah... can't even tell if you're trolling or serious because of how inept you are.
At any rate. Colts said it all.
2016 FraggedNation Season 4 Champion
2015 FraggedNation Season 2 Main Champion
2015 ESL Test Cup Second place
2014 FraggedNation UMM Tournament Champion
2014 FraggedNation Old School map Tournament Champion
2014 TWL Season 1 Second Place
2013 TWL 7v7 Beta Tournament Champion
2013 TWL 5v5 Beta Tournament Second Place