What is your dream AA:PG medic system?

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  • ziozio Posts: 109Player
    edited February 2016
    iNv|eKComm wrote: »
    GoA]z!o[N]cya[, or whatever your name is.

    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 You also don't use any examples or historical reference to back up anything you say.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.
    What the ? Seriously? Actually, I wanted to respond to colts arguments. Even if it is colts. (no offense)
    But I'm baff what a worse discussion culture prevails around here! I'm sorry that i kept my post clean of useless "my gaming vita is so long arguments"

    I noticed a long time ago that nobody wants to hassle here always with same persons that can't tolerate any other opinion, must always have the last word or wipe all arguments away because they feel so elite.
  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    edited February 2016
    It would appear that you have hit a few nerves with your post GoA]z!o[N]cya[. It's the ol' difference of opinion trap, it's OK to think differently and disagree, people must learn to understand that no one person can single handedly wreck the game no matter what gets said. I think some people fear that happening a little too much and feel threatened. It's a shame but it is what it is. You either have to get used to it or choose to ignore it, there aint no reasoning or escape from it.

    Whats important is that the devs and mods read everything, they dont take sides or favor one over another, just keep your input coming, they like it and are happy to hear things from their players, even if other players here don't :)
    If my trollery drives you crazy, you'd better put on your seatbelt.






  • K!Dz.applePIEK!Dz.applePIE Posts: 1,050Player
    "GoA wrote:
    z!o[N]cya[;34563"]
    iNv|eKComm wrote: »
    GoA]z!o[N]cya[, or whatever your name is.

    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 You also don't use any examples or historical reference to back up anything you say.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.
    What the ? Seriously? Actually, I wanted to respond to colts arguments. Even if it is colts. (no offense)
    But I'm baff what a worse discussion culture prevails around here! I'm sorry that i kept my post clean of useless "my gaming vita is so long arguments"

    I noticed a long time ago that nobody wants to hassle here always with same persons that can't tolerate any other opinion, must always have the last word or wipe all arguments away because they feel so elite.

    Well said..
  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    Whiplash27 wrote: »
    To me you have three choices it seems:

    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.

    Option #2 is a nice idea.
    Pie charts + Graphs= Very Bad.



  • =IK=Doba==IK=Doba= Posts: 2,789Player
    edited February 2016
    +1 for option 2

    It is a good idea but I would like to see even more of a trade off, like M16 only.. idea is to discourage medics more than just giving up a nade.. if ppl have no issues giving up just a nade, then the Medic class is pointless on which case I would rather just have a set amount of medics.
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  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    edited February 2016
    =IK=Doba= wrote: »
    +1 for option 2

    It is a good idea but I would like to see even more of a trade off, like M16 only.. idea is to discourage medics more than just giving up a nade.. if ppl have no issues giving up just a nade, then the Medic class is pointless on which case I would rather just have a set amount of medics.

    .. or give them an entirely new addition of a SMG exclusive to the medic class, 4 smokes, no sidearm, or nades :mrgreen:

    I always have to go one further, I know.. I know.. it's a character trait :lol:

    If my trollery drives you crazy, you'd better put on your seatbelt.






  • JungleSheepJungleSheep Posts: 87Player
    edited February 2016
    I would prefer a simpler system. I like the idea of limited bandages. Let's say you are only given two bandages/medikits which you can use on yourself or another player to stop bleeding or to revive downed players. In essence, you are limited to only two revives instead of the unlimited revives the current system has in place. Everyone would then think about the best way to use their bandages be it for selfish or selfless reasons. Most people would likely save a bandage for themselves to stop bleeding. It would also limit the number of times you can self bandage.

    To encourage revives, more points would be given. However, there should be points taken away for a poor revive. In other words, after reviving someone, the revived player needs to be alive for x number of seconds to get the revive points, negative points if the player dies within that time limit.

    In short, everyone is a limited medic. I think a medic role just makes things more complicated and causes more grieving. Spend your bandages wisely!

  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited February 2016
    =IK=Doba= wrote: »
    +1 for option 2

    It is a good idea but I would like to see even more of a trade off, like M16 only.. idea is to discourage medics more than just giving up a nade.. if ppl have no issues giving up just a nade, then the Medic class is pointless on which case I would rather just have a set amount of medics.

    Not sure I follow. I know most people prefer to use the M4 over M16, but M16 is just as useful as the M4. I use it almost exclusively in every map with M68. I think giving up a grenade is a pretty harsh penalty for being able to revive... You could go a step further and make it so that the med pack is only available in the first grenade slot. It would make people choose between frags or med pack.
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  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    Whiplash27 wrote: »
    =IK=Doba= wrote: »
    +1 for option 2

    It is a good idea but I would like to see even more of a trade off, like M16 only.. idea is to discourage medics more than just giving up a nade.. if ppl have no issues giving up just a nade, then the Medic class is pointless on which case I would rather just have a set amount of medics.

    Not sure I follow. I know most people prefer to use the M4 over M16, but M16 is just as useful as the M4. I use it almost exclusively in every map with M68. I think giving up a grenade is a pretty harsh penalty for being able to revive... You could go a step further and make it so that the med pack is only available in the first grenade slot. It would make people choose between frags or med pack.

    Yeah I would love to test this choose grenade or med pack feature out. Gun choice whatever gun you want.
    Pie charts + Graphs= Very Bad.



  • =IK=Doba==IK=Doba= Posts: 2,789Player
    edited February 2016
    I wouldnt say M16 is equal to M4, its much more difficult to use in close quarters thats why an overwhelming % of players play with M4.

    I dont think giving up a nade is enough and we'll see too many medics.. but maybe because the player may feel they wont do too well with the M16, fewer Medics would be seen.. Or like Uni suggested medics run their own gun like Vip mode used to and might again.

    Just suggestions though.. quite honestly when Comp Mode is introduced this wont matter so much
    _____________________________
    #Support Comp Mode

    https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    =IK=Doba= wrote: »
    I wouldnt say M16 is equal to M4, its much more difficult to use in close quarters thats why an overwhelming % of players play with M4.

    I dont think giving up a nade is enough and we'll see too many medics.. but maybe because the player may feel they wont do too well with the M16, fewer Medics would be seen.. Or like Uni suggested medics run their own gun like Vip mode used to and might again.

    Just suggestions though.. quite honestly when Comp Mode is introduced this wont matter so much

    Giving up a nade would tone down all the nade spam on maps like Inner Hospital where you gotta dodge like 6 nades and 20 flashes in darkroom :wink: Medic pack or a grenade is a viable option.
    Pie charts + Graphs= Very Bad.



  • iNv|eKCommiNv|eKComm Posts: 394Player
    edited February 2016
    "GoA wrote:
    z!o[N]cya[;34563"]
    What the ? Seriously? Actually, I wanted to respond to colts arguments. Even if it is colts. (no offense)
    But I'm baff what a worse discussion culture prevails around here! I'm sorry that i kept my post clean of useless "my gaming vita is so long arguments"

    I noticed a long time ago that nobody wants to hassle here always with same persons that can't tolerate any other opinion, must always have the last word or wipe all arguments away because they feel so elite.

    You realize you picked a part my psychologically and historically supported medic system and line by line attempted to bash it using nothing other than your unsupported opinion right? I called you inept because your post communicated that you are inept. At least form decent arguments before you line by line bash my post.

    And please read this article << link >>.
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  • iNv|eKCommiNv|eKComm Posts: 394Player
    .dc-colts^ wrote: »
    Whiplash27 wrote: »
    To me you have three choices it seems:

    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.

    Option #2 is a nice idea.

    I kinda dig it as well.

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  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited February 2016
    =IK=Doba= wrote: »
    I wouldnt say M16 is equal to M4, its much more difficult to use in close quarters thats why an overwhelming % of players play with M4.

    I dont think giving up a nade is enough and we'll see too many medics.. but maybe because the player may feel they wont do too well with the M16, fewer Medics would be seen.. Or like Uni suggested medics run their own gun like Vip mode used to and might again.

    Just suggestions though.. quite honestly when Comp Mode is introduced this wont matter so much

    I think more people value their frags than you think. If the choice was between med pack and flashes/fogs, then I can see your point. If it's between frags and med pack, it's a completely different story.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • iNv|eKCommiNv|eKComm Posts: 394Player
    Whiplash27 wrote: »
    =IK=Doba= wrote: »
    I wouldnt say M16 is equal to M4, its much more difficult to use in close quarters thats why an overwhelming % of players play with M4.

    I dont think giving up a nade is enough and we'll see too many medics.. but maybe because the player may feel they wont do too well with the M16, fewer Medics would be seen.. Or like Uni suggested medics run their own gun like Vip mode used to and might again.

    Just suggestions though.. quite honestly when Comp Mode is introduced this wont matter so much

    I think more people value their frags than you think. If the choice was between med pack and flashes/fogs, then I can see your point. If it's between frags and med pack, it's a completely different story.

    I agree. I would never roll medpacks if i had to choose between medpacks and a nade. This is like a two birds on stone thing. Reduce nades and revives at the same time.
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  • KodenKoden Posts: 284Player
    iNv|eKComm wrote: »
    "GoA wrote:
    z!o[N]cya[;34563"]
    What the ? Seriously? Actually, I wanted to respond to colts arguments. Even if it is colts. (no offense)
    But I'm baff what a worse discussion culture prevails around here! I'm sorry that i kept my post clean of useless "my gaming vita is so long arguments"

    I noticed a long time ago that nobody wants to hassle here always with same persons that can't tolerate any other opinion, must always have the last word or wipe all arguments away because they feel so elite.

    You realize you picked a part my psychologically and historically supported medic system and line by line attempted to bash it using nothing other than your unsupported opinion right? I called you inept because your post communicated that you are inept. At least form decent arguments before you line by line bash my post.

    And please read this article << link >>.

    You could've expressed how far you disagree with what he wrote in a much, much more polite way. There are parts of "your" medic system that could use testing and eventually changes...
    Derob6.jpg
  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    edited February 2016
    Koden wrote: »
    There are parts of "your" medic system that could use testing and eventually changes...

    Everything needs testing and minor adjustments here and there. The fact is EKComm is speaking from experience. GoA is posting his concerns (just guesses - no solid proof or facts to go with it) Example: he says medic role would make the game all about killing medics and no longer about choke points. Would love to see some proof on that theory, even though it's not possible.

    Pie charts + Graphs= Very Bad.



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