Body Gibs and Corpse Dragging


(Boognish) #1

I’d love to see gibs brought back, I hate that the gaming industry has gone full on G-rating. It was nice when an explosive would destroy someone’s body such that it couldn’t be revived. Also casually running by a fallen enemy and dropping a grenade or planting a mine under them was just plain funny.

I’d also like to see corpse dragging that we had in some of the Wolf:ET mods. When I see my friend enter a door way and into crossfire, being able to save his hide by dragging his injured body back into a safe area for the reinforcing medics was nothing short of awesome. I also liked being able to drag enemies into more open areas to bait in medics for an ambush.

Am I the only one that misses that stuff?


(rorgoroth) #2

>Am I the only one that misses that stuff?

Not at all, +1 from myself! :infiltrator:


(Xyphen) #3

+1
Also , camera should focus on the player that killed you if there isnt medic nearby , so finishing some1 can have that personal element :stuck_out_tongue:


(Boognish) #4

[QUOTE=Xyphen;415039]+1
Also , camera should focus on the player that killed you if there isnt medic nearby , so finishing some1 can have that personal element :P[/QUOTE]

+1 for that


(montheponies) #5

gibs definitely - body dragging not so much.


(BomBaKlaK) #6

same opinion


(Stumperd) #7

Gibs, definitely yes.
Body dragging, no.
They want the game to be skill-based. I think it’s better if they make it like ET that you have to use very good movement to revive teammates in some circumstances.


(Mao.) #8

I m not sure Body dragging is a good idea but gibs definitely


(Hundopercent) #9

Gibbing should be included if medics have infinite revive. If not, than heavy medic teams will have an advantage. This is of course just me speculating what the game is like without real solid data. I’ve played every SD game so I’m familiar with their style though.


(Dysfunkshion) #10

I don’t agree. Teams with a lot of medics sacrifice other stuff. A simple example is when a heavy medic team has only 1 engi to blow something up. If you just take him down and force him to respawn, you’ll probably be able to defend.

From the gameplay vid, we know that there’s infinite revive anyway. I don’t know wether I like it or not. Guess I’ll have to wait for more details on this one.


(Bloodbite) #11

Part of me wants to say “gibbing like the first Soldier of Fortune”… but that could make medic revives problematic for the dude who was still hopping for a few more heartbeats and shooting back while one of his legs had been splattered into oblivion from a high calibre round… then collapsing and bleeding out.

Or maybe not? Just make the bullet-induced-amputees unrevivable?

In any case… as long as it doesn’t complicate the netcode. If it’s a potential lag-inducer… we can live without it.


(Hundopercent) #12

[QUOTE=Dysfunkshion;415170]I don’t agree. Teams with a lot of medics sacrifice other stuff. A simple example is when a heavy medic team has only 1 engi to blow something up. If you just take him down and force him to respawn, you’ll probably be able to defend.

From the gameplay vid, we know that there’s infinite revive anyway. I don’t know wether I like it or not. Guess I’ll have to wait for more details on this one.[/QUOTE]

It all depends on how the game is to be honest. If they do the buffing system from Brink I could see your point. If not than 3 med 2 engi would get the objective done on an engi based objective. They would then switch to a normal setup after the objective is complete. I’m hoping they have some solid SW Objective maps and not just escorts. Escort missions can get kind blah.


(Kendle) #13

In practise though that’s not what happens.

On public servers the mentality is “I’ll play Medic cos I need the crutch that having a health advantage gives me, good for me, I’ll just ‘hope’ someone else goes Engi to get the objective done”.

In matches the mentality is “right, there are 6 of us, so that’s 6 Medics. OK, we need to blow something up, so that’s 5 Medics and an Engineer. Wait, we’ll need some ammo as well, so that’s 4 Medics, an Engi and a Field-Ops”.

In ET the Medic is the de-facto soldier, you only DON’T play Medic if and when you have a good reason not to. This of course has nothing to do with gibbing and everything to do with Medics being over-powered.

What might be cool is Medics having limited revives and med packs, and having to go to a Field-Op to get refills ?


(BrightIs) #14

[QUOTE=Kendle;415408]

What might be cool is Medics having limited revives and med packs, and having to go to a Field-Op to get refills ?[/QUOTE]

That’s a good idea for the med packs, that would solve a lot of problems with OP medics. As for revives, i think unlimited is ok as they can only help teammates with it.


(Dope) #15

Moar blood! Remember where “gib” word comes from? Right, Q1!


(Kendle) #16

True :slight_smile: (10 chars)


(rorgoroth) #17

Another idea would be to have medics being able to (unlimited) revive and limited number of health packs (although they would probably be used 99% on themselves if history replays itself) but give all the medic packs and ammo to the field op.

The GDF medic in ETQW called in an air package/supply crate via smoke marker which was the crates of health and ammo from W:ET, but which could be destroyed - give this ability to the field op to call in. Of course treat the Field Op equally as the medic by giving him limited hand-out ammo packs.


(montheponies) #18

[QUOTE=Kendle;415408]…On public servers the mentality is “I’ll play Medic cos I need the crutch that having a health advantage gives me, good for me, I’ll just ‘hope’ someone else goes Engi to get the objective done”.

In matches the mentality is “right, there are 6 of us, so that’s 6 Medics. OK, we need to blow something up, so that’s 5 Medics and an Engineer. Wait, we’ll need some ammo as well, so that’s 4 Medics, an Engi and a Field-Ops”…[/QUOTE]

The most powerful feature of the medic is the revive, so no surprises it dominates a team loadout - far more useful and versatile than nearly every other class, which is why it’s the mainstay of any team. For competition though you always had a LT and Soldier (pf and/or sniper), with the occassional double eng just to get the plants done quickly. I dont think that ever proved to be a problem.

My concern is that we talk about these things as if they are gamebreakers, they arent and neutering the medic just to make them less attractive is only going to invite more trouble as you artificially skew the ‘pub-minded’ onto the next OP class (for Brink this tended to be the soldier with grenade shooting et al). At least it was a class that was restricted to a SMG.

Pack-whores could be combated by simply making med-packs only work on other players or even classes, leaving the medic with mebbe a slow health regen. but again I dont recall this being a gamebreaker in RTCW.


(Kendle) #19

The most powerful feature (of the ET Med), IMO, is the med-pack.

I was a full time Medic in RTCW, and started out as a Medic in ET. The term “rambo Medic” didn’t exist in RTCW, it was coined sometime after ET’s launch when everyone jumped on the bandwagon and realised it was the most powerful class.

The difference between RTCW and ET is actually quite subtle. In ET the guns are weaker (same damage, slower rate of fire), the Medic regen is faster (I think, can’t remember exactly), and there are XP bonus’s that gave you even more health. Having the ability to pack yourself back up to full health between gun fights, often even DURING gun fights, made the Medic a far more formidable soldier than any other class.

Agreed, and something I’d love to see, as I was what I call a “proper” Medic, using the classes abilities to support other players, rather than turn myself into an invincible super-soldat! :slight_smile:

Trouble is, so many people played Medic (in ET) because of the health advantage that debating it never achieved anything, they’d all insist it wasn’t OP and didn’t need nerfing. Hopefully DB will give us back a more RTCW-ish Medic than an ET Medic.


(Dysfunkshion) #20

It’s true that the medic was the strongest class in W:ET. And tbh, gameplay wise I was fine with this. I’d rather have OP medics than OP soldiers with heavy weapons or OP field ops with airstrike. Rifle nades were already a big annoyance to me anyway.

I hope they either take away the auto regen, the health advantage or both. The ability to selfheal should stay. The only way selfhealing was OP in W:ET is when you couldn’t catch the medic fast enough and this is were good strafe jumping comes in.

I don’t know how to put this wihout sounding like someone who only likes OP stuff, but I never had problems with ET’s medic system.
In competitive play people knew they should kill the engi first, if possible.
In pub play, being a medic made you versatile.

You could:

  • Support your team, protect your engineers at the objective.
  • Be disruptive (go behind enemy lines and pick up a kill or 2 - 3 every spawn wave). This is how I often played when the team wasn’t pushed up far enough yet. Good examples are running around in goldrush courtyard area as ally right after taking the tank or going behind the tank guns, on Oasis, to pull attention away from the tunnel or the main route.
  • Be a damage soaker. Run in front of engineers to protect them.

I know that this is too versatile for one class, but I didn’t mind. I never hated playing against teams with a lot of medics, even when I was an engineer or Field ops.