Community Question: Incapacitation and You


(Dthy) #21

Personally, the Brink approach works well in Pub, but the ET:QW approach works better in Competition play (Choosing when you want to be revived seems a bit unfair and silly in competition) Can’t comment on W:ET as i’ve never played it. How about having it as a server-side option? So everyone can play on a server depending on what they want?


(wolfnemesis75) #22

I chose number 2. Basically, this allows enough freedom and strategy.


(Dormamu) #23

etqw or brink, either way i’m happy,
the brink way is best if is implemented with other abilities like the Operative, cortex bomb. if every class had an ability to use as incapacitated i would chose the Brink incapacitation (EX:Soldier => kill and show every enemy in a 10m radius on your team radar; Medic => kill and revive your teammates in a 5m radius; engineer: =>kill and plant a charge with 5sec timer /5m radius blast). It depends on what incapacitated abilities you have for your next game. If you expand on your Brink idea and give every class one then it make sense to to pick the exact moment of being revived. If you implement only 1 for only 1 class (EX: Brink/Operative/cortex bomb) then ETQW’ay FTW :smiley:


(UnitedKingdomify) #24

I prefer the BRINK option, along with the ability for a player to choose when to revive him/herself. But with this I’d like - when playing a Medic - to know at what point the Respawn counter is at. Nothing more frustrating than fighting your way to an incapacitated ally only to have him elect to respawn at the last possible second which, unless you’re playing with trusted team-mates and regulars who know you’re on your way and nine-out-of-ten times you can kill your way to revive them - will happen.

So I know the question is more about revive/respawn options, but the Class the option benefits is the Medic, and if the Medic could properly judge the time he has until the next respawn; in which to close the distance to revive somebody, it’d be better for him. I guess it’s kind of “newb-safety option” for Medics. But without that info, it’s just annoying playing a Medic and being drawn away from other teammates by some 'tard who taps out when you’re five metres away - after having run a hundred metres to help the dude out. IMHO lol :smiley:


(CaRe) #25

WolfET style.
Reason:

  • You can hide the exact spawntime of your team by tapping out earlier.
    So the other team needs either map experience with the time that passes for the team to reach a special position (like usually appearing 10 seconds after spawn around a special corner {e.g. goldrush [et map]}) or they need to see the spawn shield ending or see the spawn itself.

The enemy team usually finds out the spawntime after a while, but it’s a nice skill to distinguish the good from the bad players to not tell your spawntime with the first respawn wave.
Also, tapping out earlier should remove your corpse earlier giving enemy units like covert ops less time to grab your uniform/etc to grant access through a special area like a door {e.g. supply, braundorf [et maps]}. So if you lost a stage (like loosing a flag that made you spawn there), it’s best to tap out immediately, if your team can’t reclaim it, to avoid the enemy streaming through the door earlier weakening your defenses with kills/mine clearing/position spotting/making the enemy to use up ammunition.

BUT:
Your vote is lacking the destinction between WolfET and a mix between WolfET and Brink which would be “irreversible tap out to respawn + decision when to finally revive”.
In general, I think that the option to delay your revive isn’t necessary because in a competition you would try to revive and use your weapon as fast as possible (given the implication that there is no downed fire because the downed fire mechanic is hard to balance).

Also, I really liked to have revives as a small protection method in ET. The spawnshield of the revived person was a pretty awesome and encouraged reviving because of the smaller risks when reviving instead of shooting.
In addition to that, even if you were revived, you should be able to selfkill to join the next respawn. So you have full control about respawning as a player and a decision to make because spawnkilling is a viable method to win matches.


(Humate) #26

Personally, the Brink approach works well in Pub, but the ET:QW approach works better in Competition play (Choosing when you want to be revived seems a bit unfair and silly in competition) Can’t comment on W:ET as i’ve never played it. How about having it as a server-side option? So everyone can play on a server depending on what they want?

Effects balance too much to be a server side option.


(.Chris.) #27

[QUOTE=CaRe;392444]WolfET style.
Reason:

  • You can hide the exact spawntime of your team by tapping out earlier.
    [/QUOTE]

You can do this with the ET:QW option, I always tap out at irregular times when enemies are around, it amazes me how many people don’t do this though, you’ll have about 2 enemies on floor, they will both just use the join respawn wave option rather than tap out, both of them then respawn and then you have their spawn time.


(light_sh4v0r) #28

Yep, I also tap out randomly to fool opponents, I like to think it works but it’s hard to tell :tongue:


(amazinglarry) #29

I’m a fan of the Brink method. You can either respawn, or choose when you want to be revived if you’ve received a syringe. I like being able to choose when I want to get up. I can’t understand why anybody would be against that option?

For any of those suggesting that it seems unfair that people can choose, then GIB PEOPLE OUT. You should be doing this anyway. Incapacitated players should be finished off, every time.

Anyway, to reiterate. I like being able to choose when I’m revived. I also would like the option to maybe ‘tap out’ so let the Medic know I prefer to respawn fresh (Like if I’m out of ammo, and reviving me would be fruitless). So, combine them all… but I really really like having the option of when I want to get up.


(Destroy666) #30

Voted for Brink option - didn’t play it but it seems to be the most interesting.
I also liked the feature called “Brave Heart” of ET mod - ETnam. If you have level 5 (?) medic and aren’t gibbed you can stand up yourself (“xxx found a strenght to stand up”) any time after holding F button. After that you will get half hp and your speed will be very slow. You can do it only once per respawn.


(Indloon) #31

There could such kind system,

that if the player gets some to high level setted by developers,

he could get chance to heal himself,by pressing ‘f’ million times to pull blood to heart!

That could be epic,even with the sound/graphical effects durning it!

Or amazing flash effects on that moment,if the heart model comes to screen and you are trying to fix it…

I think,there isn’t any kind of this system in games :smiley:

On other way,Wolf:ET kind,don’t like ET:QW or BRINK,its more like making people mad with that :stroggtapir:


(DrFunkenstein) #32

I like the way it’s done in ET:QW. It gives a lot of flexibility from the point of the person that’s incapacitated and it adds the chance of creating a bit of frustration for the medics. The things you love to hate are important as well :slight_smile: .

That said, it would be nice if “kill” could be bound to a key from within the menu in the hope that people will be more aware of the ability to force a respawn if they don’t want to be revived.

Dr. Funkenstein


(Humate) #33

I can’t understand why anybody would be against that option?

I cant understand why you would want to slow the game down, so that you could choose when to get up?


(Pytox) #34

I like the W:ET Style the most


(Slade05) #35

That was one of the things Brink actually got right.


(Apoc) #36

I voted etqw.

The brink way of reviving may seem like the best as it offers the most choice, but it really does slow down the gameplay. Etqw you had until the medic got to the body to gib it. Brink, you have all that time, then the time before the player uses it, then the 3 second animation. Far too slow, means medics choose to shoot first revive later, as opposed to the opposite which was often used in etqw.

I think thats the main thing.

Its wether you make it so medics will by and large choose to shoot first revive later, or vice versa. The longer it takes to revive someone the more it sways to shooting first. And having that many steps and decisions by separate players as in brink, lengthens the revival process.

Between etqw and WET, that doesnt impact the revive speed, ETQW allows people to have 3 options, which is alot less rigid than WET and tbh just seems like a logical improvement.

When your incapacitated you should be able to do something to help your team, such as spotting nearby enemies, or make some sort of hilarious dramatic “im too young to die”, “take smith not me god! he doesnt even believe in you!” voice commands/quotes. Just something to make lying down on the floor a little more either entertaining, or helpful to your team.


(amazinglarry) #37

How would it slow down the game?


(amazinglarry) #38

I think some of you are missing the point of the question. To me it seems like they’re asking about the system in general, and now necessarily how they’re implemented in the game. Having the ‘choice’ of when you want to be revived does not automatically assume there is a 3 second revive animation. How that particular system is implemented further in games is up in the air I would imagine. Who’s to say that in their next game, given that players could still choose when they want to revive, it wouldn’t be instantaneous?

The “idea” of choosing when to revive is a big plus for me. It seems like an obvious improvement.


(DarkangelUK) #39

Guess it doesn’t sit well with me. I prefer the insta-up of the ET/ETQW and also prefer that the medic needs to invest in his choice to revive someone and get up close and personal. I guess I also can’t suspend my believe enough to believe that someone is incapacitated after a shower of bullets, but can manage to jam a precision needle into his heart and revive himself. I also agree it slows the gameplay down and is kinda annoying when someone can see you going through the revive animation and camps your body waiting for you to get up.


(amazinglarry) #40

I’m just suggesting that I doubt many people who dislike the option of choosing when to get up (claiming it slows down gameplay) would feel the same way if it were an instantaneous revive instead of the 3 second revive or whatever it is.

And as for being able to suspend belief enough I mean, it’s a video game after all isn’t it? Things are generally unbelievable, as it were. I dunno, that’s just me though. I guess I’ll just accept my place in the minority on this topic hahah.