Defibs OP?


(BioSnark) #1

Are defibs currently op?


(sunshinefats) #2

I don’t really have any problem with defibs tbh.


(Humbugsen) #3

I think the revive animation could be a little bit longer.

If you meet a fragger + medic you can’t really decide to kill and gib the fragger, because the medic will get him up too fast, you basically HAVE to go for the medic.
When you met 2 medics in ET and downed one you could always decide, do i try to kill the other or gib the first. i feel like that choice is missing in DB and i like choices :smiley:
Maybe also fraggers downed hp is just too high


(Pakaa) #4

You know, I always really liked the Strogg revive.


(Protekt1) #5

Humbugsen’s suggestion for a revive animation might be something worth looking into.

But I think defibs are good as they are right now. This is a team based game. Defibs should be strong. They need to be strong.


(prophett) #6

Help up 10 char


(Rémy Cabresin) #7

Voted other, why:

The problem isn’t the defibs or gibbing being too hard, the problem is that people can keep moving/shooting right after a revive so they are essentially never out of the fight. If a medic is fast enough(which can simply be because that medic is good and anticipated his teammate dieing rather than sitting behind them with paddles) on f.e a Fragger, that Fragger can just (quite effectively)keep steamrolling into the enemy team without any punishment for being killed. So instead of scapegoating the defibs, make it so that the ‘steamrolling’ factor becomes less easy. In which, imo, the best way is to give players some form of movement punishment after they have been revived, stopping them from the endless ‘move forward, revive, move forward, revive, move forward, revive’ while shooting. I’d say when a player is revived, they are stationary(with spawn protection) for a small amount of time(2 seconds). This would make using revive training as a strat less effective without touching the very thin line balance between reviving and gibbing(because I really don’t think that the problem lies there).


(ragnak) #8

Didnt a lot of players ask for this in the past ? Yea its what should happen but we all know that anything that was in ET will never be in DB without changes for no reason at all 8D (just look at arty or skyhammer, both needs work and ET mechanics would be great for them but NOPE).


(Destroy666) #9

Defibrilators are one of the last things I’d change in DB, what’s wrong with them?


(Shadwblade2652) #10

They essentially can be spammed and because of the long time to gib, make pushing an area significantly more difficult with any medic that’s somewhat competent.


(Protekt1) #11

Aim for the head of the downed player. Plus, when you’re 1v2, they should absolutely have a strong advantage. If you’re 2v2, you can take the medic out or gib the body quite quickly with two people.


(BMXer) #12

Aiming for the head of the downed player would be a more viable option but the body flops around and sometimes the head isn’t facing your direction. At range it makes gibbing super random. Forcing the downed body’s head to face the direction of the killer would/could be a solution.


(Humbugsen) #13

[QUOTE=adeto;530585]Voted other, why:

The problem isn’t the defibs or gibbing being too hard, the problem is that people can keep moving/shooting right after a revive so they are essentially never out of the fight. If a medic is fast enough(which can simply be because that medic is good and anticipated his teammate dieing rather than sitting behind them with paddles) on f.e a Fragger, that Fragger can just (quite effectively)keep steamrolling into the enemy team without any punishment for being killed. So instead of scapegoating the defibs, make it so that the ‘steamrolling’ factor becomes less easy. In which, imo, the best way is to give players some form of movement punishment after they have been revived, stopping them from the endless ‘move forward, revive, move forward, revive, move forward, revive’ while shooting. I’d say when a player is revived, they are stationary(with spawn protection) for a small amount of time(2 seconds). This would make using revive training as a strat less effective without touching the very thin line balance between reviving and gibbing(because I really don’t think that the problem lies there).[/QUOTE]

yes I would also like that stationary protection, was perfect in ET in my opinion.

also didn’t mean much longer revive animation, just something between 0.2 and 0.5 seconds maybe. The shortest revive is almost instant and gives around 75% hp with the get up perk.
I would definitely hate a cooldown on defibs or something like that.


(Szakalot) #14

[QUOTE=adeto;530585]Voted other, why:

The problem isn’t the defibs or gibbing being too hard, the problem is that people can keep moving/shooting right after a revive so they are essentially never out of the fight. If a medic is fast enough(which can simply be because that medic is good and anticipated his teammate dieing rather than sitting behind them with paddles) on f.e a Fragger, that Fragger can just (quite effectively)keep steamrolling into the enemy team without any punishment for being killed. So instead of scapegoating the defibs, make it so that the ‘steamrolling’ factor becomes less easy. In which, imo, the best way is to give players some form of movement punishment after they have been revived, stopping them from the endless ‘move forward, revive, move forward, revive, move forward, revive’ while shooting. I’d say when a player is revived, they are stationary(with spawn protection) for a small amount of time(2 seconds). This would make using revive training as a strat less effective without touching the very thin line balance between reviving and gibbing(because I really don’t think that the problem lies there).[/QUOTE]

what he said.


(kenpokiller) #15

Sorry for being a good medic.


(kenpokiller) #16

Sorry for being a good medic.

& No, I don’t find them OP;

Gib when I have them out and i’m a running chicken.


(fubar) #17

[QUOTE=adeto;530585]Voted other, why:

The problem isn’t the defibs or gibbing being too hard, the problem is that people can keep moving/shooting right after a revive so they are essentially never out of the fight. If a medic is fast enough(which can simply be because that medic is good and anticipated his teammate dieing rather than sitting behind them with paddles) on f.e a Fragger, that Fragger can just (quite effectively)keep steamrolling into the enemy team without any punishment for being killed. So instead of scapegoating the defibs, make it so that the ‘steamrolling’ factor becomes less easy. In which, imo, the best way is to give players some form of movement punishment after they have been revived, stopping them from the endless ‘move forward, revive, move forward, revive, move forward, revive’ while shooting. I’d say when a player is revived, they are stationary(with spawn protection) for a small amount of time(2 seconds). This would make using revive training as a strat less effective without touching the very thin line balance between reviving and gibbing(because I really don’t think that the problem lies there).[/QUOTE]

This. Also, perhaps, removing the charge up of defibs. With the Get Up perk, which every single medic in comp uses, quick-reviving a fragger is already such a pain in the ass to deal with due to the massive amount of HP he gets, much more so if people get picked up with full hp instantly. Currently, if you have a good medic with you, there really is no downside to dying whatsoever.
You died, you should be punished, you should be out of the game for a short while, you shouldn’t be rewarded with your opponent having lost more ammunition trying to shoot your medic/gibbing you in an attempt to fight the revive all the while you suffer no disadvantage at all.


(Szakalot) #18

if the person revived took longer to get back into the fight, you could use that time to take out the medic. Atm. the only way to get the medic is AoE, or if they make a mistake


#19

If defibs are OP, why is nobody reviving me in pubs? Surely everyone loves being OP?


(Shadwblade2652) #20

because 90% of medics think being the point man is A. acceptable and B. helpful to the team - most don’t turn the hell around to see half of their team lying on the ground.