I really do feel like the supportive role of the medic and the self-heal should function separately. Uninterrupt-able heals on teammates and interrupt-able heals just for medics. Both can still have a ‘heal over time’ implementation. This makes a lot more sense to me in full-filling the medic’s role on the battle field, rather than just reviving and healing off-the scene. I find this especially important when everyone get’s regen already.
DIRTY BOMB UPDATE: Version 16895
Good things:
The new medipacks are actually quite nice. I did not expect them to work that good.
The removed shake when EV reaches the building with the cells was long-awaited and is good now as well.
Bad things:
-
The Shotgun is quite OP and spread is a bit strange. I am not sure how many projectiles are shot at once. But maybe less projectiles -> less spread, but also less damage. So we might have a one-shot kill with a close-combat headshot and 2 or 3 shots at body in close range, while kills should only be possible on long and mid range, when the enemy is at real low HP.
-
carrying objectives without being able to shoot. I dont see the advantage of this. Why shouldn’t I be able to defend myself? + why do these cells block 50 % of my screen. pls remove this.
Things that are good but need some more work:
*Mines. they bring some nice defending options into the game. Thats good.
They bring too much attacking power. thats bad.
=> As I already posted elswhere: 2 modes for mines would be nice. Strong mines that need to be armed for defending. And with MOUSE2 you throw a self arming mine, which makes less damage or has a longer time between triggering and explosion for some attacking.
- the chapel. It seems better than before. But let’s be honest: It couldn’t have gone any worse. This whole stage seems strange and is impossible to defend. On this stage we could need some balcony or something, which gives the defender an additional option to defend and prevent the attackers from entering the chapel.
- the construction stage after the chapel. It all comes down to holding that one tower. all other objectives are rather easy to attack.
- the last stage. felt a little better in the last built. A bit too less cover now I think.
That would already be an improvement yeah. Though ultimately I’d really like to see indirect self-healing only. Sorry for droning on about it, I just really would like to see it happen.
Farcry 3 had some good self-heal mechanics imo, like crackling fingers, bandaging oneself of some sort, etc… These looked all extremely nice with the animation and sound thingy. I think during the phase of self-heal you would also not be able shoot your weapon, but for gods sake i would hate it if there would be another slow-down.
I still would prefer a simple autoinjector which heals over time and med packs for teammates 
- Fixed bug that could cause carryable objective to disappear (and overtime to last forever)
Balance
- Reduced concurrent mine count to 1 per Engineer
- Reduced mine throwing distance
- Reduced mine damage slightly
- Shotgun damage now falls off slightly earlier at range
[QUOTE=acQu;432707]Farcry 3 had some good self-heal mechanics imo, like crackling fingers, bandaging oneself of some sort, etc… These looked all extremely nice with the animation and sound thingy. I think during the phase of self-heal you would also not be able shoot your weapon, but for gods sake i would hate it if there would be another slow-down.
I still would prefer a simple autoinjector which heals over time and med packs for teammates :P[/QUOTE]
seringue in Farcry3 are cool ! …just saying …love FC3 