[QUOTE=Anti;431597]OK, see your point. To me that old system feels pretty odd though, I don’t feel it’s right or really fair that players health bars are adjusting two ways mid fire fight, I think it can add a lot of confusion. Personally I’d prefer that healing occurs just off the front line or post-push when an area is secured.
The sort of ‘extra push’ you’re talking about in this scenario, for the attacker, is really where the Assault class should be leading your line rather than HP packs being used to augment your health pools mid fight. Maybe it’s a case of him not having enough health right now to be viable at doing that.[/QUOTE]
I like this train of thought, it means firefights are largely decided by a single pool of health. Players need to know when to take cover and heal or die and wait for a revive. In short it stops players with super accurate aim being fed packs and destroying the other team, now they need to withdraw one way or another.
On LB this was working well, both teams were clearing the the area for the carry objective it just seems the pickup mechanic is broken which is currently hindering the attackers taking advantage of the pickup. With that fixed I’d like to see how this plays out over time.
I’m also sure the medic’s inability to be one of those super accurate players and self heal mid fight is causing a lot of the backlash, I have no pity for these people losing their advantage, how sad you now need to fight 100hp vs 100hp.



