regen and self heal not a million miles apart are they. re medic imo self heal with a slightly weaker weapon lets say a catapult. j/k but something weaker than others. medic should be the weakest class re weapons, if he/she can self heal.
Do you want health regeneration?
Yeah letting the medic heal a bit for every med pack he hands out to another player (that is not a medic) would be the best way to go about that.
The reason this shouldn’t count for healing other medics is that it would create a too strong synergy and would make it very profitable to stack up on the medics in a team.
This is a tricky issue, I don’t really like regen by priniciple but it worked quite okay in Brink so not really sure. Lots of interesting suggestions here though, if I can pick freely I would go for something like:
- Very small regen for all, 20% max - or none.
- Medics get a 10% regen for each packed used (by a non medic).
- Medics can not use their own packs (but can use others packs or cabinets (hope to see them at some point now that we know the ammo racks works ;))
@amazinglarry: I think that synergy health effect to 140 with 4 medics for the (GDF) team was in ETQW, not ET.
Sidenote: would be cool to get the health dispenser from Brink as a medic tool - I liked that medics had a tactical thing to deploy.
Medics should be able to use their own packs, the bonus from healing others should only be large enough that players rather just keep healing their team-mates in order to be more efficient.
i like that option. but
- Medics get a 10% regen for each packed used (by a non medic).
tempting offer. if you agree not to call it regen and just call it health-share-option. but at least you would know how much health you get from a used pack.
as long as you get an audio feedback of it being used.
as regen stands, its pretty random and unless you like to constantly stare at your health bar you have no idea at most points what your health is.
maybe as above an audio cue to the fact your health is rising.atm i think your heart beating goes away on regen, so more subtle than ding,ding,ding.
but i would still prefer a direct connection to health. posssibly the heat maps might indicate how it affects the gameplay.
I like it as it is now, otherwise you’ll need to change lots of other stuff too. I see it like TK revive, without the need for TK revive.
Of course the health should be distributed instantly. That way it pays for a medic to perform in-combat healing. And yeah, there should even be a bigger reward for revives. Give the medic a 100% hp recharge (except for his own teamkills naturally) and the game would still play perfectly fine.
I’m fairly alright with where it is right now.
Perhaps the only suggestions would be that it starts too soon, and it needs an associated sound effect.
Not that anybody is suggesting this yet, but if self-heal for medics were to be removed I would [strike]flat out not play[/strike] fly to London and picket SD’s offices.
I wouldn’t mind some amount of regen, but not full regen.
The game is pretty lethal at the moment and if you’re on 20% life you may as well either start camping or suicide.
If you regened to 50% then you’d have a chance against an opponent, while still being injured enough to be at a disadvantage.
It still leaves medics as important since they res people (massively important) and having 100% health is still FAR superior to 50%. And if the medic is around when you take damage you can be healed back immediately without waiting for regen to kick in.
Of course, if lethality is tweaked then the regen should be tweaked to match.
It is a very hard topic. Both ways have their bonuses and anuses.
I suggest to test this in one of the patches later. Turn off regen on servers for some couple of weeks (or even just turn off on servers by a cvar if possible - if not - place a server cvar into game in the next patch). This is a very very important topic.
I think it would be interesting to remove the regen and have medics gain a percentage of life back themselves for every pack they give to an ally. I just haven’t seen medics want to heal up teammates that often due to the regen feature and rambo play. There’s also not a lot of opportunities to revive people due to short spawn times and tight spaces where the fire fights take place. Some of the pugs after Christmas break showed that medic trains weren’t very effective either; not that I want them to be, but medic seems to play very different in solo pub play.
Actively healing your team is too hard at the moment. Right now the medic role is mostly confined to recharging your teams in quiet moments. Even trying to keep one guy up constantly is already difficult because you end up dropping packs that go unnoticed and you always run empty at which point you need to decide between keeping him alive and keeping yourself alive.
Health bonuses for both revives and healing would help a lot.
[QUOTE=tokamak;422534]Actively healing your team is too hard at the moment. Right now the medic role is mostly confined to recharging your teams in quiet moments. Even trying to keep one guy up constantly is already difficult because you end up dropping packs that go unnoticed and you always run empty at which point you need to decide between keeping him alive and keeping yourself alive.
Health bonuses for both revives and healing would help a lot.[/QUOTE]
On the note of medic being too hard, it always has been a bit bad imo. TF2 did a much better job with it since you don’t need cooperation from the player in order to heal them.
It’s kind of frustrating trying to throw a teammate a medpack for it to miss and them to run off none the wiser. You can’t tell them “hey get the hell back here and pick this up!” and it uses 1/4 of your available packs.
Med and ammo pecks need to be more visible anyway. And I guess some vsays combined with visual indicators will also help a lot here.
It would also restore the trust in the medics. Right now people don´t bother with getting themselves healed up at a medic because medics aren´t holding healing as their main priority. In turn, medics stop bothering when people don´t wait up for them. So anything to break this cycle of distrust, a health regen incentive works a charm here.
How about you throw kits to those people who move to cover or don’t sprint off. It’s partially the medic’s fault if they are throwing packs behind a player who is running off into the distance.
No malice intended but from the games tonight I’d say you were having some personal issues with the medic that I’ve not seen in other players. In short be careful you’re not looking at the capabilities from a narrow perspective of what works and what doesn’t.
In regards to making packs more visible, I think they’re just fine as they are. All I would say is perhaps localised automated vsay saying Medpack out, Ammo out. As it is I can generally hear packs being thrown after I’ve revived.
My point is that I don’t want to be limited to just catering to the people who move to cover.
I think the medpack thing is more to do with map design than the medpacks themselves; it was fine in ETQW when you had somewhat well defined front lines, and distinct spots where other players would be that you could load up with medpacks and let people decide whether they wanted to take some or not.
DB’s frontlines are a bit scattered with the short death-respawn time and no spawn waves and stuff, so it’s more difficult to put them down so effectively. Earlier today I was finding it much more effective to focus on revives when the group was moving, and save medpacks to keep myself up or to buff HP when the group paused. That only really works when you have a group moving, so spawn wave stuff again etc.
I do find myself running low on medpacks all the time, and not because I’m using them all on myself. Quite a few do get ignored though. Maybe split the cost of medpacks into two parts; throwing a pack, and having a pack get used? So you throw a pack and it costs 5% of your total energy. You can have 4 packs down at any one time. If a pack is used, that eats 20% of your energy. If your pack gets ignored, you can toss down another one when you need it, and that 5% energy regen only took a few seconds rather than a full pack’s worth of time?
I also kind of want to say add a HUD icon for medpacks, but that’d get cluttered, and minimap icons would also be cluttered, so I dunno. Ideally people would be aware that medpacks were nearby without needing them on-screen.
About the regen stuff; I think I won’t be able to decide either way until the gunplay approaches final, because it’s going to depend. I do think there’s a danger in making the classes too distinct; it’s no fun playing a medic if you’re always going to lose fights because assault is the combat class, no matter how much self-healing and regen you have. No-one has outright said that I think, but if you’re going to add full health regen it needs to balance in a zero sum game, and if that comes out of combat ability then you might end up with a class that people just don’t want to play.
Or have medpacks thrown down expire faster and let every pack speed up the generation of the med packs for a bit once it expires.