Do you want health regeneration?


(tokamak) #161

Yes but still a very effective solo player. That’s why you want to tie his combat potency to his teamwork rather than keep them separate. A passive regeneration does make it easier to support the team, but because it isn’t related to the teamwork, it can also be used to be a maverick and do your own thing.

So the idea of regeneration is good but we need to find a way to link that generation to the medic healing others.


(nailzor) #162

[QUOTE=tokamak;425543]Yes but still a very effective solo player. That’s why you want to tie his combat potency to his teamwork rather than keep them separate. A passive regeneration does make it easier to support the team, but because it isn’t related to the teamwork, it can also be used to be a maverick and do your own thing.

So the idea of regeneration is good but we need to find a way to link that generation to the medic healing others.[/QUOTE]

However, if a Medic was only able to pick up ammo from another Medic do you think this would even the playing field? Currently I see everyone play Medic and not look back because they literally have unlimited ammo by killing/gibbing people. What if the ammo drop was changed do you think this would affect the choice of Health Regen?


(tokamak) #163

I think the issue of regeneration being an all-round buff to whatever style the medic plays in rather than an incentive to support teamplay would persist.


(nailzor) #164

I understand that, but if the only class that regen was Medic it would be different. Regardless of amount, a small regen would make sense consider it is a Medic who knows how to heal people :slight_smile:


(tokamak) #165

Again, only if it’s tied to actually healing people that’s why it shouldn’t be passive but rather a bonus that comes with each healt-pack you give to someone else.


(nailzor) #166

I think this idea would need to be broader - IE: if you revive or heal someone. Anyone can throw a pack onto a damaged foe (i’ll shoot you when you spawn and throw a medic pack on you :wink:

Although it may not be 100% related to Health Regen… what if a Medic had the ability to drop a healing becon by using the same power of 3-4 packs instead? So instead of only healing 3-4 single targets you have the ability to heal multiple targets in an 8m radius that lasted 30s - including yourself (this where the health regen comes in) ? Any thoughts are welcome.


(Patriotqube) #167

make it so only medics has health generation imo
reduce their hp a bit
make it so they cant pickup their own healthpacks
raise xp for a revive abit

basically make it a class that are important, but cant go rambo (Like they can in WET) they should stick in the background and just support engies and soldiers

my thoughts


(SockDog) #168

Have him pick an appropriate class then. His solo ability should be healing and reviving. If his strength is killing through using a side effect of the class to heal himself then he should pick Assault and have a medic supporting him. Otherwise you should just scrap the medic and let everyone self heal as much as they like.


(tokamak) #169

Exactly, that’s why I’m stressing stressing the importance of keeping the classes deeply distinctive. Currently the dedicated weapons are distracting from the fact that the DB classes really aren’t that different from each other.


(BomBaKlaK) #170

Remove all wepons of the medic and transform it to a giant medpack,
like in TF2, Medics only support, just boring to play medic in TF2

if that’s boring to play medic, nobody gonna use it anymore, then nobody get revive, an no more health pack !


(warbie) #171

Which was one of the biggest strengths in RTCW and ET.

I’m not a fan of health regen in general, and especially not of things like area buffs and other fluff that just make things messy, but think it may be necessary when we have classes that don’t have an objective. We don’t need recon, we don’t need soldiers, and tbh at the moment we don’t need the field ops. If we want people to play these classes they’re going to need a little more survivability as already, even with health regen, I feel no pull to play anything other than engie or medic.


(tokamak) #172

But just look at what you’re saying here. You’re starting with that no distinction between the classes is a good thing and then you continue that thought into stating that more three out of the five classes are boring to play. How do you reconcile that? Because I agree. This is what I currently consider DB’s biggest flaw and the best way out is to push these classes further down their niche. I know SD has plans for other specialisations but I truly believe the basis of each class already needs to be profoundly different.

[QUOTE=BomBaKlaK;425601]Remove all wepons of the medic and transform it to a giant medpack,
like in TF2, Medics only support, just boring to play medic in TF2

if that’s boring to play medic, nobody gonna use it anymore, then nobody get revive, an no more health pack ![/QUOTE]

I think it’s a thrill to play a medic in TF2. Especially when you start juggling the health bars of several buddies in a crisis mode, pure adrenaline. I’m NOT suggesting to turn this medic into the TF2 medic and make him a lame duck during combat. However, the combat potency of the medic needs to be supportive and defensive in nature. If a player wants to go off and be an action hero he should turn himself into the assault class. The medic has to cease being the most combat-effective class out there. It’s been a problem in ET, it’s been a problem in ETQW and it’s been a problem in Brink and finally we get the opportunity to correct this nonsense and balance these integral mechanic of the game.


(INF3RN0) #173

I certainly want to play soldier or fops when I just want to frag and depend on my medics to keep momentum going. If I play medic it will be to most efficiently keep my team alive longer than the enemy and clean up some frags along the way. That is the definition of a medic after all.


(tokamak) #174

That’s why I think a very slow passive regen fits a soldier and covert. Perhaps a slow exponential curve so that they can both survive far away from the main violence but still slow enough that they need to rely on the medics if they want to fight efficiently over the main objectives.

Or two different modes for each class. A slow regenerate for the covert ops and a quick regenerate but limited to 30% of the last damage max for the soldier.

This means that a soldier can take risks, take damage and still be able to keep going after a breather but he’s not going to get much through his regen ability and will still need the medic.


(BomBaKlaK) #175

I never seen it as a problem in ETQW or Wolf ET, like a lot of peoples it’s part of the game


(INF3RN0) #176

I don’t really like regen at all because it is a very important disadvantage to all classes that have more aggressive advantage and are punished if they are not successful at outputting more damage than they take. A medic also then becomes a necessary attribute to the team during and after exchanges of damage. A soldier on team A might be a more capable player than the one on team B, however the more consistent medic will make the real difference in determining which player will be able to maintain momentum. Furthermore you would see much more coordinated approaches to offensive pushes because as it is now players don’t worry about taking damage due to regen.


(tokamak) #177

That’s why the regeneration needs to be limited to such an extend that having a medic nearby always is the best option. Still, the approach of going off on your own and trying to do something behind the scenes needs to remain a valid option as well. As should the ability to take damage and keep fighting. If you limit them in such a way that is appropriate to the role (slow full regen for covert and fast limited regen for soldier) then the medic remains a valid class yet the other two become better at what they’re supposed to be good at.


(warbie) #178

Not sure I get you. Similar classes is good because it levels the playing field - you aren’t facing opponents with better weapons, more health, or other randomness, and the focus is more on teamplay, tactics, skill, yada yada. I played TF2 competitively for a few years, enjoyed it a great deal, but due to the vast differences between classes it was a very different and more chance based beast compared to RTCW and ET. The issue in DB is that 3 of the classes don’t have a clear function and aren’t essential. In the class meta game thread there’s ideas for shoe horning mechanics in to encourage teamplay or make things more interesting and I don’t think it’s necessary. Take the field ops - a class with a problem that seems obvious. Everyone starts with shed loads of ammo and you get even more from gibbing people - no wonder there’s little demand for a class whose main job is to dish out ammo. My concern is we’ll end up complicating a formula that worked primarily because it was paper, scissors, stone simple.


(tokamak) #179

It only makes it easier to level the playing field and if that was a valid reason then we should do away with classes altogether.

Then your second concern, classes should never be deterministic in the outcome of the battle. No class should ever ‘counter’ another class. Luckily the objective shooter gameplay is diverse enough that we don’t have to go down that route. There’s exactly these five niches that can be filled without one class becoming a major threat to another class.


(BomBaKlaK) #180

The 1rst option to remove the regen is for me the best way.