[QUOTE=Auzner;271765]I’ve read the medic heals you to full health and you can also slowly regenerate health over time on your own. If they wanted DOT they probably wouldn’t have done the regen with full healing. This is a fast paced game, poison (knife/syringe) is an interesting mechanic but makes no sense to me. It’s not Splinter Cell/Hitman, everyone is zooming around quake style where guns make more sense. Bleeding obviously doesn’t exist because you can get shot a bunch of times and still run around doing stuff. It would make more sense while incapacitated; lose health while down until a medic arrives. I’m not arguing against DOT, I’m just speculating. If it was in the game it would give it yet another dynamic to consider.
You think you’re long winded? Check my post history. A majority of my posts are just to re-explain myself, because some reason I get fixated on random strangers not comprehending correctly.[/QUOTE]
Lol yeah, I noticed that.
Aside from close range DOT, I was thinking more a long the line of some ranged dot effects. Incendiary bullets having a lower base damage but leaving a burn over time effect which also takes longer for medics to fully heal, useful when trying to slow down medic tank teams. Loosely based of that concept, other weapons/amo/buffs that can effect: def, movement speed, blur vision,etc I like the concept of having a wide verity of ways of being on the offensive aside from strait forward DPS. Stun grenades: knock down and lower def for a few seconds, Flash grenades/smoke bombs, blur vision and make it hard to tell foe from ally, concussion grenades knock back and slow movement for a short period of time. The Molotov cocktail, lights the ground on fire and any one in the area also burn for a time. EMP bombs highly effective on electronics like turrets. There are many concepts, most of them I doubt will be seen in this game, but they can be fun if they are made balanced enough… balancing DPS much easier then balancing various side effects.