Health and ammo packs


(Mustang) #1

I’d like to suggest that when throwing health/ammo at a teammate that their “pick-up” zone could be increased, or that the packs should slightly gravitate towards the player you’re trying to throw to.

The reason being if they happen to sidestep then they miss your pick-up, they don’t even know that you’ve tried to help them and you’ve (usually) just wasted a pack.


Also here is a suggestion for a UI improvement to the recharge meter.

Currently:
[=======------------ 1/3 --]

New and improved:
[=====] [==------] [---------]


(ImageOmega) #2

I like the idea of maybe being able to throw a pack directly to a player. Like if you have the crosshair over them and throw it’ll still directly go to them if they side step.

Question: why are you suggesting the UI change? What is the benefit?


(Mustang) #3

I find it hard to read the numbers and equate that to what I have available (I have dyslexia).

They are too small to see at a glance without changing my vision focus and I keep thinking it means I have used 1 out of 3, when in fact it means I have 1 out of 3 left to use.

Visual/graphical representations are just quicker and easier to understand and of course just nicer to look at.

Similarly when you’re making a slideshow presentation it’s preferred to have lots of graphs, charts and pretty pictures instead of tables of numbers and pages of code.

In this instance you aren’t even losing any information, just displaying it in a more accessible way.

TLDR; Maybe not much to you, but for me it’s a world of difference.


(Raviolay) #4

Wouldn’t a call out automated with your classes voice when thrown, help with this when throwing the packs… LOOK BEHIND YOU ****NUT HEALTH!


(ImageOmega) #5

I like the idea of extra visual readability.

Beyond that I like the idea of having three separate charging packs. I wonder if that would be balanced. I know that is not what Mustang’s original intention was. What if packs charged separately and you could dish out all three and have each on its own recharge timer?


(Raviolay) #6

[QUOTE=ImageOmega;441191]I like the idea of extra visual readability.

Beyond that I like the idea of having three separate charging packs. I wonder if that would be balanced. I know that is not what Mustang’s original intention was. What if packs charged separately and you could dish out all three and have each on its own recharge timer?[/QUOTE]

Maybe have them work like the engineers turret, you can pick them back up to decrease the recharge time also?


(ImageOmega) #7

That’s an interesting thought too. That would solve some of the “useless packs” sitting around issue. You can pick it back up and put it where it needs to be.


(Maca) #8

That’s a really good idea.


(INF3RN0) #9

I support this thread.


(scre4m.) #10

picking up medpacks from the ground seems like a nice idea.

Happens quite often that I throw packs and ppl strafe in the other direction and the pack is wasted. Would be a nice addition.

It might even be worth a thought allowing other classes to pick up the packs. This could work with treating those packs like carry-objectives. So you can take some ammo from a resupply station with you, but not shoot while carrying.


(INF3RN0) #11

[QUOTE=ImageOmega;441191]
What if packs charged separately and you could dish out all three and have each on its own recharge timer?[/QUOTE]

That would basically just speed up the overall recharge time of packs by 3x. That might not be the best way to go if we already think we get enough packs from meds. They could have longer C/Ds per pack, however that would end up being the same as the original system anyway so idk.


(.Chris.) #12

I reckon there should be a penalty to dropping med packs wastefully, I love using enemy med packs intended for other people or rambo medics, screws them over. Make it easier to give med packs though by all means, Brink used a sort of lock on for dishing out buffs and such that could be used optionally for giving out supplies directly perhaps?


(Protekt1) #13

Maybe simply adding a distinct audio cue when a medpack hits the ground to alert people that it has hit the ground. Nothing unrealistic since it is a large bag hitting the ground. Doesn’t have to be completely different than the ammo pack.


(Rex) #14

[QUOTE=Mustang;440960]

New and improved:
[=====] [==------] [---------][/QUOTE]

Yeah, I’m totally for the QW style here, as it was better visible.

Glad this thread popped up, so I would like to suggest to make the med and ammo packs more distinguishable. Both look almost the same with this dark green colour. I think a combination of white would suit the best for the med pack and ammo somthing else. Also the med pack should have a bigger cross on top which is easily visible.


(Hundopercent) #15

I like both ideas here. If you aim it at a teammate it will follow them even while moving and the UI change.