[QUOTE=Orellien;515109]One thing to think about regarding Health Regen is how it should apply to a single fight versus the ongoing battle, tactical versus strategic, for the purposes of this post.
One of the effects of the current Health Regen system is that it’s fairly useful in a Strategic sense, allowing defenders to catch their breath without suiciding on a spawn wave, or giving attackers a reason to fall back and regroup, without making it useful in a Tactical sense. You can’t duck behind cover and regen back to full HP without a Medic’s help, for example, like you can do in other games.
That’s the context that I’m reading these posts in. I’m a bit curious if people are getting a good tactical use out of this, or if the desires to weaken regeneration is about minimizing the, for lack of a better term, out of combat healing.[/QUOTE]
you actually almost hit the nail on the head with this.
The current regen system is basically a post fight reset.
The regen is no really good enough to be used during a fight.
The problem the “without needing to kill out” is that ammo is a much bigger factor than health currently.
On certain objectives a solly is much more desirable than a field ops due to health and damage output.
Underground is a prime example of this however the same could be said about most none EV escort objectives.
With the current buff to Stokers Molotov this is starting to change however its still far from perfect.
A draft mode should also reduce the issues here as you would assume at least one Field Ops would be taken as default.
The current issue with the regen in terms of team play is quite simple…
Medics can be broken down into one of two camps…
Good and Bad…
Good medics are healing you during a fight and have a use.
Bad medics are fighting and only healing/reviving afterwards.
The current model means these medics are not required at all but still the vast majority of Medics out there…
It often ends up better to gib out and respawn full hp + ammo than it is to get hp but no ammo in a limited time.
due to long respawn times and regen the desire to seek out a medic to heal you is greatly reduced.
This is only compounded by the fact self healing medics are such good fraggers.
Also, I don’t thing that the majority of people use the medic “correctly” and the skill requirement for a good medic is very high.
This combined with medics being slow (still makes little sense to me that Aura is a light merc with a stationary ability)
Chasing to heal lighter mercs is basically impossible/suicide meaning they need to come to you.
The further distance throws do help here but there is such a skill curve on aiming them packs that generally it still sucks.
My idea was based on forcing a Medic requirement on certain Mercs but reducing on Mercs that don’t fit into a Medics design.
If you have 1 pack left and a Rhino and Proxy infront of you… The Rhino gets it 99% of the time.
Also to require a Proxy to keep coming back is counter acting her overall design (run and gun, close quarters, sneaky)
[QUOTE=Szakalot;515110]Another side effect is that a skilled player will regen his health back to 100% and own the less skilled players again. And so every skilled player that tends to die in <33% of 1on1s will have little motivation to care about his teammates, he’s got his ammo to last a while, and why care about medics (or be one), if you can just regen it all off?
Without regen, unless a medic (less efficient at killing due to less hp/inferior weapons/low max hp increase rate), a rambo will always eventually be overwhelmed by the other players, giving them a sense of satisfaction (together we can get anything done!), and decreasing frustration levels.
As far as respite between fights, 20-25% of team being medics that care is usually more than enough to top other people that care (some people seem to never look at their hp) off.[/QUOTE]
This is also correct…
Due to full health regen it is a fair battleground almost every single fight.
Skilled players stomp lesser skilled players the vast majority of time.
This is likely one of the core reasons for a big drop off of lesser skilled players.
It is also an argument for why Counter Strike works quite well…
A bad player can get that random bullet into a low HP player and get a kill.
This happens very infrequently in Dirty Bomb.