After reading this last page and people complaining about running into multiple players at one time… One simple rule to follow.
KILL THE MEDIC FIRST. Always.
After reading this last page and people complaining about running into multiple players at one time… One simple rule to follow.
KILL THE MEDIC FIRST. Always.
[QUOTE=De|f|c;335180]The argument of people not no longer waiting for revives holds no water, as people usually get a revive given in the time it takes for the timer to count down, and at that point if one isn’t given, select to respawn.
The argument of medics not giving out revives in case of losing a pip is also misinformed, as you can kill people before they use the syringe thrown to them, or during the start of the animation.
The argument of ‘people will camp you’ is just ridiculous as people aren’t going to sit around waiting for you to use your syringe when they can just kill you before you use it.
Basically the invincibility is there in the time between half way to standing up and being stood up with their gun aimed at you ready to fire, giving them a ‘Get ready’ timeframe of easymode.[/QUOTE]
The argument isn’t ridiculous, you know why? Been there, done that… did I mention previous games? I’m sure I have.
Tell me, when the person getting up is in ‘get ready’ mode… what are you doing? If no one else is around then you know exactly what they’re going to do, so get your crosshair on their head… they are standing still after all. If the enemy has a team mate there, then you’re already occupied and have something else to worry about.
I can tell you now, it won’t change. The only thing I can see added is an indicator to show when the player is invincible, but they won’t remove it. Perhaps if(when) the SDK is released you can test it in a mod, but I don’t see it happening in the vanilla game.
And read this mans advice
[QUOTE=Aristotle;335346]After reading this last page and people complaining about running into multiple players at one time… One simple rule to follow.
KILL THE MEDIC FIRST. Always.[/QUOTE]
It’s been the rule since RtCW
Actually, just as in previous games, once you start shooting you lose your invincibility from either spawn or revive.
Good discussion going on here… let’s make sure to keep it civil though.
Heh I made a thread thinking it was a glitch but seems like it’s part of the game… here’s what I said in my thread.
"It got so much better in BC2 when they fixed it when people would be invincible when being instant-revived or spawning on a squadmate because they could shoot you before you get to shoot them and you would lose the suprise effect and again waste ammo then get killed while reloading.
Anyhow, part of the game or not, I find it lame. You’re just gonna die during the part where you’re unarmed or before you try to revive urself so why the part of the invincibility between that…"
I just think it would be nice to have a clear idea of when you’re invincible when reviving and when they are after theyve revived.
Thats the reason this topic is here in the first place, people didn’t know about this mechanic. Not even played QW or whatever to know about it. Documentation inside the game would be good and helpful.
It is so visibly easy to tell when you can shoot and cause damage and when you can’t. I don’t understand how so many people have a hard time not firing if the person is already in the syringe animation. If they get to the point of being on their feet you more than likely will not get the kill. SO I will say it again, if the player gets to the point of the animation that thay are on there feet don’t shoot, RELOAD then put em down right once they are up.
There are way to many players that get it. I have been down get a syringe, and get shot or gibbed out by the enemy. Or if they can afford to wait then they will wait until I am up and shoot before I get control of my weapon. It is a simple matter of timing, and having the time in the game to know when and what to do.
I would be interested to find out exactly when the invincibility starts
As I see it the options are:
a) As soon as you start using the syringe
b) The instant you put the syringe away and start standing up
c) You’ve just finished standing up and can move around but haven’t pulled out your weapon yet
d) You’ve pulled out your weapon and can aim if you wish but haven’t fired, switched weapons, been hostile etc.
Perhaps someone already knows or can test it and inform us all
EDIT: If I understand Deadwalking correctly he is indicating that “b” is the answer… yes, no, maybe?
[QUOTE=Humate;334981]Been a while since I played bc2, but wasnt that an issue in that game as well?
The nature of console ports I guess massive cough[/QUOTE]
Yeah it was in BC2, it was removed though because it was deeply annoying. If the medic had any sense he’d hide behind the person he just ressed, all the bullets would hit that guy, leaving the medic to just lol at you and then spray in every direction with an m60. Now I think you’re only invincible till the very moment you get to your feet (if I remember correctly).
Since when do things that are easy to avoid or overcome get taken into account by the Brink playerbase. I mean downed fire and self ressing are easy to stop and they got banned.
I believe you did also, however I found it slightly ambiguous so thanks very much for the clarification
This issue doesnt need changing, as it wouldnt be fair to be able to be killed in the 2 second slot between finishing using your revive syringe and being able to fire, as you are literally helpless, and a huge target.
This could be solved by reducing the animation length considerably, so the moment of invincibility is very short, allowing say 0.5 of a second of invincibility for the animation change of “reviving” to “alive”. This would be far more effective as players shooting would know they could just keep firing as the invincibility would come off shortly, as opposed to how it is now where you have to constantly burst fire to check when their invincibility has run out without running out of ammo.
OR just put a nice little indicator on the player when they are invincible, maybe something tiny and only noticable if you look, like make their class icon next to their healthbar alot brighter, or give their healthbar a coloured outline.
Either way i do agree with the OP in that in its current state it definately leaves it as a guessing game for the attacker, and the feeling of trying to gib someone with your last clip of ammo, only to slightly miss out on the timeframe, have them be invincible and then full health, without knowing when they switch from invincible to full health is a game of guessing that the game doesnt need.
I find the pre-invincibility time is enough to gib someone, once you see a syringe flying through the air to a downed player start shooting
When it’s not enough time then it’s because I’m occupied with 1 or more other enemies that are still very much running and gunning, which is also how it should be
In short, nothing needs fixing from my sense of perspective
[QUOTE=Mustang;342623]I find the pre-invincibility time is enough to gib someone, once you see a syringe flying through the air to a downed player start shooting
When it’s not enough time then it’s because I’m occupied with 1 or more other enemies that are still very much running and gunning, which is also how it should be
In short, nothing needs fixing from my sense of perspective[/QUOTE]
this. seems balanced to me - not ridiculously easy/frustrating either way.