Invulnerability period after getting revived = bug?


(Gi.Am) #21

To be honest now that half of the revive shield is eaten up by the revive animation there is really nothing to complain about anymore (still think that there are better solutions tho).

If someone gets revived you get a full second to either kill the medic or get your ass out of that situation before the revived one becomes a problem.

Also since everyone on the field has a full second to line up a perfect headshot. So his best reaction in most cases is to take the remaining 1 sec shield and get out of there.


(GregHouseMD) #22

I think the bigger ‘issue’ is that to kill one person you have to kill two. You are one person.[/quote]

Which is precisely why you shouldn’t expect to be able to do it, unless you’ve got the right tools ( i.e. grenades, a minigun ). Or you also bring a friend.


(triteTongs) #23

I wish the shield had a slight delay when getting revived from range, but no delay when getting paddled.


(ebonyMountain) #24

[quote=“Ardez;32159”]
It is worth mentioning that the shield goes away the moment they try and attack/perform an objective, etc. Also 1 second of that invul is eaten up by a revive animation.[/quote]

quick question: Would mashing fire/ability buttons within the first second disable the invulnerability for the stand-up animation?


(Ardez1) #25

[quote=“ebonyMountain;33247”][quote=“Ardez;32159”]
It is worth mentioning that the shield goes away the moment they try and attack/perform an objective, etc. Also 1 second of that invul is eaten up by a revive animation.[/quote]

quick question: Would mashing fire/ability buttons within the first second disable the invulnerability for the stand-up animation?[/quote]

Not sure if they will turn on invul during the animation. That will need to be tested. I do know that you can still tap out and nader can use Martyrdom during the animation(Thus killing themselves). Not sure about other stuff.


(fraggyb) #26

With it you would just end up with a kill/revive chain. I’ve been playing Sparks pretty much 90% of the time since her release and my favourite tactic right now is to have my rev gun ready for the instant a team is downed. The second they get killed they are hit with a full revive charge before they even hit the ground. Remove the shield and I’ll be reviving them all match long :smiley:

On second thoughts that’ll give me a ton of XP so maybe it’s not a terrible idea after all? :wink:


(RuleofBooKz) #27

Res shield is fine - here is what isn’t:

  • the animation for the downed player when rezzed and getting up is sloppy so usually pretty bad and could do with some clean up. Maybe a counter over the head to signify the shield counting down?

  • Rag doll deaths dont help with gibbing. gibbing a downed player with HS (as u are supposed to) is hard if they can spin in place when downed. In ET the downed positioning was easy and always needed the same number of easy to place HS to gib - not so in DB. Maybe stop bodies moving at all when downed?

here is a concern but not as big as top two:

  • sparks zap rez should be set to a limited range. not unlimited.

(Szakalot) #28

hmm, if this was to be implemented I’d like to see a charge-depenent range: if you want to snipe-revive you have to charge the gun more.

But honestly, I think its fine as is


(Potato_Ladder) #29

@RuleofBooKz No offense, but I think that’s like saying Vasili’s rifle should be set to a limited range


(RuleofBooKz) #30

which would be like saying “guns” should have a range which is silly. why? Because being shot and killed at range is how this game works.

We however are not talking how the game works ie. guns. we are talking heals and rez. lets look at the game so far: paddles have a range - throwing med pax have a range - healing station has a range. Every medical and rez thing in the game has a range - so should the miracle zappy rez tool.

When used as a gun the zappy tool is fine to be unlimited range as a sniper rifle / any gun does. Heal should be close range.

Maybe even make it so u have to charge the heal shot with “F” (function key) and death zap gun sniper shout is charged with normal mouse 1. That would mean if u are rezzin u are rezzing but if u are attacking u are attacking. Atm its one shot does all at all ranges to everyone is a little OP


(Gi.Am) #31

Dafuq the whole selling point of Sparks is that she revives from afar. Why would you take away the one thing that defines her, the one thing she was specifical designed to do?


(watsyurdeal) #32

Because she killed me, therefore she’s op, God you’re stupid.


(Glot) #33

the time between the revive animation, when you cannot do anything and the moment, when revive shield is gone is like…0.3 seconds or smthng?

not sure if i am satisfied with current machanix. i would better try a not 100% invulnerability shield.
and i would like the no-action animation to be shorter, or even be gradient-like.
first 0.1 seconds you do not move
second 0.1 seconds you move at 5% speed max
then speed is continuously going up to 100%


(Ghosthree3) #34

[quote=“Szakalot;33361”]hmm, if this was to be implemented I’d like to see a charge-depenent range: if you want to snipe-revive you have to charge the gun more.

But honestly, I think its fine as is[/quote]
Right now if you have “Get Up” you can half charge revive almost all the mercs to full health. Half charge costs no battery, it can be infinitely spammed, at range.


(RuleofBooKz) #35

there is “at range” and then there is “from the opposite side of the map”.

how about setting it somewhat further than paddles reach and somewhat closer than an actual sniper rifle can fire?

…and remember brite eyes: we are only talking about the “Heal” part - to shoot and kill with the silly zapper gun can stay set at any range.


(Gi.Am) #36

[quote=“RuleofBooKz;33843”]there is “at range” and then there is “from the opposite side of the map”.

how about setting it somewhat further than paddles reach and somewhat closer than an actual sniper rifle can fire?

…and remember brite eyes: we are only talking about the “Heal” part - to shoot and kill with the silly zapper gun can stay set at any range.[/quote]

Hiting someone lying on the ground across the map isn’t as easy as it seems. different ranges for the revive and sniping part would also be quite inconsistent.

Also Sparks is worse than the other two, when it comes to reviving at close range (people blocking her shots, squishy, bad closecombat capability) and will not be able to revive people when the fight suddenly transitions around a corner or indoors.


(RuleofBooKz) #37

thats why i suggested that F key makes the Zapper rez and Mouse1 is an attacking shot - so as u know ur range

would also be better in FF enabled servers