@ KAS–Will: All those problems you mention are easily solved by using /kill. That may not have worked in Bf, but it worked fine in ETQW when you didn’t want to be revived.
New Medic Style Take The Fun Away?
[QUOTE=light_sh4v0r;245739]@ KAS–Will: All those problems you mention are easily solved by using /kill. That may not have worked in Bf, but it worked fine in ETQW when you didn’t want to be revived.[/QUOTE]The way Brink implements reviving, it’s like giving all incapped players the ability to /kill. The problem with /kill is 1) not everyone knows about it and 2) it can be used anytime, thus it’s easily exploitable.
which is clearly displayed to anyone changing classes without any custom key binds.
I can switch classes and weapons by opening the limbo menu. I can also switch classes or weapons by hitting a keyboard shortcut I’ve bound in autoexec. I can run to an objective and hit “use” or I can select the appropriate tool and press LMB. The outcome is the same. The same is true of /kill and pressing the button in limbo menu. Both apply to what light_sh4v0r was saying.
In other words,
@ KAS–Will: All those problems you mention are easily solved by using the respawn button in the limbo menu. That may not have worked in Bf, but it worked fine in ETQW when you didn’t want to be revived.
The outcome is that “it worked fine in ETQW when you didn’t want to be revived.”
Well since we are all being so honest, and as the topic starter i can only say this.
I have been waiting for SD to do a ET style game with hardpoint sights and awesome objective style play that they are so awesome at since the dawn of ET.
Which Brink is! and a whole lot more. So comparisons are hard for me to leave alone.
The most important thing i guess to me is that ET is the game that turned my attention away from trying to be the top killer, top K/D ration man into the exact opposite. The top healer, top reviver, and top medic.
How awesome is that to promote such an opposite goal.
A friend and i used to do terrible terrible things as a Med/Lieut duo, and i miss that so much about recent shooters. But Brink is on its way isnt it? Woot!
As far as realism goes, i could care less. Most of us have played Americas Armies, and Red Orchestra is nearly here and we could, and may, play those if we wanted realism.
Splash Damage however has been givin us some of the coolest Team Objective gameplay for some time, and their style is always been just right for me.
So my main concern is really just the fun factor of the difference between throwing a revive, and actually reviving my mates on the spot and knowing how and when to do it.
Im sure the new style will be fine, but it may take my favorite class and dumb it down, which if im not having fun will make me play my second fav SD class, the Op. And thats always a good time. hehe.
/kill kills you - that is all. It does not change your class for the next respawn or anything else, and can be used easily whenever, even if you are manually typing it in the console. The respawn button in limbo is for changing classes/loadout for the next respawn, and requires you to go into the menu to use it. Using an autoexec bind is irrelevant here, because it falls under the same category I mentioned for /kill, in the sense that not everyone knows about it.
Putting the decision to revive or not in the hands of the fallen player gives them an immediate choice whether or not they want to spawn, and it applies to everyone - Everyone is aware of it. It is not some bind or command that some people may use and some may not. With CP’s covering changing loadouts on the fly and the revive system covering respawning, Brink has pretty much rendered /kill useless for the majority of players.
@horse:
Once again, it doesn’t matter if you /kill, respawn via menu, tap out, make a mod that lets you choose when you want to be revived or whatever. The outcome is that "it worked fine in ETQW when you didn’t want to be revived. That was in response to the issues discussed here. Those issues were non-issues in ET(/QW).
You jumped on /kill. /Kill is irrelevant. The point is simply that, if a player wanted to respawn in ET(/QW), they could do so regardless of what a medic was doing.
[QUOTE=BioSnark;245751]@horse:
Once again, it doesn’t matter if you /kill, respawn via menu, tap out, make a mod that lets you choose when you want to be revived or whatever. The outcome is that "it worked fine in ETQW when you didn’t want to be revived. That was in response to the issues discussed here. Those issues were non-issues in ET(/QW).
You jumped on /kill. /Kill is irrelevant. The point is simply that, if a player wanted to respawn in ET(/QW), they could do so regardless of what a medic was doing.[/QUOTE]
But I’m not talking about ET/QW…sh4v0r mentioned things could be avoided using /kill in those games, and I was saying how the new revive system (since the topic is about playing medic in Brink, and not /kill, respawn buttons, limbo menus or how things were in ET/QW) coupled with CP’s cover the issues where you would normally use /kill (change class, ammo, respawn)
Okay, it looked like you were just jumping on /kill at the expense of the context.
Yeah, but I don’t think I should have to go into console to choose to stay dead. I should just be able to die, and choose to be dead… which is what I love about BRINK and I’m not going to miss.
So you get situations where a medic (went through some trouble to) throw a needle
and the downed player then chooses not to use it.
[QUOTE=Senyin;245776]So you get situations where a medic (went through some trouble to) throw a needle
and the downed player then chooses not to use it.[/QUOTE]
So what…after you toss him the needle, it’s not your (the Medic’s) problem anymore. You did your part, (tossing him the needle) so who cares.
[QUOTE=Senyin;245776]So you get situations where a medic (went through some trouble to) throw a needle
and the downed player then chooses not to use it.[/QUOTE]
Beats getting situations where a medic revives you while you don’t want that.
Absolutely. However if you cant see anything from a distance, its becomes a case of pot luck.
The risk involved should be more on the medic than the incapped player imo.
Its the only thing I dislike about the revive system, other than that, its perfect.
Oh I agree, but it’s the limited vision that brings the onus upon the medic to make sure the player can stand up in a safe area. I only have problems with the distance, it’s not the right way to tweak balance.
Yeh im saying the ‘red stuff’ and the distance required to give a player a syringe is tied together.
Theres more risk for the incapped player, than there is for the medic. An incapped player can only assume, that the medic gave a syringe when it was clear, as they cannot see at a distance. The risk should be switched imo.
Ultimately this revive system does not give the incapped player full control, they dont have the information to make a proper assessment.
Should they? They’ve just been shot, it’s a consequence… everything shouldn’t be nice and peachy for them.
I’ll be pleasantly surprised if revived players don’t get spawn protection… 