Phoenix Issues


(SteelMailbox) #21

I have ke81 loadout with Extra supplies and Potent packs, and both are working fine… Normally there is 6 secs cooldown, with 20 hp heal with quick charge on healing pulse, but with those augments CD is 5 secs, with 25 hp heal…[/quote]

Interesting, perhaps the cooldown difference is so small I had not noticed it before in the heat of a battle.[/quote]

I do think the KE81 is getting no love cause of the Hochfir but it is a very good loadout augment wise.


(Feley) #22

I have ke81 loadout with Extra supplies and Potent packs, and both are working fine… Normally there is 6 secs cooldown, with 20 hp heal with quick charge on healing pulse, but with those augments CD is 5 secs, with 25 hp heal…[/quote]

Interesting, perhaps the cooldown difference is so small I had not noticed it before in the heat of a battle.[/quote]

I do think the KE81 is getting no love cause of the Hochfir but it is a very good loadout augment wise.[/quote]

Only I don’t understand what does medic need cool for (same for any merc), but if someone is on MG that shouldn’t be medic…


(Disquieted1) #23

[quote=“Clown;17476”]I’m just gonna list a few issues I have with Phoenix currently.

  1. After self-revive is activated, you are still able to be gibbed during the get up animation, however it will count as an activation and you’ll have a minute cooldown before you can activate the self-revive again. They either need to remove the animation, make Phoenix immune during the animation or make it so it only counts as an activation after the animation.
  2. Self-revive can be cancelled by a player helping you up.
  3. Charging the healing pulse and then switching weapons before activating it will cancel the healing pulse but still cause it to go on cooldown.
    4. Potent Packs doesn’t seem to work with Phoenix. (Need confirmation on this) OK, this has been confirmed. Guess I just didn’t notice it.

If anyone has any other problems with Phoenix or wants to discuss any of these issues, feel free to comment below.[/quote]

All of these seem to be intended. Phoenix would be OP if not for this. Except for #2, that would be a bug.


(Feley) #24

I again played where teammate started reviving me while self-reviving with Phoenix… And again it removed my self revive animation circle bar, and replaced it with teammate helping up bar, but it didn’t effect my self-revive in any way… I was able to self-revive without any problems.


(Amerika) #25

[quote=“Clown;17476”]I’m just gonna list a few issues I have with Phoenix currently.

  1. After self-revive is activated, you are still able to be gibbed during the get up animation, however it will count as an activation and you’ll have a minute cooldown before you can activate the self-revive again. They either need to remove the animation, make Phoenix immune during the animation or make it so it only counts as an activation after the animation.
  2. Self-revive can be cancelled by a player helping you up.
  3. Charging the healing pulse and then switching weapons before activating it will cancel the healing pulse but still cause it to go on cooldown.
    4. Potent Packs doesn’t seem to work with Phoenix. (Need confirmation on this) OK, this has been confirmed. Guess I just didn’t notice it.

If anyone has any other problems with Phoenix or wants to discuss any of these issues, feel free to comment below.[/quote]

  1. This is consistent with the way revives work. It’s also part of the skill ceiling where sometimes you just need to not finish the revive if somebody is shooting you or rushing towards you with a knife. I canceled it quite a few times to save the CD. But the CD rarely seems to be an issue anyway because most people, especially playing a medic, will probably stay alive for at least 60 seconds between deaths. I honestly don’t think the revive should work any different than other revives. It’s definitely worth discussing though IMO.
  2. Yeah, I noticed this last night too. However, it’s worth looking into to see if what Feley said is true. Easy enough to test.
  3. I am pretty sure this is by design. It makes people not be able to run around with the healing pulse ready to instantly heal them or a teammate at all times but then allow them to cancel it and engage in a fight immediately and still have the CD available to them a few seconds later. If they allowed this I would have been abusing the hell out of it last night when playing.

I did notice that inclines can mess with heals. Like the incline on the first part of bridge. I was standing near the top but close to another teammate who was only a bit below me and my heal did not hit them. It might be that the heal pulse goes out at a circle around Phoenix when it probably needs to be a sphere to account for fairly large height variances. Or it could just be a bug with map geometry too that is canceling out the heal by making it think that there is a wall entity where there isn’t one.

[quote=“Mercy;79338”]For some reason I’m missing hitboxes with gibbing and reviving with Phoenix. I’ll stand right over someone and charge the paddles and it won’t work. Stand right on top of someone to gib, it won’t work.

Anyone else?[/quote]

I didn’t. It was pretty much normal. One thing I do notice from time to time is that some people will use the animation as their targeting system and ignore the crosshair. If you go to revive always use the crosshair and make sure the revive option comes up. I see tons of people miss revives because they are, naturally, looking at your characters hands and paddles and using that as an aiming system when that will make you be pretty far off target in some situations. Not saying you’re doing this but it’s plausible if you don’t play a paddle using medic frequently.


(Feley) #26

Well on SplashDamageLtd stream last night (edit: to me, it’s night :P) I remember Shoe being suprised by that and asking his mate on stream (sorry, I was playing while listening the stream, so didn’t remember name and lots of stuff) to do that to comfirm a problem with healing pulse being cancelled by switching to weapon… (again I wasn’t active on stream so I can’t comfirm if it is true :confused: )


(Sinee) #27

Despite completely despising Aura, I’ve been using her mostly lately to support my sniper partner. Her heal station can’t be beat unfortunately. :weary: But yeah for some reason I’m having trouble with the hitboxes for Phoenix with gibbing/defibs.
I’ll make sure I’m more attentive & doing what you suggested anyway. :blush: Maybe it’s just cause he feels a bit different.


(Amerika) #28

Despite completely despising Aura, I’ve been using her mostly lately to support my sniper partner. Her heal station can’t be beat unfortunately. :weary: But yeah for some reason I’m having trouble with the hitboxes for Phoenix with gibbing/defibs.
I’ll make sure I’m more attentive & doing what you suggested anyway. :blush: Maybe it’s just cause he feels a bit different.[/quote]

Yeah, what happens is you get close to somebody and their body fills a lot of the bottom portion of your screen and you naturally think that the revive will hit…but your crosshair was actually just past the revive hit box. It’s super common and I do it from time to time if I haven’t been playing Sawbonez in a while and I see streamers do it quite frequently.


(Jurmabones) #29

[quote=“B. Montiel;79397”][quote=“Clown;79387”][quote=“B. Montiel;79380”][quote=“Clown;17476”]

  1. After self-revive is activated, you are still able to be gibbed during the get up animation, however it will count as an activation and you’ll have a minute cooldown before you can activate the self-revive again. They either need to remove the animation, make Phoenix immune during the animation or make it so it only counts as an activation after the animation.
    [/quote]

It is working accordingly with the gib after revive mechanic any other medic can experience. I don’t like this overall mechanic personally but I think this is how self-revive should act and be wasted if you get gibbed during this short period of time.[/quote]

Yes, but defibs and the revive gun don’t have a minute cooldown and they don’t take ~3 secs to activate.[/quote]

Indeed. But in my opinion, if you have put yourself in such a situation, you’ve done a strong mistake. Self-revive should be not something you should be able to do with 3 enemies looking in your direction.

The biggest problem with giving it revive immunity for self-revive is that it will get the revive mechanics further illogical than it already is. I see no reason why he should get a pass with his self-revive while all other reviving abilities suffer from it. Yes, it is frustrating and punishing, but it’s the same for all other medics. I personally hate reviving someone and see him fall right after. That’s x amount of time (go to the guy, potentially charge the defibs and raise him) I could have spent on doing something else.

In my opinion, revive immunity or full CD reload would be way too forgiving and it’s not acknowledging the fact that you’ve done a mistake by not judging the situation correctly. So, I’d better call for 50% CD reduction in this specific situation at best.[/quote]

Honestly, just think about it. What is the point of phoenix if other medics are just out-right better? Just because he gets a kek-10 doesn’t make him some combat god with healing. He can’t hold a candle to Sawbonez.


(MarsRover) #30

[quote=“Amerika;79461”]
3. I am pretty sure this is by design. It makes people not be able to run around with the healing pulse ready to instantly heal them or a teammate at all times but then allow them to cancel it and engage in a fight immediately and still have the CD available to them a few seconds later. If they allowed this I would have been abusing the hell out of it last night when playing.[/quote]
I agree that’s this is by design, but the penalty may be too harsh. Maybe 50% cooldown, like Fragger’s grenades?


(Dirmagnos) #31

Id prefer healing pulse being on tap-tap, instead of hold, charge.
Instead of tappping and holding button(then releasing), player taps it once, then wait and tap it again to activate.
Imo it would be a good togglable option in general for all chargeup skills.


(Fiktio) #32

For some reason sometimes when I try to charge and release the healing pulse, it gets stuck on my hand and I can’t release it.


(SteelMailbox) #33

I get that aswell sometimes


(Whens_Phoenix) #34
  1. I am pretty sure this is by design.

Even if this is by design, I don’t agree with it. No other medic recieves this high of a punishment for making a decision. Especially since that decision is done waaay earlier and can’t anticipate if some guy decides to run facefirst into a bullet cause he can’t see you charge your heal. Then you have to switch to the defib and wait 15 seconds for anotehr go and hope to god the guy dosen’t decide to kill himself yet again.

It definitely should keep a cooldown as people would start to abuse it and constantly have a charge ready, then cancel it before it would automatically trigger.
However it shouldn’t lead to a full cooldown, maybe make it really low at first and increase it every time it is cancelled in succession.

Otherwise I think teammates really should see the heal-aoe and phoenix should yell his “stand next to the healing pulse” line louder.
In fact every medic should yell way louder when they drop medkits. People are oblivious to what’s happening around them, unless it shoots them in the face or yells really loudly.


(Yes) #35

[quote=“Amerika;79461”]
3. I am pretty sure this is by design. It makes people not be able to run around with the healing pulse ready to instantly heal them or a teammate at all times but then allow them to cancel it and engage in a fight immediately and still have the CD available to them a few seconds later. If they allowed this I would have been abusing the hell out of it last night when playing.[/quote]

Then it was a bad idea. There are so many times where I want to heal a player and they just keep running away or they then get healed by someone else. I don’t think it would be much of an issue if players wanted to just keep their healing pulse ready, considering how long the cooldown is, it’s not as strong of a heal as Sawbonez’s packs or Aura’s station.

EDIT: And even if they want this to stick, at least make it so the healing pulse actually activates.


(Ghosthree3) #36

This is super annoying even if it’s consistent with the rest of the game. Did it so many times. The number of times I’ve put this on cooldown not because I want to, but because I try to have it go off and immediately switch weapons is insane. Though I do this with grenades too sometimes. I agree that if they want to ‘cancel’ it they should have the pulse go off anyway because honestly the cooldown for having it go off or canceling it seems to be the same.

Also a huge bug I’ve noticed is that sometimes you just can’t heal people. I’m sure you’ve seen people not being healed by Aura stations, I think this is similar, only instead of just not getting healed off a constant use of a cooldown you blow a huge one possibly for that single person and nothing at all happens.


(Amerika) #37

[quote=“Clown;79622”][quote=“Amerika;79461”]
3. I am pretty sure this is by design. It makes people not be able to run around with the healing pulse ready to instantly heal them or a teammate at all times but then allow them to cancel it and engage in a fight immediately and still have the CD available to them a few seconds later. If they allowed this I would have been abusing the hell out of it last night when playing.[/quote]

Then it was a bad idea. There are so many times where I want to heal a player and they just keep running away or they then get healed by someone else. I don’t think it would be much of an issue if players wanted to just keep their healing pulse ready, considering how long the cooldown is, it’s not as strong of a heal as Sawbonez’s packs or Aura’s station.

EDIT: And even if they want this to stick, at least make it so the healing pulse actually activates.[/quote]

Dunno. As a player I totally agree with you. It would be awesome. But I can also think of a lot of instances where it would be OP as hell having a full burst heal ready to go at all times that can be canceled with no penalty. It would be crazy powerful.

I guess if it turns out to be too weak it can always be adjusted later.


(Sorotia) #38

[quote=“Mercy;79338”]For some reason I’m missing hitboxes with gibbing and reviving with Phoenix. I’ll stand right over someone and charge the paddles and it won’t work. Stand right on top of someone to gib, it won’t work.

Anyone else?[/quote]

I’ve never had problems with the paddles but I’ve had problems with the Revivr…I know I’m not the best shot but I think I can hit a body on the ground…literally been times where I had to try multiple angles to finally revive someone.


(Yes) #39

OK, another thing to note is that the healing pulse doesn’t work on the person using the EV turret, even if you jump on the EV and are right next to them. I don’t know whether other heals affect people on the EV or not though. I also haven’t tested it on regular MGs, so if anyone has any info on that, please let me know.


(Derpfestor) #40

Healing pulse must ALWAYS be at the same level of the recipient… for example: if I am the healer and wish to heal my teammate. Teammate must either go down the crate, or I jump on the crate.