Regenerating Health


(Bocce) #1

Will there be a server option to turn off regenerating health in the future? I can’t think of any comp rules (with a Medic class in game) that has regeneration on. I would like to see only medics regen slower health like 3HP ever second or something how RTCW had it.


(AssortedStuff) #2

I don’t see the point in having health regeneration either.


(BMXer) #3

Agreed, especially with the instant respawns and the help up bs.


(Smooth) #4

Quoting myself here from an older thread:

[QUOTE=Smooth;502105]In my personal opinion, Medics are already highly valuable to the team with instant revives and much faster healing. They also happen to be the most played class as it stands.

As a design goal we want all Mercs to be equally viable and effective, but never an absolute requirement when it comes to winning a match. This is so players can feel free to play how they want and it keeps Merc selection as diverse as possible. This should in turn generate more interesting competitive games that aren’t just the same 5 characters over and over.

To attain this, we have introduced several global methods of performing core/vital actions (recovering health, getting ammo, performing objectives etc.) but we always provide a clearly more effective version for any Merc that specializes in that area.

Another reason for introducing a slow health-regen was to make combat feel that little bit more consistent (players are generally at or closer to full health when you meet them) and to prevent players hiding scared in a corner with 5hp for minutes at a time.

A side-effect of missing health-regen would be players dying significantly faster on average since they start more fights with reduced health.[/QUOTE]

To answer your question, regenerating health may become a custom server option in the future (we’re still working out how we want to handle these) but it’s very unlikely to be turned off in any sort of ranked/official modes.


(twincannon) #5

Having a server option would be worse than having it either always on or always off. Inconsistent gameplay is no bueno

When regenerating health was introduced I was “meh” to how inconsequential it is, and I still am. The time it takes you to regen a substantial amount of health is almost always >= the amount of time it would take you to just suicide and run back to battle. The only time I find it actually useful is when I’m in a position that can’t be easily reattained, i.e. about to backstab the enemy team or something.


(humanbeen) #6

[QUOTE=Smooth;505553]Quoting myself here from an older thread:

To answer your question, regenerating health may become a custom server option in the future (we’re still working out how we want to handle these) but it’s very unlikely to be turned off in any sort of ranked/official modes.[/QUOTE]
DB will have different modes ? :eek:


(Hundopercent) #7

Can we have regenerating ammo too so I don’t have to hit K anymore?


(trickykungfu) #8

[QUOTE=Smooth;505553]Quoting myself here from an older thread:

To answer your question, regenerating health may become a custom server option in the future (we’re still working out how we want to handle these) but it’s very unlikely to be turned off in any sort of ranked/official modes.[/QUOTE]

You guys really have to cut down does big advantages for the defending team. 1 could be to turn of health regen…


(Raviolay) #9

Posted this before, but I still think a good compromise would be that your health regenerates 50% of your damage taken. If you want to go back to full health you need a medic. Example is you are at 100% health, you get shot down to 50% health win the fight, but only regenerate to 75% health. Then a medic heals you back to 100%.


(Glottis-3D) #10

yes. HP regen should go to 50-75% of max Health, depending on merc. 50% for heavy mercs, 75% for fast mercs,


(spookify) #11

Pick up dead players guns!!! Solved! And Epic!!!


(Hundopercent) #12

I was kidding. :stuck_out_tongue:

It used to be like that and SD got all bottled up about the medics and so began the power nerfs.


(warbie) #13

DB needs hp regen because the maps and spawning are so borked that team mates aren’t often close to each other. Need a medic - tough luck. Same with getting rid of classes. Before, there was often no engie around to plant. So rather than fix the underlying issue, let everyone plant. The very core of what set RTCW and ET aside from other games, what made them unique/interesting/great etc, has been dicked about with to the extent it no longer works at all.


(Kendle) #14

^ what he said.

I understand the reasoning, SD want to produce a Merc based game rather than a Class based game, and I understand the reason why, to sell Mercs, but it has IMO quite simply destroyed the soul of the game. What’s more I think it’s ultimately going to be counter-productive.

I appreciate the argument that some classes might have only ended up being played because they were necessary (“someone” reluctantly goes Engie because an Engie is needed to progress the map), whereas now you never get stuck at a stage simply because your team doesn’t have the right class, however that was the very thing that set RTCW / ET apart, what gave it it’s unique character.

I don’t see how DB is going to play out unless they either reverse the class agnostic decision, or commit fully to classless by giving everyone Ammo and Med packs (albeit “weaker” ones than F/Ops and Medics carry). The problem with that is I think we’ll end up with Mercs chosen simply for their ability to frag, “proficiencies” are not enough of a distinction. I play Medic not because I can heal team-mates faster than non-Medic, or they can heal themselves, I play because I can heal team-mates, period, and no-one else can. Take that distinction away and there’s no point picking the Merc other than the one with the “best” gun (with “best” being whichever suits your skill-set / play-style the best).


(rookie1) #15

[QUOTE=Kendle;505689]^ what he said.

I understand the reasoning, SD want to produce a Merc based game rather than a Class based game, and I understand the reason why, to sell Mercs, but it has IMO quite simply destroyed the soul of the game. What’s more I think it’s ultimately going to be counter-productive.

I appreciate the argument that some classes might have only ended up being played because they were necessary (“someone” reluctantly goes Engie because an Engie is needed to progress the map), whereas now you never get stuck at a stage simply because your team doesn’t have the right class, however that was the very thing that set RTCW / ET apart, what gave it it’s unique character.

I don’t see how DB is going to play out unless they either reverse the class agnostic decision, or commit fully to classless by giving everyone Ammo and Med packs (albeit “weaker” ones than F/Ops and Medics carry). The problem with that is I think we’ll end up with Mercs chosen simply for their ability to frag, “proficiencies” are not enough of a distinction. I play Medic not because I can heal team-mates faster than non-Medic, or they can heal themselves, I play because I can heal team-mates, period, and no-one else can. Take that distinction away and there’s no point picking the Merc other than the one with the “best” gun (with “best” being whichever suits your skill-set / play-style the best).[/QUOTE]

What if they were selling Abilities under this proposal ?


(Kendle) #16

That’s just a different way of arranging the same cards.

To me the key to the game, what gives RTCW / ET it’s unique flavour, what gives it it’s soul, is not the fact that Class “A” has ability “X”, it’s that classes other than “A” don’t have ability “X”. That’s what engendered the unique style of team-play in those games in the first place, and which DB has so casually, and catastrophically, thrown away.


(rookie1) #17

[QUOTE=Kendle;505696]That’s just a different way of arranging the same cards.

To me the key to the game, what gives RTCW / ET it’s unique flavour, what gives it it’s soul, is not the fact that Class “A” has ability “X”, it’s that classes other than “A” don’t have ability “X”. That’s what engendered the unique style of team-play in those games in the first place, and which DB has so casually, and catastrophically, thrown away.[/QUOTE]

With the proposal you can’t repair or heal if you don’t have the good class …The abilities are the High Abilities


(prophett) #18

Agree - protecting your engineer was an objective in itself. I really miss the old class based system. It really made each “character/merc” much more unique than they are now. There is really is limited priority on keeping the “objective class” alive since anyone can do it. I think the game play has suffered from this, and not improved (as was the intent).

Likewise with health regen. I’d also like to see this limited to the medic class. Since everyone can do it, the medic has lost some of his/her uniqueness/identity.


(ailmanki) #19

I believe it could work, those “high abilities” don’t need to be disabled for some. But currently everyone can do it in a reasonable time; and thats the problem.
Your no engi? well you can repair it, but my friend your really bad at it. You might even break your own fingers while trying that.
But instead of that, you need twice or trice as long. Which simply isn’t enough punishement. And still no reason to escort the engi to his working place.

The idea is more to give everyone the opportunity todo the objective, to defuse/repair the last bit of an objective. Alienating that feeling of, oh the engi is dead - we can now killout anyway. And also to give every new player the information hey you can do something; but hey my friend there is a better merc for that.

It should be such a high punishement, that other players will escort the engi, knowing that else it will be useless.
But there we are again; if you can repair/defuse/build something up to 100% … even the slowest merc will happen todo it. Thats why in the tank topic, I suggested that a non engineer can only repair it up to 20-80%. So everyone can do this stuff, but you sure need a engineer to start with, to lay the ground work.
I don’t really see how this can be transfered to other mercs, like the “Help up” Situation… mabye you need to get a healthpack from a medic at first? But while more realistic, its seems just annoying.


(tokamak) #20

The beauty of the health regeneration is that it’s highly tweakable. Much more controllable than class skills. It gives you great leverage on the overall balance and steer the meta-game wherever you want to go.

It’s not just there to tweak fights, class interaction and teamwork. You could even go as far and give either attackers or defenders a slight regen edge according to what’s required.

And that’s why I kind of bristle at these sort of parameters becoming server-options. Please learn from W:ET, if you want the game to last longer than a few months then the game has to have a lot of consistency.