I’ve noticed that revived enemies benefit from spawn protection for quite a long time if they don’t move/fire. I am pretty fine with that but the most annoying thing is that they also provide quality protection for the medic who just revived them. If the medic backed off straight after reviving and let the revived dude between you and him, he just gets a free protective device that prevents him to get hurt. And you generally waste a full magazine on those two and deal near zero damage.
Don’t you think that revived people should let bullets go through them during the spawn protection time ?
I think the protection revived players get should be removed entirely. It’s almost a no-risk/all reward aspect. All it takes is a minimum defib charge and a 1v1 turns into 1v2 against a player who can eat bullets without penalty.
At first, I was pretty against protection on revive but I now think that it’s a good help to make sure people want to be revived instead of directly bleed out. Without it, it might sometimes be a real punishment to get revived. At least you don’t get chain killed in this game due to a donkey medic who revives you in front of three enemies. As far as I can remember, in the battlefield series (I stopped after BF3) you can get insta-killed after revive which make you say a lot of bird names on your medic teammates (and you can’t bleed out, which makes things even worse…). So, to me, as long as it is some kind of “reaction time” spawn protection (first input, it goes off), why not.
But my point here is that revived characters should not provide protection for the medic who just helped them. Bullets does not go through newly revived people. I’d say, instead of being a bullet-proof shield to the players, spawn/revive protection should turn them into ghosts that let bullets go through for its duration.
Off topic @Szakalot : I also want the camera pointing to the closest friendly medic ! Such epicness to see a mate going through bombs and grenade to revive you !
No revive protection means medics will be useless. No one will revive, no one will want to be revived, and medics will be far and few in between. Spawn protection should last anything between 0.5-1 sec and disappear as soon as the person starts firing/using abilities, etc.
In the last builds we have see an overdose of medics. Aura was heavily picked due to how easy and OP she is, and we had another medic-sawbonez; that is 2 out of 3 medics total from less than half of all the mercs of the entire game. There is a 4th medic in the works, but she will most likely return with yet another batch of mercs.
Revive protection is absolutely necessary, and I feel it lasts a well balanced amount of time right now. Medics have relatively weak weapons and it’s obvious that they have to compensate. Either leave it as it is now or make bullets go through revive protected people and deal somewhat lower amount of dmg, but do not remove the protection. It would break the medics really bad.
I’ve already faced this situation plenty of times, wasting 3/4 shot of shotgun or a full smg magazine doing no damage at all… Revive protection is indeed very much needed. But the medic’s ability to have a 60 cm steel post in front of them, I don’t know if it was intended. Don’t forget it happens in quite restricted situations. Generally people tend to cover behind something more… obvious.
Yeah remove the protection, i was wondering why the guy freshly off the ground didn’t take damage from me … now it all makes sense :o but yeah instant revive is already powerful enough we don’t need revive protection. When you battle against an aura and she just reives the dead guys around her puts down a healing station you are fu ck ed, it looks like some necromancer action. you instantly have to battle 3 nearly immortal dudes ( due to the healing station) if you are lucky to still be alive and not beeign killed by auras wonderweapon.
[quote=“SMOKENINJA;6923”]
Also it’s not hard to move left or right to shoot the medic behind the guy he revived.[/quote]
Sometimes it is. When you face a medic who revived two buddies at pretty much the same time in front of you in a tight tunnel. Then if you try to shoot the medic, he’ll receive no damage but you’ll get shredded. As the maps are designed, it is sometimes not easy to get round obstacles.
Removing revive protection and let bullet go through people during revive protection are two very different thing. Most of the people agree that revive protection is indeed necessary. I’d better talk about the fact that bullet won’t go through. I mean, I’ve experienced this numerous times without other choices than dying. To me that’s a true unfair advantage given to medics and it may be exploited some day. It’s a pure sequence breaking justice hammer falling on the poor dudes in front of this. You can’t shoot, as well as most of the explosives have their trajectories blocked by revive protected enemies.
Two rhinos and a medic reviving them not caring for his own life. I perfectly see this coming.
I am fine with a short revive protection. Long enough to orientate but no longer than a second or second and a half. However, I believe the animation should show them in a kneeling position on the ground and when the player becomes shootable (made that up) again then they stand. This will also not allow medics to sit behind a revived person and use them as a bullet sponge.
I think that will drastically help the medic meta-game and be good visual feedback for all players involved.
I also believe that if a medic is revived their paddles should not work for at least 5 seconds after becoming active again. The reason being is you can have 2 medics chain reviving themselves and others that can be quite a force to stop. Medics should be good but they shouldn’t be that good IMO. However, I know this suggestion will probably be pretty divisive.
[quote=“Amerika;6927”]
I also believe that if a medic is revived their paddles should not work for at least 5 seconds after becoming active again. The reason being is you can have 2 medics chain reviving themselves and others that can be quite a force to stop. Medics should be good but they shouldn’t be that good IMO. However, I know this suggestion will probably be pretty divisive.[/quote]
We saw a lot of that recently due to Aura’s healing station being OP. Once people don’t get auto-healed while being revived, and neither is the medic that does the revving, its not nearly as hard to take two medics down. If people are reviving each other it means they dont shoot you; and you can always run in with your knife for an instagib.
Two Phoenix together, now that is something different altogether (Phoenix’s special ability is to self-revive, so taking two down at once can be really tricky)
[quote=“Amerika;6927”]I am fine with a short revive protection. Long enough to orientate but no longer than a second or second and a half. However, I believe the animation should show them in a kneeling position on the ground and when the player becomes shootable (made that up) again then they stand. This will also not allow medics to sit behind a revived person and use them as a bullet sponge.
I think that will drastically help the medic meta-game and be good visual feedback for all players involved.
[/quote]
This is a great idea.
But I don’t agree on adding paddles recovery times. Imo, there’s nothing worse than waiting for team oriented abilities to be ready.
The problem I ran into is you’d kill one medic while the other is being revived. They would be invuln and you’d try to gib the medic you killed and you couldn’t shoot the one that just popped up. They would instantly turn and revive the other medic so you then get a medic with some HP (depending on card and if they were aura with a station) and a second one that is invuln. And at some point you’ll reload and both medics will be up. I want medics to be pretty powerful because they need to be to keep a team up and running but doubling up like this (which includes other tactics) can be rather frustrating when gibbing takes quite a few bullets if you can’t see their head. And this is even more frustrating when the medics realize the revived player can be used as a shield.
Like I said, it’s definitely a divisive suggestion. I’d be open to other changes as well.
I’m not a fan of the revive protection. You can see the position of the person that put you down, you can also look around so you should know when you’re getting revived as well if the immediate area is clear. There’s plenty indication of what to do after you’ve been revived, whether that is going back into cover or going for the kill. If your revive is bad and at the wrong time you should be punished for doing so.
I think people would accept this a lot better if being downed no longer counted as a death, only properly dying did.
That way, being revived and instantly killed wouldn’t hurt your kd and so I don’t think people would mind dying over and over (let’s be honest here, at least 90% of players care about kd)
Well the problem with revive in BF is that it resets your respawn timer. As you’re probably aware, you can choose to accept or decline a revive. But since it resets the timer, now you’ve got to wait longer to respawn even if you decline it, which is annoying. So you accept the revive and instantly die again, now the respawn timer is even longer. You also had a second black screen on revive where you couldn’t fight back, for no reason! It pissed people off immensely, for good reason, so they toned it down a little.
I see a lot of people think it’s necessary, so maybe I’m wrong and just need to play more.
But what they could do to make the instant kill less of a problem is to borrow a little from BF, not the shitty parts of course. So when you get revived, instead of just instantly getting back up, you get the option to accept or decline the revive, but the respawn timer stays the same. If it has gone to zero allowing you to respawn and you see that accepting the revive will just get you instantly killed again, you can decline and respawn instantly back at spawn.
We would also move the revive protection from when you get up, to while you’re laying down, deciding weather to accept or decline, but it keep short, like maximum a second so people can’t just lay and wait until there’s no danger.
There would also need to be a different animation to downed players who have been revived, so that enemies know that they are temporarily protected and can get up at any point.
I don’t know if this is a better system or not, could be terrible, it’s just a thought.
And regardless I would like the ability to decline a revive. For example if I’m out of ammo and there are no ammo mercs in the match, or the ammo merc doesn’t give out ammo, I don’t want to be revived as I can’t do anything while I’m alive. But medics keep reviving me even when I suicide rush with my last pistol rounds.