Revives need to be toned down, but how? lets vote!


(elatedStyle) #1

So IMO and probably in a lot of other peoples opinions revives can be pretty ridiculous, I can’t even count the amount of times I have killed some one then boom revived, killed again revived just over and over. I feel this needs to be controlled in some way and I have a few ideas to put towards a vote.

If you have any suggestions yourself please leave a comment, I would like to keep this post going if the rest of the community feels the same as I do.


(Szakalot) #2

I miss these options in the poll:

  • Make gibbing easier.
  • Slow down just-revived opponents
  • Make revive-shield transparent bullets-wise

(Gi.Am) #3

none of the above. I laid out my opinion and reasoning for it here. http://forums.dirtybomb.nexon.net/discussion/comment/25858/#Comment_25858

The short version. Make gibbing harder (to give medics reasons not to babysit). Stop revive trains and promote the use of the revive shild as an escape tool. By limiting revives to once per life / every 30 sec. whatever comes sooner.


(Natemajor) #4

I’ve had a few times where the enemy team or myself, admittedly, were all medics and we couldn’t die. Keep in mind this was indoors without an enemy fragger But it happened.


(Natemajor) #5

I’ve had a few times where the enemy team or myself admittedly were all medics and we couldn’t lose. I am only silver 1 in competitive but yunno it happened.


(GregHouseMD) #6

@Szakalot
What do you mean by “transparent bullet-wise”? Leave people vulnerable to bullets, but not other weapons?


(Szakalot) #7

[quote=“GregHouseMD;27705”]@Szakalot
What do you mean by “transparent bullet-wise”? Leave people vulnerable to bullets, but not other weapons?[/quote]

a revived person is a ‘ghost’ as far as bullets so medics behind them can still get hit. I’m not sure if the same should apply to nades/bombs/etc. though i wouldn’t mind either way.


(Mr-Penguin) #8

A cooldown would reduce those damn revive trains.


(watsyurdeal) #9

Reviving itself isn’t my issue, it’s more of the lack of a decent counter to it.

I’m fine with bullets taking as long as they do now to gib, I’m fine with the knife even, but explosives, ALL explosives, should have more circumstances in which they gib.

For example, I can understand the blast radius of Nader’s nades not gibbing, but why do Direct Hits that kill, NOT gib? If I land two shots right on a Fragger for example, I deserve to gib him. Period.

Same with Fletcher, I can understand the aoe itself not gibbing, but a sticky that is stuck to an enemy when it explodes. THAT should gib, there is no reason why it shouldn’t.

And before you say “well that encourages spam”…it’s a pub ffs, deal with it. Anything more than 5v5 or 6v6 WILL have spam because there are a lot of players. If it’s not explosives it’ll be Revive Chains, or spamming of abilities like the Orbital Laser or Turrets.


(reliableTortoise) #10

suggestion: make it so when u die within 30secs of being revived u die permanently… this would solve all dem problems and force the player evaluate their options b4 pushing like rabid bunnies high of crystal meth off a revive train…


(Jojack) #11

This. Not sure about 30 seconds, but I believe this is the mechanic they used in Wolfenstein: ET. It was either a cap on the amount of times a player could be revived per life, or if they died within a certain time frame of being revived. I can’t remember exactly how it worked so long ago. Does anyone else remember?

Also, a big yes to the suggestions that explosives need to gib easier. Especially direct hits.


(whimsicalRenegade) #12

The obvious choice is to make the defib charge based with a 3 second cooldown. You should have 2 charges max, and each charge on a 10 second recharge timer.


(strawberryJacket) #13

[quote=“robustSidecar;27848”]

This. Not sure about 30 seconds, but I believe this is the mechanic they used in Wolfenstein: ET. It was either a cap on the amount of times a player could be revived per life, or if they died within a certain time frame of being revived. I can’t remember exactly how it worked so long ago. Does anyone else remember?

Also, a big yes to the suggestions that explosives need to gib easier. Especially direct hits.[/quote]

No such thing existed in ET, the only thing that was different from DB was the fact that you couldnt move/aim while getting up and it was great. No idea why it was changed.

As for “amount of times a player can be revived” idea, its bad, lets leave it at that.


(scrub_lord) #14

Just add a cooldown to revive shields. Players are already low on HP if they get quick defib’d, so if they make shields only available after X amount of seconds of being revived, then it would make revive spamming a lot less effective.

They could also add in an effect to where the amount of HP someone gets revived with from Defibs lower and lower if they are revived consecutively. Make it X% less effective if revived again in X amount of seconds up to a cap.


(GregHouseMD) #15

[quote=“Szakalot;27713”][quote=“GregHouseMD;27705”]@Szakalot
What do you mean by “transparent bullet-wise”? Leave people vulnerable to bullets, but not other weapons?[/quote]

a revived person is a ‘ghost’ as far as bullets so medics behind them can still get hit. I’m not sure if the same should apply to nades/bombs/etc. though i wouldn’t mind either way.
[/quote]

This sounds like a really good idea to me.

If it applied to explosives as welll, it might get hilarious if their revive shield dropped just as a grenade was passing through them, and got stuck inside. xD


(Eddie) #16

Remove the revive invulnerability

That please. It’s just too OP

Everytime i kill a person a sneaky medic revives him i manage to shoot him again… and he gets revived then i’m fked as hes now aware that hes going to be revived with a freaking 3 second godmode


(tastyRoad) #17

Giving back the full HP should be changed, also they gibbing needs to be easier.
I would rather like to see it like in ET with a limited amount of revives. 10 Charges (?) per spawn or even less maybe.


(Hexa) #18

OTHER:
If target gets killed in less than 5-7 seconds after resurrection his death is considered to be gib regardless of how he dies


(Exili) #19

Explosives and headshots counter medic heavy teams. I think its a fresh and exciting mechanic.