I had a conversation with a buddy of mine, and though I don’t agree with a lot of what he says about what a good game is since he seems to have fallen from hardcore pro to hyper casual, he did shine a little of our old-school hardcore light about the topic of ressing.
We came to the conclusion that this is a game of resources. Big and destructive resources have serious cooldowns while small resources have slight cooldowns. Nader really has both. If you want 1 grenade it won’t take that long, but if you want to saturate a large area your gonna need to wait afterwards to do it again. And although probably not perfect, most of these resources seem to be well connected to these cooldowns, All of them but ressing. (Plz put down the pitchforks)
I know this has come up in the past and has probably been talked to death, but all I’ve seen about it are people simply stating that a large cooldown is needed between each res. I agree this could screw with the pacing of the game, so when my friend brought up a 3 second cooldown i sorta cringed. Mostly because of how crap the ragdolls can still be in this game (tried ressing a guy stuck in a railing, couldn’t hit the res spot). But with this new gib mechanic it got me thinking of a sort of other direction for this.
Just in case I’m wrong, It seems like as a player dies the excess damage goes into a sort of health negative pool that moves that person towards gib status. I know this has a lot of vocal community members up in arms cause META SHIFTS BAD!!! ARRRRRRRGHHHHH!!! but I think it has opportunity to shift a different meta people have issues with in a possibly good direction.What if defib charge pulled back health negative pool points before reviving, so depending on how destroyed someone was as they fell it would take a bigger defib charge to get them back.
The reason I have for this is back to the idea of resource. Past all the artillery and health packs and nades and such, the most powerful resource in the game is the player. The person who has access to all these abilities as well as bullets that go ping ping and can kill other players. Now when thinking on the scale I normally play in I never saw the “small victory” side of the game. Its usually run at each other and meat grinder to see which side wins. But if some one successfully knocks an enemy down but has to disengage before finishing that would be a small victory, but there is next to no gain with how ressing works. Quick tap followed by a quick heal and all the work gets countered with little to no down time. What I’m suggesting is the difference between a Fragger nade knocking down 4 people that instantly get ressed and healed no problem before he can even come around the corner to 4 down and the medic has to choose which one of them will be best to take on whats coming to cover him as he tries to get the rest up.
Of course the numbers can be tweaked and played with to try and create a good pacing for this, but it can also help in regards to the sparks train that people still seem sad about despite the last nerf. If she absolutely has to charge longer to get them up it forces her to choose between holding a bolt for a dying target or use it to knock out an enemy, and that indecision can cause an overheat.It would also make for less drive by resses, since the basic animation cooldown of what feels like .5 seconds should be enough to get that medic killed if he waits.
Again just suggestions. And to people who might be mad that I’m trying to make medic harder cause i hate them, the mains I tend to play are Phoenix or Sawbonez, and I pick Sparks when I want to go against SD’s “Don’t be a dick” policy.