What if, instead of Health Regen.......


(watsyurdeal) #1

We instead, for every merc except Medics, we each had two syringes.

This syringes when used, would heal you, gradually of course, not instant heals, but heal you nonetheless.

The reason I am suggesting this is, you can choose to heal yourself, or, if your allies are low on health and out of syringes, you can pass them one, allowing them to patch themselves up and you get Support XP.

“Why is this needed?”

Because there are two very common problems in the game currently, one, is the distinct lack of certain mercs or resources. You are not always going to have an Engineer, or Support, or Medic, so having a soft counter measure to this would help somewhat. And second, health regen does not kick in most of the time when you really need it to, especially if you’re the only one holding an area down and don’t have much support. This will allow you up to 3 bars of health, two from syringes, and one from when you spawn of course, after that, you’re dead meat unless you get more syringes or get a Medic.

“How does this affect Medics?”

One, Medics can supply an infinite amount of health, so you’ll never run out, two, their heals are still instantaneous. Compared to these they are still superior. And three, since Medics can heal themselves with their abilities this does not affect them at all. They still maintain a high degree of potency with faster revives, more health on revives, and an endless supply of heals.

“Wouldn’t this encourage more solo play?”

Did you miss the part where you can toss syringes? Think about it, everyone can plant bombs, everyone can revive people, but the distinct difference between these general abilities, and the more specialized mercs, is that they cost time, and have a distinct risk when using them. This is just the same, when you are out of syringes you are basically unable to heal yourself.


(Kirel) #2

Wait, there’s a catch to this: would you want a Fragger to be able to heal himself?

Scenario: a (1)Frag+SB vs (2)Frag+SB. (1)SB gets caught out by the enemy (2)Fragger’s nade, but (1)Fragger manages to kill (2)Frag+SB with his guns after a huge firefight. Should he have the right to be able to be more aggressive and keep pushing on?

Honestly just trying to be the devil’s advocate here.


(watsyurdeal) #3

[quote=“Kirel;91756”]Wait, there’s a catch to this: would you want a Fragger to be able to heal himself?

Scenario: a (1)Frag+SB vs (2)Frag+SB. (1)SB gets caught out by the enemy (2)Fragger’s nade, but (1)Fragger manages to kill (2)Frag+SB with his guns after a huge firefight. Should he have the right to be able to be more aggressive and keep pushing on?

Honestly just trying to be the devil’s advocate here.[/quote]

…he already can though…health regen is something everyone has, this just skips that a bit, and not only that, you can’t do anything while patching yourself up, I should have mentioned that.

Imagine your mercv injecting something into their arm, they hold it in until all their health is back. If you’re shot during this, you’re boned, as the heal is interrupted, your syringe is wasted, and you have to fight for your life.


(frolicsomeCrane) #4

Brink had this on the medic class and they were used on your downed teammates while they had a cooldown with like 4 or 5 (can’t really recall) at max level. All I remember is something to do with supplies or something and the soldier being the only one that could scavenge supplies from killed enemies.

Someone correct me if I’m wrong.


(K1X455) #5

A better approach is organized team play. Of course, you’ll hardly see this happening in pubs as your premise illustrates, but that’s just the nature of the game, and once disorder and lack of sufficient cohesion is lost, the game becomes deterministic; players are encouraged to play a good team game but, what you generally get are players demanding support from everyone, players who only support themselves, or players that are just not yet experienced enough to meet the game objectives (those who are still in the TDM mode or those who think K/D ratio is best). Pub gaming lacks cohesion in team play and if it does happen, it’s kinda rare.

The current self healing is weak enough to be of significant value which emphasize the value of appropriate team medics, but it’s still sufficient enough to be of reasonable value. If you don’t have a team medic, be one yourself. If it’s not your game, well then there are other servers you can join where you can put high hopes that there is a good team medic out there (it’s like trying to get a gold or cobalt card from one of the standard cases). It’s one of the main reasons why I was advocating for a five merc squad instead of just three (but I guess it didn’t caught on cause it was going against a game design). My intention was to have the option of an additional two will be reserved for ammo supplier and a medic, because most players haven’t come to terms yet what the value of cohesion and merc synergy. The value of a five merc squad becomes paramount specifically in the current lobby system where you have no idea which player is possibly going to play what merc; moreover, who will play with who because it is only revealed in the last moment when the countdown to map loading begins.


(SereneFlight) #6

Answer: Yes. When you get the better end of the fight, you get to proceed.
But just like Watsyurdeal already said, health regen is already a thing.


(XavienX) #7

I dunno man. Often one thing about free to play games that pisses people off is that there isn’t automatic health regen. You have to manually regain your health or once you used them, you’re screwed. Thus leading to a pay2win stereotype. It’s just my preference :stuck_out_tongue:


(gg2ez) #8

But I like my regen :worried:


(Eox) #9

Really not sure if it’s a good idea… The current system is made to make people choose mercs that’ll add something to the team, and made so you can’t do all the tasks by yourself. Of course there’s still those guys that will never play as a team, but well…


(DMaster2) #10

Nah i prefer the health regen system we have now


(avidCow) #11

remove health regen


(Jostabeere) #12

I like it. I hate health regen in every game, because it’s pure shit. It made games like CoD cancer in the first line.
And it’s shit in DB. When I’m playing Aura and someone is at half health, and I run up to him, he is full before my station heals him, and I don’t get heal-EXP. Remove that shit and make medics more viable. Noone plays them in pubs.


(Vinos) #13

Poison syringes, please.


(K1X455) #14

[quote=“laudatoryLunch;91920”]I like it. I hate health regen in every game, because it’s pure shit. It made games like CoD cancer in the first line.
And it’s shit in DB. When I’m playing Aura and someone is at half health, and I run up to him, he is full before my station heals him, and I don’t get heal-EXP. Remove that shit and make medics more viable. Noone plays them in pubs.[/quote]

LOL… you wut???


(Jostabeere) #15

[quote=“K1X455;91933”][quote=“laudatoryLunch;91920”]I like it. I hate health regen in every game, because it’s pure shit. It made games like CoD cancer in the first line.
And it’s shit in DB. When I’m playing Aura and someone is at half health, and I run up to him, he is full before my station heals him, and I don’t get heal-EXP. Remove that shit and make medics more viable. Noone plays them in pubs.[/quote]

LOL… you wut??? [/quote]

wut? Maybe if you would play Aura you would notice the delay between the put-down of the station, the raise of the station and the beginning of healing process. In this time a merc gains 30-50 HP. Which means less EXP for Aura.


(K1X455) #16

[quote=“laudatoryLunch;91939”][quote=“K1X455;91933”][quote=“laudatoryLunch;91920”]I like it. I hate health regen in every game, because it’s pure shit. It made games like CoD cancer in the first line.
And it’s shit in DB. When I’m playing Aura and someone is at half health, and I run up to him, he is full before my station heals him, and I don’t get heal-EXP. Remove that shit and make medics more viable. Noone plays them in pubs.[/quote]

LOL… you wut??? [/quote]

wut? Maybe if you would play Aura you would notice the delay between the put-down of the station, the raise of the station and the beginning of healing process. In this time a merc gains 30-50 HP. Which means less EXP for Aura.[/quote]

Bushwhacher’s turret also has ‘prop time’. Kira has a short prop time. I expect Turtle’s sheild will also have prop time. That means all mercs with deployables have prop time. Maybe if you play the game more, you’ll notice what’s happening.


(gg2ez) #17

[quote=“laudatoryLunch;91920”]I like it. I hate health regen in every game, because it’s pure shit. It made games like CoD cancer in the first line.
And it’s shit in DB. When I’m playing Aura and someone is at half health, and I run up to him, he is full before my station heals him, and I don’t get heal-EXP. Remove that shit and make medics more viable. Noone plays them in pubs.[/quote]

Wow, we really are two sides of the same coin aren’t we?


(CCP115) #18

I would just suggest health kits, because I feel as though they provide plenty of incentive to learn maps and positions.

But medkits in DB wouldn’t work, and it is a huge pain. In Pubs, sometimes you don’t have a med, and you have to rely on health regen, which is really slow and annoying, and really slows down the gameplay. If we had healthkits, then the game would be sped up, and more time would be spent shooting not waiting around.

But the problem with medkits is that with any sort of teamwork, medkits could be abused easily. It would also make chasing mercs down to secure a kill incredibly hard, and with medics in a serious environment, medkits would make it even harder to get kills.

But this syringe idea? Not the best idea. I still prefer the crappy health regen we have right now.


(Dawnlazy) #19

What if, instead of health regen, we didn’t have anything so that players would suffer even more without a medic in their team to incentivize more teamplay?


(N8o) #20

Please, no, don’t make me rely on medics more than I already do in pubs. It’s disheartening every single time a medic steps on my dead body or misses a revive by a good 3 meters.