[Suggestion] Tweak revives/medic training?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Cswic, Jul 21, 2013.

  1. Cswic

    I feel something needs to be done with how quickly a medic can revive or how many times a person can be revived.
    This same issue happened in BF: BC2 and other more recent battlefield games I'm sure as well.

    Is the issue being discussed at all with regards to balance? Else I feel it'll simply become another game in which the best tactic is simply "bring the minimum amount of other classes needed, then stack medics" with regards to infantry battles.

    What are everyone else's thoughts on this?
    • Up x 1
  2. ih8Darian2

    I feel like not a lot of people play medic, so they shouldn't nerf rev time.
    Also, reviving in BF3 is a lot quicker than in PS2, I didn't play BF: BC2 though
  3. Cswic

    Same in all BF games far as I know with a defib, and a maxed or even next to maxed lvl medic gun is just as fast so that is completely the same.

    I am not comparing to BF, simply using it as an example where medic training is also in a similar situation.

    The medic gun has no cooldown like the engineer repair gun, for healing or for revives. This should be looked into possibly.
  4. Rebelgb

    I have to agree OP. I play a Medic from time to time and I also believe the revive rate is a bit over done. Id be ok with a small increase in revive time and getting rid of the ability for a fully certed medic to revive someone at 100% health.

    Also remove the ability to move your revive timer forward while taking damage.
  5. LT_Latency

    I feel most of the the time it's better to not get revived and spawn 15 seconds away so I can come back fully equipped again.

    I don't think it is that hard to gun down medics and the people they revived as they star at the ground defencless, just seems like more free kills to me
  6. cfnz

    This is pretty subjective. I've heard some groups like to run with lots of medics, other mostly HA. I'm sure there are other variations as well. It was commented on that the at the recent MLG thing people were mostly using MAX, Medic and Engineer. I guess it depends on your philosophy regarding whether each class should be equally viable.

    IIRC the overheat mechanic for the engineer tool was to stop people completely mitigating incoming damage by perm-repairing. Not quite the same as restricting its frequency of use. So I don't really see that the medic tool needs a similar feature.
  7. Cswic


    I can understand that argument for the repair tool, in my mind though having a medic gun without a cooldown is similar. 1 guy repairing a tank under fire will eventually have to pause or stops because he is killed. 1 medic reviving teammates never has to stop until he is killed or there are simply no more people to revive. That's my feeling on it at least.

    I don't expect for every class to be equally viable but I feel that as battle islands begin to emerge you'll mainly see medic heavy squads due to the nature of the smaller fights.
  8. LT_Latency


    You can't heal through a guns DPS with the medic gun a solider getting shot will still die with you healing him
    You can heal through rocket attacks with the eng gun, That is why it over heats. You have to run and find someone to heal after the first guy is done, that is your pause
  9. Cswic


    I did not say it was the same, I said similar.

    Ignoring the medic gun over heat or not issue, do you feel it's fine to have medic / revive trains exist as they are now?
  10. TraatAdmiral

    Note: I play as a Medic a lot and am therefore biased. I will do my best anyway.

    I rarely see lots of medics in any one place. I'm usually not running with an outfit or even a squad, so that might account for some of it, but I don't think it's a huge issue for most of the game. Even with a maxed out medigun, healing people as they fight isn't a viable strategy the way it is with an engie/tank or engie/MAX pair. People revive without shields and without their weapons reloaded, so the freshly-revived tend to die very quickly if they're in an even remotely dangerous place. A maxed medigun does revive people very fast, but not faster than someone with a reasonable weapon/aim can kill the medic. I don't encounter that many medics, friendly or enemy, compared to other classes. I acknowledge the ability of a single medic to revive a lot of people in a short period of time and thus potentially keep an entire attack going, but I very rarely see that actually happening, and even when it does it's something that could have been prevented by a single enemy running into the room and blasting the medic while he had his medigun out instead of his weapon.

    Overall, I don't think anything needs to be done about it. The situations when it's very powerful are fairly rare, and few enough people play as medics as it is. But, of course, I am speaking as someone who has put a lot of certs into his medigun and uses it a lot, so of course I don't want it to be nerfed. Take that as you will.
  11. CrashB111

    They probably just need to cap the max number of times a person can be revived in 1 life.

    Nothing is more irritating than downing a ZOE MAX 5 times as he slowly leap frogs back into the spawn room from chain reviving.
    • Up x 1
  12. Morti

    THIS.

    How about a revive limit per minute?
  13. StoneGullet

    For me I think there should be a 3 life revive and a no revive when a player is headshotted. I think that would balance the class nicely.
  14. CrashB111

    The headshot thing is kinda iffy, it is really easy to headshot people with high RoF close quarters weapons and we don't want to completely remove Medic from the game, just lower how much they can influence it.
  15. Cswic

    A revive limit would be a simple solution (maybe not the most elegant though) that could be tweaked higher or lower as needed.

    Anyway, happy to see discussion with this topic still going on.
  16. Sock

    Remove the ability to revive MAXes.
    Tie in reviving to the medic's ability bar. There's no reason a medic should be able to chain revive an unlimited number of times. Engy guns overheat, why aren't medics limited in any capacity?
    Boom. Balance.
  17. Cswic


    One of the guys above pointed out, and fairly so, that the reason an engi gun overheats is because if it didn't then a tank being rocketed would just be repaired through the damage constantly where as you can't really outheal weapon DPS against infantry with the medic gun so it doesn't need to overheat.

    Even if it overheated with revives, the issue would still exist when there are large groups of medics so it may not be the best solution for all situations as opposed to a revive limit per spawn.
  18. Firmware

    I have an idea Cswic, you need to lead the charge on these medics and their overpowered Weapons 'O Life!

    1: When a medic runs up to revive you after a NC has just blown your balls off with a SAW, decline the rez. Show them you'll not take the cowards way out!

    2: If, by a happy twist of fate, you managed to avoid said blowing off of balls, and are just wounded, run away from any medic attempting to heal you. (You could always team-kill them instead of running away, your call)

    3: Refuse to allow any medics in your squad/platoon. Let's show the other factions that medic-stacking is not the way to go! (Refusing to let them in your outfit would be even better, but I understand you may not be the leader of your outfit)

    4: Whatever you do, do not kill the other factions medics first. They must learn the error of their ways on their own.

    5: Please tell me your Matherson VS, cause frankly, as a TR, we could use your kind of thinking over there.

    FFS there's few enough medics as is, and you want to nerf the ones who take their class seriously enough to fully upgrade their medic gun.
  19. Sock

    Personal opinion here I guess, I just feel that a hard limit is tacky. If I die, get revived, then go another 5-10 minutes before I need another rez, should I be in the same situation as someone who accepted x number of revives in a row in the middle of a fight and hit the hard cap? I'm not all that concerned with overheating on the medic gun for heals (although I do think the fact that it's faster to revive a dead player to 100% than it is to heal an alive player to full is ridiculous and needs to be looked at), but I think causing a revive to burn the full ability bar would be the better solution. Recharge time might need some tuning, but I'm just not fond of the idea of hard caps.
  20. Cswic


    A hard limit isn't the best solution by any means and I agree on that, it was just the simplest. Your example about someone only needing a rez once every 10 min vs every 1 minute or so is a good point too.

    In light of that, maybe having a rez timer on each player would be a better solution then?

    Say you can only be revived 1 time per minute as an example. It would not adversely impact typical situations where people need to be revived so much but it would hamper medic trains / limit overuse of revives.
    • Up x 1