#simplify medics
1 messages · Page 1 of 1 (latest)
Could you give reasons on how to simplify them
I do agree with you
From what you’ve said
I’d say maybe if you have medkit and bandage equipped you just have to hold out the medkit and you can click to heal as normal but if they need bandage it will automatically switch to bandage then back to medkit once the bandage is applied.
It kind makes sense that a medkit would allow you to use a bandage 🤷♂️
I too find it very tricky to switch between stuff quicly, often finding myself equipping the personal mine instead of the medkit >.<
A good tip I found on youtube...rebind your bandage and drag key to F. Works like a charm. Now you can drag people if you need to and bandage at the same time.
Huh I never thought of that
Thanks
No problem.
wow genius
I also did that. Drag and revive baby
Having 3 be the default for reviving doesn't make any sense. Can't even move while reviving
Well don't give me credit. I found it on a youtube video I didn't come up with the idea
I mean, you can, just only in directions that are convenient. I go prone and circle people I'm reviving all the time
I think the root cause of the issue mentioned in the OP is that certain things in this game block your other inputs and this particularly exacerbates trying to swtich between gear.
For example, I made a thread about ADS locking you out of switching weapons (and throwing grenades, etc). I think this is also true of dragging bodies, where if you are in the state of dragging a person it won't let you switch items. Therefore I decided to disable the option for toggle dragging. Still happens sometimes though. :/
I like this game but I've never fatfingered my inputs in any other game like I do in BattleBit.
BTW I think this is a good post but the way that you titled it didn't do you any favors, lol. "Simplifiy Medics" implies something way different than what you described.
add AOE medkits with cooldown like in bf3/4
I actually think this is a good idea too, You can drop medkits & i'm not sure what the purpose of that is my original though was it would be an AOE heal too
I think the less inputs a player has to remember to press the better. It reduces the amount of "I found this trick on youtube that makes my medic experience 800% better" instead it should be as simple as possible. (At least for medic because more medics the better imo). If I can just hold 3 while looking at a group of people and it will bandage / heal them as needed that would be ideal (to me at least).
Ah so you mean like, making the heal action context sensitive for medics. That's not a bad idea.
It actually made me sit here and think about what the 3 key even is. Funny that it's bandage and it's used all the time, but I couldn't recall the 3 key literally equipping a bandage. Weird.
Yeah alright, I can see how this could be a design tweak worth looking into. +1
Thread title still isn't great tho, lol
I just tried changing it but it woulnd't let me for some reason
I kept the original binds but added bandage to mouse 5 so i can press F, start dragging and hold mouse 5 to revive, then 5 to medkit, I think if you have medkit in hand as well and use the prompt to revive once the revive happens you maintain holding the medikit.
True, Like give medic just medic kit and with that can revive and heal others, every class has bandages already so the plus of have medic is to heal.
I think the Medic shouldn't be able to use Assault Rifles honestly. Assault is limited to just Assault Rifles, so I feel the weapons should be more exclusive. Besides everyone is running Medics right now because Assault Rifles dominate and the Medics can just heal themselves so people need an incentive to play Assault. Medics can keep all their current weapons, just no Assault rifle that way they can't just sit back at long ranges and are forced somewhat into fights if they aren't focused on healing. Can give Assaults the ability to use SMG's or Carbines as well. Just one or the other, not both.
i think a fast and easy fix for this one would just had unmber keys with what they are used for just like how you see press r to reload
Weapon/item switching has a small delay at the end of the animations before they are fully "complete". Meaning it appears you are done with the switch animation but when you try to input a new command it gets cancelled out if the timing isn't right so you will sometimes attempt a switch and it won't go through.
This is pretty common in both Unity and Unreal Engine, though may have nothing to do with the engines themselves. I think it may come down to animation input timing where just as the animation is finishing, you end it a bit earlier and accept player input so the player is more likely to get the switch off when it visually appears they should, as there is no other indication aside from game knowledge. Anyway, the idea is that if you have a switch time of 1.0 seconds, you run the animation for 1.15s or something like that - maybe command queue as well around 0.8s or something, but this sort of thing which might feel like input delay/lag is all too common in many modern games, it actually used to be better in the past....for some titles that is.
So make it kind of like battlefield?
Put the medkit down and you're done
yes, cuz game is too dynamic for siting in 1 place and heal 1 person, a lot of medic just pick up u and dont heal. they left without hp :V devs should add cd for drop medkits and ammo kits and give aoe to this gadgets