My guy snipers have 3 bandages total, they can only fully heal once. They are players too and their favoured playstyle makes them play farther away from their team, no to mention medics do not bother to heal anyway. Reliable health sustain is an important thing to have in games like this. When you don't have it you get what we have right now, a lot of medics running around just healing themselves.
#Bandaging / Self Healing - Feedback
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Recon don’t have to move far so supply drops are quite viable for them
I mean yes but this requires that you camp a spot which more often than not leads to your death and reduces your effectiveness either way
You already have glint and muzzle flash giving you away so you are encouraged to move around but to sustain you need to stay around a supply drop. Sounds a bit contradictory.
The ENTIRE POINT of having a medic is for reviving and healing. If they aren't doing their job, then why does the class exist?
This sounds like you have never played a game like this. This is not some class shooter like like tf2 or overwatch where you have heal bots. It's like battlefield where medics are not just there to heal you.
Trying to turn medic into that of tf2 would just not work because how different the games are. The main problem is that the game still doesn't know what it wants to be. It has these residual milsim elements that keeps it from being fully enjoyed as a casual shooter and is just a big middle finger to the milsim enjoyers.
we literally JUST came from medics being exclusive healers and ended up with a medic meta
No he meant it as "turn medic into a heal bot"
I understand the combat part of combat medic. I main medic in almost every game I've ever played. You should be killing stuff, yes. But if you're not healing your team, half the reason for your class goes out the window. Planetside somehow did this right, but that might be because the game played a little slower.
This is the same problem in the opposite direction though
Yep
you get too little medics if you remove their combat role
Which is why supports being an infinite bandage generator in exchange for less explosives to me sounds conceptually solid
it just would not work in a game that has 127v127 game modes
However the issue of medic's role pops up
it works in tf2 and overwatch (although overwatch has supports that can kill) because they are much smaller games
I'm in no way saying remove their combat role, I'd just like to see the game slowed down a little bit, or something, anything, to further encourage medics to actually do their job
Medic ubersaw
honestly the game needs the devs to stop doing this middle ground shit and decide what they want it to be
and maybe add a couple more developers but I know that won't happen
Just remove the ARs from medics. Boom, they're a short range powerhouse, but lack the necessary killing power at range.
I shall state this Lost
I am a fan of making medics more jack of all trades
but master of none
and give assault the short ranged tools
I don't think that'd be a good idea. No one would play most anything else. Medic would be the default and every other class would just be weird other things to play
yeah, this is already kind of how it is and that would just make the issue worse.
Remove the SMGs from medic, why are they a short range powerhouse?
Like, honestly why? They're a medic
You're giving them the tools specifically to not be near anyone
It's like giving medics snipers
Give them ARs and only ARs, middle of the ground, stays with the pack
Hell, give them a grapple rope that lets them pull players from a distance, add to their medic toolset instead of making them primary combatants
It's like how engineers got smgs and such in bf4, but then they swapped out the smaller automatics to medics in future battlefields. I'm ok with them only getting dmrs or something, but the reason you wouldn't want medic being a powerhouse from a distance is because of the self healing. I think smgs promote getting to your teammates quickly, and getting to where the action is
If you make medics fight at range more, they're around their teammates less in general.
But, being a powerhouse up close is problematic because self healing, that's why I'm saying give them middling weapons
At least then they can be somewhat effective at all ranges whilst not specialising in one. More importantly they can be at the same or similar ranges as the majority of teammates
But, I'm not opposed to them having the general AR or something. I just think medics shouldn't be strong at most ranges. The self healing is worse if they're always at range because you can't push them while they heal.
It's a problem either or. Also, AR's aren't middling lol, they're pretty good
SMGs promote becoming lightning fast twitch streamers, as displayed by the last 3 months of gameplay
Literally what everyone's been complaining about for months
The reason I'm promoting light medic as well is I feel like if you promote heavy armor medic, now they can survive longer, are promoted to sit back, and have self healing with heavier armor
Medium, make them an assault but without the benefits, with a limited weapons roster and with healing
Everyone has been complaining about smgs, not specifically in relation to medics using them. Medics use them because they were too good. Now they'll use them to be up close because medic is the only class with smgs that playstyle is viable for
No one's got a problem with assault using SMGs, I've never seen that mentioned
Because no one played assault before
It's specifically the combo of fast movement, insane firepower up close, and rapid self-healing thats the crux of the issue. Just remove one of those
Smgs got nerfed hard, now people started playing assault a bit more.
Or better yet, two
I do agree that medic being the only one light armor works for is silly
Easy fix
Make self healing work like it does when you throw the medkit on the ground
Now it's slower and can be interrupted. And you have to STOP to heal
You can move and run, but you might get clipped
I pull out the medkit a lot when disengaging just to heal myself up while running away.
This would make that strat a lot less strong at the very least. Keep it the same though for healing teammates
Medic will still be the only one'd using light/ranger armor, but it won't feel quite like the only playstyle that should be used as medic. Not a complete fix, but it's a start
I really think the light armor medic is fun, that's why I was saying to give them only smgs and carbines. But if they get changed up to where everyone can go light armor (as in it makes more sense to do) I'm fine with them keeping both ars and smg.
Light armor medic is fun but it's fulfilling a role that should really go to another class, like recon
Why would medic be the only one it works for? For what reason?
I agree, recon having smgs for flanking would be cool
Make them actually "recon"
It's not why would, it IS the only one it works for currently. They can self heal, so running no armor doesn't matter. Armor is basically good for one encounter or two, but with other classes it's what helps you survive a little bit longer. With medic you often times can take on a lot more fights simply due to being able to self heal, therefor making armor not that useful
Helmets don't count in this ofc
Everyone can self heal
And much of the benefits of armour is mag / grenade capacity.
Medic doesn’t have access to ammo kits so I’d argue light isn’t a good idea for them compared to others
SMGs have enough magazines by default where this isn't really a limitation
I run light armor with medic, honestly I don't have a crazy amount of problems with ammo. I'm usually playing the objective hard, or around teammates with ammo, or have enough points to just call in a supply drop
5 mags with light, no?
That isn’t a lot
You only really feel the lack of ammo on ctf and rush. 5 mags is plenty lol
Especially considering SMGs tend to have fairly low kills per mag as well
Pp2000 has 40 rounds. If you're playing up close and hitting shots you can generally be alright with 5 mags
PP2K is kinda the exception for SMGs, has especially better mag capacity than any other
With how quickly you die, it's a non-issue
If you're playing with teammates, it's less of an issue still. And like I said I can just call ammo basically anytime
Like I usually run an AR with 6 mags and I still need to use an ammo kit sometimes
I think maybe once every 4 lives you might be in a situation where you have to go search for ammo, but you're super fast and it's not hard to find
As assault and such you'll be playing more in the back and dying slightly less often because you're playing safer.
Disagreed.
It's a mild concern rather than a limitation
Assault isn’t a long range class
Not long range bruh, just not up close like with smgs
Sausage I think you and I will never see eye to eye
I don't think that's true? Like the famas and fal maybe?
Your opinions are wild
Agree
famas, FAL, ak15, scar are all mostly dedicated CQC weapons
Too much recoil to be good mid range
Hahahahahahaha
Kills faster than any SMG and has a lot of recoil, and a quick aimdown time. I think it very much is
FAMAS maybe (but it's semi-trash), FAL and AK15 are very much mid-long range, but can hold their own short range
The tap firing thing is just a neat bonus
The fal can decimate at any range besides real long tbh. AK15 was the same for me too
They kill close sure, but not as consistently as SMGs, anyways this is the wrong thread for this discussion
It will loose to any lower recoil AR past like 50m, the H-recoil is simply too high to hit all your shots
Yea, point is medic is too strong lmao
I control it pretty well, and most fights are within 50 meters with an AR. If you're using high horizontal recoil weapons you should be trying to position yourself so you don't get in those fights beyond 50 meters anyway. You can still tap fire and get some kills with it for sure.
Regardless. I still think medic (as it's currently balanced) is wack and the out class worth running light armor on
Because of self healing
Circle time
Everyone can self heal :D
I think the medkit self healing should be changed to be how it is when it's thrown on the ground. Medic could get a buff with bandage's heal amount
I think you don't understand that medics can heal to full 100% of the time and that's the difference. Even with the new update they'll still be able to take any fight with 0 concern for bandages. I know as assault and such when I'm low on bandages I really slow down a lot if no teammates are around
I can run light armor on assault, but I'll be bled a bunch and have to top myself off to have a fighting chance more often with light armor.
Is 100% a magical line where having previously worn armour goes from good to bad? This just doesn’t seem coherent to me.
???
Because you'll take fights more often? Because you can heal to 100 for free ALL of the time for 0 cost other than time? Because you don't need to worry about running out of bandages no matter how many fights you take?
That’s a benefit of running medic but it’s unrelated to armour.
That's why light armor with medic works so well
Bruh
You look like you’re giving an explanation for one thing and stating it means another
You can run light armor with medic because you can heal to 100, meaning you can take fights as many times as you like whether you have armor or not
So there's 0 point to using armor because you'll just be slower, unless you want the mags. It's why ranger armor is so popular
the word “meaning” is supposed to link two statements together but the statements don’t seem to be related.
This applies to any class and is irrelevant to armour, again.
You get the durability buff regardless of it you heal to 90hp or 100hp afterward.
Again this seems unrelated
@supple harness sorry to pull you back in to this, am I just stupid and explaining this bad lmao?
Why would what happens after the armour is gone make a difference to how good the armour is
I'm saying running light armor makes sense on medic because running armor isn't necessary to survive as much as with other classes
That is a better argument
It's what I've been saying
You can heal to 100 for free as medic, so you can take as many fights as you want, so armor isn't as important.
If medic survives longer than the other classes then this is correct
The question would be if it actually does
That's been a major point of discussion for the community since the game came out
And just by playing the game you can tell medics can take fights way more often
And safely
Assault got buffs since then so I guess it’s not quite the same. But we didn’t know then and don’t know now
But when actually in the fight they are weaker than other classes, they just get a potential advantage for the next one
Assault passives
I don't remember the buffs lol.
I'm speaking EA release
Didn't play the game before that
Fairly sure assault buffs were after that but not certain
They weren't
I've been playing since launch and I don't remember them being buffed anyway
Ah nvm I misremembered
Buffs were announced before launch
And probably deployed with it
Medics aren't weaker in fights than other classes
They’re weaker than all of them, really. Their advantage is healing, which you do between fights but not really in them. Unless they’re long range fights
They're stronger generally because they can heal up HP real quick, bandage faster, and will generally be moving faster than other classes due to wearing ranger or light armor more often
Any class can wear that (aside from support), ranger armour is not fast though.
How tf do YOU play medic lol
Not sure how to answer that.
I'm healing whenever I get a chance, breaking line of sight to heal and take on the next guy
Assault, support and engineer have traits intended to boost their performance during fights that medic does not have access to
They aren't weaker in any way other than ads and reload speed compared to assault
Any class can do that
What are support, sl, and recons traits?
Assault has an extra gadget slot and access to light backpacks, also faster weapon switching
Not an unlimited number of times
Yes. But with upcoming bandage changes that will improve
Extra gadget slot? Do you mean more ammo?
All the classes have light backpacks I believe
SL I don’t even consider. Recon is incomparable as they just snipe, but people play it so it can’t be that bad. Support is controversial, the armour and guns should make it better in many circumstances but how well it achieves that is hard to say
What do you play?
No, medic has to use their secondary gadget slot on a medkit
Which is part of their advantages but it’s also something other classes have over them
Medic does not
As assault I would take medkit in a heartbeat over grapple
Hrm
No I'm pretty sure they do
Mostly assault
I'll double check later
They’re the only class other than support that lacks it
Which is why engineer and sometimes assault can outrun medic
I'll double check that later. Could be right and I'm misremembering
None of this really argues for medic being worse in a fight
I think it quite specifically does
Like, I don't have more ammo for my grapple hook and smokes as assault.
Doesn't help me too much in a fight compared to infinite healing that's reasonably quick
That also heals everyone around you
You have another gadget, 25% faster reloads, 20% faster aimdown time and weapon switching, light backpack, extra C4. That is the advantages
Medic has faster bandaging and granular healing.
How they balance out is not objectively known.
I'm strictly speaking fighting people mostly equally here. Not pushing up on an objective where smokes would cover your team. That's more teamplay and macro stuff, which assault and support both can be more helpful on.
But the free self healing is what makes medic crazy strong. It's why in bf4 it was changed so often, and why people generally only ran assault on infantry based stuff
Assault in that game had access to everything you could want. But you'd never remove your medkit
(Light backpack is again, going 65 in a 60 zone, Ain't that big of a difference)
Medic is the strongest in people to people fights
Regardless of what armor you have
But they can also get a major speed increase without sacrificing their ability to win fights with more than just one person
They can also reengage faster than other classes (ammo not withstanding)
This community’s general hypocrisy on movement speed related arguments is something that may perpetually annoy me.
Might not apply to you but certainly does for a ton.
What do you mean by this?
“major speed increase”
is not something medics have that other classes do not
It applies to the people who see a %5 increase as life or death, The same people who die the same as everyone else just a smidge faster or slower
And we circle ALL the way back to the fact medic also has CQB capibility AND Infinite sustainment
Infinite sustainment matters when other classes run out of sustainment. The question would be to what extent that currently happens, and how bandage changes will affect that
Bandages will make light armor mildly more viable on other classes, yes
Infinite + All the other benefits of the box (Heal times, build up to max heath, Ability to still sprint and jump about when using) > 6
No one is arguing you can't run light armor on other classes
It can be taken for granted that medic has the best healing, as that is its point
Or that you shouldn't run heavy armor on medic
And with the other issues it becomes the problem
excluding BF1 where medics had effectively DMRs
Medic is strong because they can self heal infinitely, which allows them to get SPEED because they can give up armor without giving up much sustainability in the long run
Which is why light armor is more viable on medic, if in fact fantastic on medic
(playing catchup on reading as a headsup)
There is the earlier question again. Whether medic will actually survive longer or not
Which we can’t say for certain.
Which causes medic to be cracked out af. Which is it isn't a problem to some people

Medic does
It's not even a question bro
If you think 5 mags is enough then it doesn’t sound like the medic is sustaining itself infinitely :p
Objectively medic can survive longer
We have no data.
Cannot claim that
I'm talking staying alive here, not ammo
The two are certainly linked
And even then you can just call in ammo on any mode that isn't ctf or rush for basically free
And you can tell medic can survive longer but the fact you run out of ammo more as medic
Takes a while to arrive so I usually wouldn’t bother
Or maybe you’re just using light armour and SMGs :p
I shall make a mention ; medics can self heal not only infinitely but faster & more verstily
Is the medkit not infinite?
It is ye
Would be news to me lol
I said it is infinite
they just said that it was in that statement
but not only it is infinite
Oh my b, misread it actually
Solar has fried my brain a little I'll admit
And versatile due to the gradual healing instead of burst
it is FAR better than face value suggests
Due to that
you can patch yourself up in little bundles if needed
you don't have a all or nothing on your heal
add it heals you to full Faster
and can possibly be used mid combat to heal til you hit a bleed (Which you patch yourself up faster on a bleed than anyone)
Medics will notice running out of ammo more often, even with ranger armor because they survive a good bit longer. I run ranger armor on assault and run out of ammo from time to time, but it's really not that big an issue on assault for me just like with medic. I manage my ammo pretty well in general tbh. Very rarely do I run all the way out without refilling
(possibly is mainly at medium or further ranges)
I’m just gonna put this again, refined and see if anyone disagrees with it
Assault: you have another gadget, 25% faster reloads, 20% faster aimdown time and weapon switching, light backpack, extra C4.
Medic: faster bandaging, granular healing, near infinite potential sustainability from bandages, can run SMGs
(did I miss anything?)
Because this should basically sum up a comparison between them
Does assault have extra c4?
Medic lost one a while ago
Didn't know that if true
Yeah that’s what I meant by near infinite sustainability
true but this is mainly to expand on that
With all the systems as they currently are, medic is the strongest
but to sum up my thoughts
Bandage healing is a bandaid fix
that is the plain & simple
It effected the gameplay by encouraging saving them for yourself FAR more often
The medic's heal is still outright better in almost EVERY sitution
That should be cancelled out soon though from the bandage changes
if not outright all
As it should be
To clarify the self heal
the teammate heal this is no issue
but for the self heal mixed with other aspects that been mentioned
Medic needs to be the best healing to have any reason to use it other than compassion (because most people I don’t think will play a class in this game just to support others)
it creates a uber aggressive medic that is encouraged to frag
I still think medic could be balanced out more by just having the self heal on it be slower, or heal in chunks like when it's on the ground.
Bandages are also used to revive. The changes are more to help with being able to revive teammates more often I think tbh
I ignore teammates a lot more now as non medic classes
So it'll help with that
I would say this mix
self heal wise
medic's self heal should be roughly 5 seconds for either a 50 HP heal burst or a 50 HP over a additional 5 second (so 10 HP per second possibly)
What would you say to the idea that both forms of medic self heal could be nerfed by 25%
and interrupted by any form of damage
I feel that the medic's helaing needs a rework than a flat nerf
I think having like a 5 second cooldown upon being damaged would help ya. Bleeding sort of fits that role atm
self healing to clarify
Make them use bandages like everyone else, remove the bandaged speed buff for self-bandaging
And Yeti I thought about that
Self healing is now the same across the board
How are they not greedy already?
They would still bandage everyone else as fast
They also have 20+ bandages, give them more
It would be better to cut this bandaid fix bandage issue at the root
Idk about that one. I think just making the medkit slower on yourself would help. Or require it to be thrown down to heal at all for yourself, but still be able to heal others
The bandage speed would have to stay in that case
The main thing is for a medic, you can constantly whip it out (lol) and quickly top yourself up. Bandages require holding it for the full length of time before giving a bulk heal
But to the point
- changing the box to be a 5 second progress to get a heal (and interrupted by damage) would equal out the current issue & make them take cover for the downtime heal
The former is far more flexible, which is where the advantage lies
Flexible and faster
I think everyone can agree at this point. It just needs to be adjusted somehow lol
Is flexibility a problem?
If you make self-healing the same for every class, you have a unified experience
I shall be blunt
I feel medic's self heal should be worse but equally infinite
To clarify
Leave the team heal as is
Yes? It's kind of the root cause of these issues
If it makes the class more fun to play I think it is a good thing
I would say there are two roots
Healing others is fine currently, it's fast and rewarding.
that & the effectiveness of the self heal time
so you can heal yourself to full far faster than a enemy can
Let me give an example
and you can do quick patch jobs when needed
A common example too
I wouldn't mind bandages being the main way to heal. But keep the heal speed of medic. Keep team healing with the medkit, but make it so the medic can only self heal if it's thrown down on the ground. Bandages would start the same amount wise so ammo would be more necessary for medics for bandages. Medics SHOULD have the threat of running out so they have to make a decision on how to play imo. Makes it more interesting and fun when playing if you have to make more choices
You get nicked as a medic, you have 85/100hp, you grab your medic bag and spend a few seconds topping yourself back up.
You get nicked as an engineer, you have 85/100hp, your choice is either to waste a bandage and spend 6 seconds bandaging 15hp, or carry on wounded.
If you chose not to, you're now 1-shot easier to kill for most weapons especially DMRs etc, which has a huge impact.
Inconvenience is not good though. But I have no idea how that would feel to play.
It's not inconvenience, just different imo. The situation yeti mentioned is really the main thing with self healing as the medic that gives it an advantage and makes it strong af
Letting medic also partake in that decision making would be nice
I shall be blunt
If everyone healed the same, in terms of bandages, you'd require a medic to do their job and top you up
the current medic's self heal is effectively playing a FPS like cod with regeneration than going to fight guys in squad without it pretty much
Yea pretty much
IE, their role would be required more heavily
a medic tends to need to be jack of all trades but master of none when it comes to encourage them to do more medic than combat so to speak
Medics would possibly require each other.
I'll be honest through
I would replace the bandage healing system we have now with a dedicated slot gadget of sorts
(so not using a current gadget slot)
I say this knowing full well that currently "yes, medic is fun to play, being fast and healy is fun"
for all but medic
Without diminishing their ability to take fights that much. More like equaling it out. They have to spend a resource just like everyone else, but they get more of it because they use it on others as well
Allows that to be adjusted without effecting bandages which touch currently 3 things
they could also make the medic's self heal have it's own self heal resource
More importantly, they need to disengage for the same length of time as other players to self-heal, OR teamwork with other medics (which should always be encouraged)
I think we've managed to boil down how to ruin the medic class boys 😏
I'm still not 100% sold on the heal speed being the exact same, I think it'd be better reduced a tad bit but still faster. I agree with the sentiment though for sure and do think it'd be better either or than what we've got balance wise now
Medics currently bandage heal at twice the speed of other classes, I don't think it would have a massive effect other than to diminish revive bandages, if you want a lore reason then "it's a whole lot easier to bandage someone else".
People would still play medic for the sole reason of self-healing faster than other classes
Reviving should definitely be faster than other classes still. Same with patching bleeding I think
Oh 100%, keep bandaging and reviving others at the current speed
insert the issue with bandaging your own head correctly when you don't have a mirror on hand
If not make it a little faster
yeti I feel like that is a default assumption at this rate (do not effect the medic's team support capabilities)
Healing other with the medic box could be a bit faster too, as a trade-off. I'd be 100% fine with that
This ties into UI a bit more, but it would also be nice for people to have the ability to request healing (or ammo) and that ping up for medics
ahh but what about da Armor Mix?
Can't wait for no changes to happen.
Being able to request stuff would be nice
What about it
(I need healing from OW comes to mind)
Add armor box that's in the same spot as ammo boxes and medboxes. Give it to engineer
I have zero problems with medics being speedy and having SMGs if they self-heal the same as all other classes. Again it just needs one of the trifecta to be removed to make it more enjoyable
Sacrificing the RPG would be a big trade off. I doubt it would be used much
Well, I think it'd fit engineer, so
I shall be honest, I feel support should get the armor box
Wrong thread
it kinda gets into self healing
Armor is like self healing slightly
Is there an armor box thread lol, lemme see
Wait for the armor rework Oki has hinted at
aye fair enough
I am curious if he'll just make it flat DR or keep in in a way it is now in a sense
Probably just a flat damage reduction I would imagine. Combined with an armor bar or something
I would be ok if it was a percentage reduction + flat DR. Like medium, heavy and EXO armour could provide 25, 40 and 60% damage reduction each but then also take away 2, 4 and 6 damage from the bullets
But we’d really need an SMG buff if we’re gonna do this
could be oki is making use of the armor damage stat
and has each gun do different amounts of armor damage
(effectively making it so you have a flesh damage number & a armor damage number)
Do we have any idea how that would work?
Like, you have 30 damage and 5 armour damage and you shoot at someone in medium armour. What does the armour damage do?
I assume 5 armor damage
similar to how light vehicle damage works
and heavy vehicle damage
Light armour damage is the only thing that harms light vehicles. In this case we have two damage types that both apply to infantry
True
in this case one would be against the armor
and another against the infantry's flesh
If armour has a health pool like it does now then this wouldn’t really change anything apart from making gun balance a pain
How about this: you have a 100 health and 50 armor. The gun being fired deals 30 health, 5 armor damage. The armor percentage reduces damage based on armor health. Being shot leaves you at 85 health and 45 armor. This is an extreme example of how the armor system could go.
Ye
interesting idea
Why not just use an already done good idea?
Half life is nothing like battlebit
So I don’t think that is really a good justification for it
I did a comparison
And I used the term similar for a reason
Yeah I was talking about the other guy
(this)
in fairiness it is equally not a bad idea because it is like half life
That's sort of what currently happens
and cue solar being shot down like a heli without the tail
I'm not saying take the exact mechanic. I'm saying they could at least take a look and see what might work from other games with armor systems
You have to think about what is programmatically most simple, as BBR does some really funky stuff to get 250+ players on the same server without extreme lag
I prefer damage mitigation as it's a bit more flexible
Just make armor physical and able to be shot off. Like you're chipping it away, and can see it happening so you know when someone is vulnerable 😎
I am personally a case of I just want armor to feel impactful
Like planetsides nanoweave, but with an actual reason to use something else
Either raw or percentage based
err that got nerfed awhile ago
You’d have to do something actually really complex for there to be any performance implications
Like 2-3 years back
Yes, I know, I'm referring back to when it was the thing literally everyone picked
they swapped small arms damage reduction by 20% for non headshots to sniper rifles
hmm before or after the MS decrease it gave
before
keep in mind this is 254 people possibly
Raw DR would protect better against high RoF weapons, percentage would be better against high alpha weapons
You can just have armor reduce damage via absorbing 25% of all damage. Then that 25% would damage the armors health until it breaks fully. More armor = more armor hp. The key here is you'd see your armor hp as a color changing icon so you'd know you're low, but not exactly how low. Then add in some of the physical damage I mentioned and boom. Mildly more fun armor system. Just make it so armor can be patched up by a class as well
That would increase the ttk massively of course, so it'd need more thought than that
true
Pull a fallout and do both damage resist and damage threshold
Potentionally Mix
I'm not a fan of chest armor "running out", shooting off someone's helmet is fine though
It doesn't run out, it gets damaged over time
Pretty much irrelevant.
it is a case of it could decrease TTK since you now do 75% through the armor
Being honest this is interesting as well
And eventually provides no protection, but you still have the speed penalty
As long as it's got hp you'd still have the same amount of resistance. I meant decrease ttk my b
In a game with such low ttk, I don't think that's necessary or balanced
doing a FO1 & 2 where you have both could be interesting
could let you make certain armor better vs one type or another
It was in vegas too
Ideally in my made up system the armor would last a good bit longer armor hp wise, and would be visible to the player so you know when to go and repair it or something
True, but who didn't immediately go for ranger armor or power armor?
Anyway prob best to move to another thread so this doesn't all get lost
Ranger armor just looked cooler lol
Woops
those were DT only armor Crayssius
Yee, defo off topic now
fair
Honestly while it’s totally unrealistic I would just like it if armour very slowly fixed itself over time, and was otherwise kept how it is now
Maybe less "fixed itself" and more having an animation for putting armor plates back in?
Maybe… but I don’t think it should really be something you can just do at will in combat, because then armour becomes pretty busted
could do a armor repair station constructable
one where you go up, take a bit to interact with it for the new armor
That sounds very sci fi
Just make it a bench
wakistan bridge gonna be covered in benches
I would also mention
make it only constructable around capture points
friendly ones to clarify
You know what
Maybe capture points should just have a resupply station by default that was accessible only when there were no enemies in the zone
And that could fix armour
Like the vehicle resupply stations on multuislands?
Self/mate healing is a good idea for tactics gamestyle. That style requires really hard weapons recoil while fire, forces user to control, slower gamespeed, because of "you survive until you move fast" and harder respawn system that punishes player. Real person has a stamina and death-fear, so person usually think then does. In fast movement, fast respawn and almost no-recoil weapons idea of healing is only points collector, actually its useless. Very slow healing for time-to-dead 0.25sec. Too fast to play with great teamplay and try to keep team points bigger.
Idk about the give up speed change lol
Didn't know where to talk about it other than here. I know the current speed has seen me getting saved with just a sliver of time left sometimes
I still think my suggestion for self-healing should be considered. Not to toot my own horn or w/e, but I feel it's a decent way to further balance it, ESPECIALLY now that all non-medic classes have received +2 bandages and thus further bolstered their self-sustain ability
My suggested change: reduce the instant heal amount from bandages down to 10 HP and add a 10-15 seconds cooldown between each bandage use (maybe circumvent the cooldown if bandaging bleeds/using bandage on others). BUT! Instead give the player a heal-over-time effect that last for 10 seconds and heals 4 HP per second, for a grand total heal of 50 HP
That'll make it a lot more tactical to use bandages, and also means snipers that've been shot down to low health can't just self-heal back up to 100% in 6 seconds flat and all but immediately go back to harassing folks
This would just kill the pace of the game entirely
Now instead of hiding for 6 seconds while flanking you need to wait 10 seconds camping a spot to defend yourself
Yea, gotta agree it'd be a bit too slow
I still think bleeding just needs adjustment
it feels way too random atm when you get bled. It's just annoying to deal with. I don't mind bleeding, I mind that it happens at what feels like any time
Sometimes it'll happen when I'm above 50% hp, sometimes when I'm below, sometimes when I get shot once, sometimes when I get shot a bunch.
I think it either needs to be strictly tied to falling below like 30% HP, or tied to how much damage is taken in a short time. Idk, just make it more understandable and I'll be happy. Gimme a loading screen tip on how it works or something
pretty sure it is tied to some type of damage threshold, but I am unsure exactly
No idea, I've bled and healed to full but also bled and healed to like 45 hp. It's wack
IIRC bleeding starts after taking 40 damage
I have no idea if this is true personally
I swear I've bled then healed to full before which would mean I took exactly 40 damage
It's just obtuse, and not being able to see your HP means it's really annoying to figure out how much you can get away with. Which is probably intentional. I'd also appreciate if when bleeding it's more clear when you'll start taking damage, like the red effect gets worse or pulses faster.
TLDR: skill issue
The damage threshold for bleed is 20 health or less and at least 5 damage taken

Mmm no, definitely not. I’ve bled at much higher HP than that.
....Am I misremembering? Maybe it was 40? I know there's a set health threshold after which you start bleeding
It's probably 40.
I remember it being 40 and it would fit with the bandage heal amount
self healing overlap is annoying (trying to self bandage then someone close to you dies then it auto cancels your self bandage)
Yeah a new interaction appearing shouldn't cancel your ongoing process
oh, people already talked about self healing overlaping
i might add self healing when others are self healing too, you cant self heal because it tries to heal others when you cant heal them with bandages
Idk if it's 40 or not honestly for the bleeding. Which is the problem. The self healing thing defo is getting really annoying as I play as classes other than medic
I am going to say it once again
We need a dedicated self heal item rather than using bandages
it could be in it's own slot
have it compete against others ways of self heal (maybe one that is a instant burst after the progress and another that gives more but does it in a HoT form with interruption if you recieve damage)
This
We've suggested this thing from the start
We also criticized bandage healing, talked about its shortcomings and yet all of them made it into the game
Medic is still popular as ever because of the simple fact that health is the most important resource
Judging by the latest map voting changes I guess we will just see the dumbest "solutions" being implemented and then being slowly improved just to end up with what the community at large originally suggested 🤷♂️
I feel the phrase techinical debt could almost be applied in a odd way
But to sum it up, looking Purely at bandage healing vs the medic's Self heal option we get the following as of the current time
Bandage
1.Used for multiple things (Revives,Fixing bleeding & healing)
2. Limited resource (prior to the bandage increase most had 4-5 tops)
3. Takes time to do a burst of healing
4. has a wonky interaction when near others who start to bleed or go down
5. heals for 40 HP when used on self
Medical Crate
- Used for two things (healing others & yourself)
- Unlimited resource (Only limitation factor is draw speed and if you are down but both can be said of a bandage)
- Instant stream of health
- Different buttons to do self or allies (only jank is if you are in a crowd wanting to heal a specfic person)
- a stream of health that is more versatile (no delay on regaining health mix in the fact it is faster in the health regaining process)
give us a dedicated selfheal button
I would go further & say give us a dedicated self heal item
One feedback and one thinking on the bandages:
-
On several maps, the medics cannot drop bandages. Once the medic drop it, the bandage will disappear. An example could be tensortown.
-
Maybe reduce the resupply points for the bandages, so that support player can resupply more players with bandages. Right now it is quite hard to resupply bandages, once you run out of it.
What if the medkit consumed a bandage for every 40hp u heal ,for yourself, and none for others so the maximum u can heal is 800hp for urself
That runs into the multiple uses problem
People already complain about medics not reviving, I doubt that'll get better when they have to give up their healing for it
True i didnt think about that
I think the best way to go about this is to buff the other classes
personally we need to disconnect bandages from healing, it is just a bad change to bandaid fix a issue
Imho every class should have a self heal option that is abundant enough as to not push them into playing medic for long term sustain.
nah cuz then medic useless as every other class medic
So, by your logic you either make medic useless or you make every other class useless?
Medic is not just his self heal and he shouldn't be
If that's all what medic is then that's a design issue
I am just wanting people who want to actually be a medic to play medic mostly at this rate
But yea we could add a stimpak effectively
Do you have a solution?
I have suggestions
but what concerns me right now and the topic of this thread is self healing
Your words not mine lol “Imho every class should have a self heal option that is abundant enough as to not push them into playing medic for long term sustain.”
Bandage Re-Work:
- Bandages heal 100 hp over 10 - 20 seconds
- Heal is interrupted by all damage except maybe fall damage.
- Players have the option to take bandages from enemies' bodies when dragging them.
- Players can use their teammates' bandages to revive them. This is done either through a modifier button or preferences.
Will state we need to unlink the bandages from healing
IIRC, you love MilSim, so they'll def do that for the Milsim mode.
Bit of a odd statement
But to a point I am not saying remove personal healing, Just decouple it from bandages
I would equally ask why you think I love milsims?
Yeah, that could work.
Because I VC'd with you before and we spoke about our conflicting game philosophies.
trying to recall that
i.e. There is not much middle ground for us.
Because what we want are two very very different things.
Do you like having all classes be self sustainable or do you want them to be dependent on each other?
Depends on game
This one.
personally I don't mind some dependancy on each other for long term survival
You don't mind or you prefer it?
Omg
Communication is also key in Halo, but it's not a requirement.
halo is a different style of FPS as well
Yeah, but that doesn't change that I don't like forced dependency.
So to sum up my thoughts as stated prior
And BattleBit is closer to Halo than CoD tbh.
for long term survival
100% hipfire accuracy...
where did I imply cod?
Oh it's that CoD doesn't force dependency either.
And BB is closer to Halo than CoD.
But to the point, the game is a mix of squad & battlefield
in various mechanics it takes from both
We're not going to get anywhere with this conversation.
Because regardless of what BB is, my wants remain unchanged.
And so do yours.
I am more confused
But to the point nickname, it is a case of we had no bandage healing after launch
Yep
Anything else?
Way I see your idea going is, we get more combat "medics"
Personally I find the self heal a touch too powerful currently, I however don't mind team healing buffs at all
That's more-or-less what I suggested the other day
Communication is Key: "I hope you speak the same language and have voice enabled"
I just don't agree on the basis that medic is only useful because of their self sustain
Healing over time imo is worse for the game because it encourages camping more
That would be my goal for medic
Care to elaborate?
As in i dont think it should just be for sustain
Medic should be able to sustain themselves just like everyone, but they should be able to heal everyone else better than they can heal their self heal.
Idk maybe giving medic the same self heal time as other classes but faster healing when healing other classes on top of giving everyone else some sort of self heal that is not as fast as current medic healing might push the class into a better team role and reduce the amount of selfish medics.
Everyone is selfish to some extent
But this would slow the game down so I'm not sure if it'd be a good solution
Making medics weaker so we have less medics will make revives even less common than they are now
But you'd decouple bandages from healing so people would be more inclined to revive
I prefer it for a few reasons:
- Full heal over time will use less bandages.
- I can be on the move once I initiate the heal.
Yea but it removes vulnerability from healing
You have the initial bandage, but you heal slower over time.
Sure I get that but people won't push chokepoints without getting their health back
so instead of moving they'll just ads a door or something
Ideally, you have medics in chokepoints, no?
At least one dropped medkit that players can use for their heal.
But for players without their team, this could be beneficial.
You get more healing per bandage and can act out sooner if you're confident that you won't get shot.
Or if you're willing to risk it.
TTK is insanely low anyways.
They could make the heal over-time 10 seconds or lower and it still wouldn't matter because of how quick you die in the game.
I'd rather get rid of bandage healing all together
It's just a bandaid solution with bad implementation
I mean yea I'm not saying get rid of self heal
It's funny they thought making people rely on another class for healing would work in a game like this
How would you implement self heal then?
I liked the dedicated self heal gadget idea, give it its own button and all
make it capped and be renewable from supports and/or medics
bleeding effect percent should be bullet dependent otherwise the bleeding with 80% of hp seems over-real... its possible IRL but is it required here?
personally the first part is easy, latter is more up fro debate
What.
In other words, at least on NA servers it seems to be VERY easy to find english speakers of those with it enabled but yea, guys with voice enabled is more up for debate depending on server lol
maybe after heal i get additional hp, but why after bandanging i see 80/100 and every 2nd shoot gives me bleeding. reality but gameplay?
bandaging to stop bleeding heals, so you were at 40 hp
may be looking at total lost HP similar to the brass beast in TF2 (AKA it checks if you hit it in the current shot and so on)
in this game bleeding is a good idea but i think we spent 50% gametime to bandaging. guess it could be monetary politics where premium account gets a stimpack by default and bleeding auto stops in five seconds 😄
so what about critical bleeding and non-critical bleeding, that would be works like "bleeding means your hp is ZERO but randomly this effect save your life before next bullet", so you use bandage not to see how medical equipment work but as a game idea 🙂
non-critical bleeding gives you hearth-beat effect and HP drain but stops in 5-10 seconds (could be bandaged too), critical bleeding needs to be bandaged and designed as life-saver
Bleeding is just a vestigial milsim element
bleeding is a element to help encourage teamwork to my knowledge
yes and i like it. soo many bleeding while gunfight never ends
bleeding in tarkov is a milsim element. because you see 1 enemy per 10 minutes
bleeding in battlebit is a hell element.
Finally
I don't understand how people compare these two games when the amount of enemies you see and the pace are so different
I've seen comprasions to csgo of all games
I guess a lot of people haven't heard "comparing apples to oranges"
Like BF and squad are the game's inspirations so comparison is warranted but csgo? tarkov? 
CSGO I am unsure where to begin, it is in the same broad genre (AKA FPS)
but that is about all
Tarkov has some similarities with armor systems and such but yea still a odd comparison
Plqnetside 2 seems like q decent game to compare to
make sense
self healing still broken, you cant bandage yourself when someone low hp gets near you
I assume you mean bleeding/downed?
I only know of the ability to bandage someone else when they are either bleeding or downed but not without those conditions being met
lemme tell you my gentleman, when a server has no option to bleed, you can be interrupted by someone low hp when they are supposed to be bleeding while healing yourself
interesting
at least not being interrupted while healing yourself should be a thing, its pretty annoying to be interrupted while you are self healing
I have said this before & I shall say it again
Bandage healing is a bandaid fix
we need a dedicated self heal item (& Slot)
Is anyone else having issues dropping bandages for others or receiving them? I try dropping them for others and they just disappear, same with when I try to get others to give them to me
Add bandages onto the player model after they heal and aren't at 100%
Visible body damage if not at 100.
There should be a separate button input for bandaging yourself and bandaging others. Either by having it like the medic box where you have to left click to bandage yourself or right click to bandage others, or by having it similar to the slow and quick reload button input scheme.
What if you could use a bandage on a downed enemy to choke them to death and force them to skip revive phase.
Had this idea sitting outside. Not really useful but it's an idea.
Add garrotte wires for assault
Can we please make the bandaging action stick to what it is already doing and not change unless you let go of the button and press again?
I've had multiple times where i'm bleeding/heling myself and someone dies right next to me making the action swap instantly to revive from 0%. Then I need to either go away and start healing again or revive the guy and THEN start my healing from 0%
I have said it before & I will say it again
Remove Bandage healing & add a dedicated heal slot & items
Bandage healing has various issues by a default & is a bandaid fix
I respectfully disagree. It's a good tradeoff, time for health. It's not infinite but good enough so you don't instantly lose the second gunfight you get in. And not having it made Medics the better class for every situation that involves shooting people (i.e. 90% of the gameplay)
It's already a dedicated heal slot/item.
So note what I said Deno
& add a dedicated heal slot & items
It is also not dedicated
it does 2 tasks in addition
a dedicated heal item would be the medkit as a example
All bandage healing has done is encourage greed over their use in my experience (note the revive counts per match compared to launch as a example)
also Medics to my knowledge are currently the better class in most situtions & only engineer really rivals them
Please make it so that when you are bandaging yourself it doesn't get canceled by someone dying close to you, have it finish your heal and then start healing the other person
Literally the most common complaint about the whole thing and yet the devs are saying nothing 'bout the issue. Bit of a "WTF?!" moment
yeah i didnt know since im new to this discord and to the game itself but it seemed like something that needed fixing first time i witnessed it
Yeah, nah, no worries. I'm just saying it's kinda fucked up how people are constantly complaining about it yet nothing's being done 'bout it (afaict anyway)
they may be removing bandage healing in exchange for a new self heal slot
I think having a slot dedicated to self healing would be overly clunky tbh
The priority should just be whatever action you were doing first. So if I was healing myself it'll continue to do that.
You could have it so double tapping always self heals as well
Kind of like the reload mechanic.
Also can we get a toggle for bandaging pleeeeeease
Yes, for fuck's sake, please, stop letting self heal being interrupted. I can't heal myself in a crowded hallway or room because it keeps being interrupted. Also, a dedicated self heal slot is completely unnecessary; self healing should prioritize healing yourself over everything. If you really don't want that, can't there be a setting where you can prioritize yourself or not?
On the topic of having a dedicated self-heal item: maybe make it a simple first aid kit (kinda similar to the medpacks that medics have), which're only able to heal you up to, I dunno... 50-60%? That way you'll be able to restore your health somewhat, but in order to get back to full health you need the help of a medic
I am up for that
This will not solve the problem though. There's a reason from the launch people have been playing medic.
I get that the idea of playing as a team and helping each other is cool but it simply does not happen frequently enough when your map/server size is as big as it is right now.
I would say it is about incentives at this rate
mix in community
And which problem would that be?
But scale wise ; that isn't a hard fact (Look at Planetside 2, bigger scale, bigger maps and you still see a good deal of teamwork such as medics healing & reviving, engineers providing ammo and so on)
And PS2 has consumable items that pretty literally act as health potions, let's not forget 'bout that
Should clarify btw that the FAK I'm talking about should be in its own tertiary gadget slot. Having to sacrifice your sledgehammer or C4 for a FAK would be just bad design imo
keep in mind I am and have been suggesting a dedicated healing slot item
Yeah, I know. S'why I suggested what I did couple of hours ago lol
k
I think it's pretty obvious, people gravitating to medic because how shit the self heal of other classes feel.
And do YOU have a suggestion to fix that then?
Planetside 2 may be bigger but it has better designed "maps". You also have the option for health regen so you are not completely dependent on another person to heal you.
Drop the tone mate. I've been suggesting quite a bit. Like a dedicated healing item that is not infinite but still has quite a bit of healing so that people are not afraid to use their bandages for revives and you can make it so that the item is resupplied by supports or medics so that there's some team work.
Limiting self heal will just make people say "why should I bother playing this when I have medic" and over-nerfing medic would lead to people getting healed and revived less
...and that's LITERALLY what I suggested as well ffs. Did you even read what I wrote at all? And then you go after me based on "my tone". Fucking hell, you're either blind or a hypocrite
Yours has a cap of 50%-60%... so it's not "LITERALLY" what you suggested
and that's what I'm criticizing here
did you read what you wrote at all lmao
and of course the manchild blocks me immediately 
"dont agree with my idea i block you" type of guy
I hold a slightly different viewpoint, people gravitate to medic due to the lack of downsides compared to the upsides of fast infinite healing. It's got almost all the weapons assault has.
It can be a very aggressive class rather than a support class
It's just in a weird position, you can't be aggressive and an effective medic so you're either one or the other
I mean, bandaging sucks but I think it's due to how fundamental bleed is and how often it procs
As in, every firefight
lack of downsides doesn't really mean much. The idea is that every class is an improvement on the base
support and recon are the only classes that arguably have downsides as a result of their specialisation
What's the base?
Ok, what about "the classes advantages are too strong when compared to other classes", either way the result is the same
Not any more
It got weapon handling buffs
The game would feel a lot nicer if every engagement didn't result in bleeding
a class with no abilities and an average weapon diversity
that works much better. When people mix advantages and disadvantages together it makes it really easy to construct misleading arguments
(they do that every time when you try to compare classes in this community, it's incredibly infuriating)
Take away medics weapons sure but I've head a lot of people say that exact thing to me, we can try to fix medic without making it less fun first by just making health sustain not shit for other classes. It's not much of a balance issue when people just say "it feels awful to heal myself as other classes".
the problem is if it's not shit for other classes then it's still better for medic? It's solved nothing.
?
I'm not saying I think healing is in a good spot (bleeding is too frequent and too disruptive), but even if you fix all other classes Medic will still outmatch them in terms of heals.
Like if you don't make it feel awful for other classes people will actually use them
it changes quite a bit
People will always edge towards the things with the highest overall advantage, even if it's only like 10% better or something.
If you can do everything AND heal real well, the only thing that will force the hand is making them not able to do everything.
Yes that's true but just nerfing medic's options or effectiveness won't touch the feel of other classes
We can do both
I agree, something needs to change to make every firefight not result in one person running off and bandaging a bleed. Also medic needs to lose some of its flexibility and offensive capability.
Yea
alternatives include but are not limited to: removing medics self-heal and making them bandage like everyone else
I feel part of the often bleeds is the Fal is being used more & more (along with other heavy hitters which gets you to 60 HP to proc said bleed)
i get killed with the fal exactly never, I don't see it as a commonly used weapon
okay I don't know about your end, on my end I see them fairly often (not same like the old vector often to clarify but often enough I took note)
would need to remove the self bandage speed bonus
but when it comes to the medic, it's passives are both to self & allies (bandage speed being the notable example), could seperate the team benefits from self benefits in that, nerf the medkit's self heal while buff it's team heal capabilities and so on
can we please get some priorty healing?
I dont want to fucking revive my useless ass teamates when im at 41 hp
Bandages should priotize healing yourself
Thank you for coming to my ted talk
not if he dies 1s after i res him or better tells every enemy on the map where we are...
especially not when playing assault or even better, being stuck in a cuddle puddle's just infuriating
Or, better yet, have separate use keys for bandaging self and bandaging teammates
I don't wanna waste a bandage on a shitty self-heal when I can revive a medic instead who'll give me a full heal for free, PLUS I get bonus points for the revive
Its more annoying when your heal is already in progress and then someone dies infront of you and it cancels the heal and resets your progress
Which would also be fixed if we had two strictly separate keys for heal self vs bandage others
Hi, wanted to give my feedback on bandages and self healing. I mostly play on medic but with introduction of weekly challenges tried to play more on other classes.
I, personally, feel whole concept of bandaging and bleeding too slow and punishing for active gameplay, but I can understand its postives to the game aswell.
What I found extremely frustrating is the time to selfheal, as in current situation there is almost no way to get healed other then with a medic healing you or with bandage.
I suggest that we should get higher self-bandaging speed to all players, or at least a faster bleeding stopping, with slow bandaging with just healing purposes.
On support with his low speed and low bandage speed I have a feeling that Im not playing tha game but just walking and bandaging. Or camping with LMG.
Two taps to prioritize healing yourself, just like reloading
Boom, self healing issue solved
Now just make bleeding better so whatever the guy said above me isn't a problem
What frustrated me more than the time is the necessity, you get bleeding so regularly that you cannot exist on <40hp.
No matter what you will get a bleed, then you have ~5 seconds to either rush out and die or hide somewhere and bandage for 6 seconds, I don't have the opportunity to weight up pausing and self-healing Vs pushing further and gaining more ground in the space I've just made from the firefight, my only option is to hide and bandage or die from bleed.
Cut bleed chance by 3/4, make it happen less often than not-bleeding.
You also don't have a super clear timer to help you understand when the bleeding is about to start killing you, and even then it's not super clear when bleeding when you're about to just outright die
I'll have times where I die in like a second and others where I have all the time in the world because the screen is so red from bleeding I can't tell what my hp is at generally
Yea, the warning you get on 20hp is the same warning you get on 2hp
Stopping the bleed on starting the bandaging, but being unable to cancel the animation, would be another option that I think would work better.
But the rate of bleeding instances overall is far too high
Secondary idea
You bandage faster to fix bleeding, but you don't heal from it?
That'd probably suck, but I've always found it strange you heal and fix bleed
Nah it's fine as id
Just increase the base heal speed
Like 1.25x for everything but medic
And add some feedback on when we about to bleed out
like an increasingly red tint to the screen
3/4 chance is a good idea too
I think the % chance to bleed would be better if it was lowered for sure
Maybe it gets higher as your hp gets lower until you bleed. Then you can't bleed again for a bit or until you heal back up above 40
That's basically how it is now, since you bleed, heal above 40, get shot once, bleed again because you go below threshold, rinse and repeat (or die)
Lol I guess so. Good point
Yeah, it needs to be a chance to bleed, not a guarantee like it is now.
I disagree. Bleeding should always happen 100% of the time when you drop below X health, but it should also take twice as long to kill you OR be somewhat faster to deal with, i.e. bandage. However I agree with what the other dude said that bandaging a bleed should NOT heal you. That's just dumb. At the very least it shouldn't heal you all the way up to 75. At most it should put you up to 50, especially since self-bandaging heals you but getting bandaged by others does not, meaning if someone else bandages you then you lose out on a whole lotta extra free healing, which's particularly stupid imo
You also shouldn't re-bleed for at least like 15 seconds after patching up
Just to prevent getting bleed repeatedly in a row because you're right on the threshold
Buff bandage speed on all classes to make it way closer to medic combat capability, that'll actually make some not played classes more played and will also give them more space in fight to actually provide ammo (if support), mark or shoot if recon, etc.
Obviously don't buff the bandage on medic, it's already very fast.
i was thinking maybe all classes could have the same or close medic bandage speed when healing yourself but when healing others you would be slow just like it is now, i find myself getting killed a lot of times while not playing medic because it takes so long to go from bleeding to full hp then reloading my weapon etc...

How about: all classes get the same max bandaging speed while standing still, moving immediately slows it down to current speeds (okay maybe make it a bit faster overall). And Assault gets to walk and self-bandage at max speed, not Medic (they already have a bunch of bandages and medkit ffs).
That doesn't make sense for medic imo
Assuming this goes here since bandaging but:
Perhaps make it prioritize reviving teamates instead of healing first?
Had multiple situations where it decided to bandage heal myself despite letting off of e and repressing it on top of a downed teamates to revive them
Fast key should always prioritize self cause that's the point of fast but once selected it would probably be good to use same controls as medkit: LMB self RMB everyone else
Didn't we just change this 💀
That's annoying that the context action isn't smart enough
Looks like its maybe been said but there should be a main priority to drag friendly players first. Also healing other teammates instead of yourself, just a main priority for you then your team,
I would much rather heal speed was brought down from medic rather than bringing everything else up… idk, the healing just feels too fast for the gameplay
huh? too fast for gameplay?
have you seen the movement?
The movement being faster should mean healing should be slower, imo.
Getting hit should hinder you for more than a second
The movement being fast implies the game's pace being fast
Healing should be slower is working on the assumption that you want the game's pace to be a little slower
nah
the default heal speed is so slow
this isnt a milsim
it be a mix n match so to speak
Not really. I just want to be able to almost kill someone and not have them fully healed in 5 seconds
because it is
I think there could be an alternative to 'ranger armor' that gives you more bandages instead of more ammo. So you focus on surviving for longer rather than getting more kills. It should give you 2-4 more than normal. It doesn't make much sense for medic to have it so I think assault and support class should have it. They can also both use ammo boxes which would combo perfectly with this
I'd just rather bleed chance was lowered
I prefer healing for 40 as well, makes the game a bit more challenging.
Not because of the heal amount, but because topping yourself off required a 3rd bandage, so do you bother with that last 10 HP, or if you heal up to 80 with 1, do you use a second and waste the remainder
I'm fine with 40 too, just speed up the animation (not to medic speed), atm it's super slow compared to any other games less arcade than BBR
I have to say, the faster bandaging and more hp at 50 is incredibly good for the pace of the game.
No longer do I have to spend the next 10 seconds hiding in a corner waiting to heal myself up.
I hate the new bandaging
What is actually the point of bandaging with how it is currently
And what is the point of bleeding
Both mechanics, in their current state, are just anti fun at this point
Why do I have to constantly hold a key to top off every time anything happens. Why is it so fast that it might as well just happen automatically
At least when it was slower I felt like I was making a decision on when to heal and was engaged with it. I also felt the need to ask for meds from others, work with people, etc. Now I'm just annoyed because why wouldn't I immediately bandage constantly
Like, medic has gotten a nerf not because everyone can bandage faster, but because self bandaging is faster than having a medic heal you, meaning it's better to have supports around for more bandages for everyone
Something has GOT to be done about bandaging, bleeding, and self healing as a whole. I like slowing people down to heal or recover from fights so matches aren't just sprinting from place to place.
Also, since everyone can now recover and revive way faster make group fights feel practically unwinnable. The second someone disappears from view they can top off. It's honestly like everyone is medic now, which has made the problem worse.
Rant over, tldr please reevaluate self healing, bandaging, and bleeding as a whole. The way everything is currently balanced just isn't fun. It's just faster, not better.
Best guesses are the following
- since bandages now equal healing, they are trying to balance other classes up to medic
and by extention it is reasonable to image bandage speed is just a number for all of these & thus fixing bleeding by extention, reviving both are tied to the same number
thus
2. Bleeds point I would image is to cause a decision point after you get hit & get one
said hit is either risk it for a bit or get cover & start the bandage which allows some breathing room for anyone against a solo flanker or such
My matches haven't felt like that at all tbh. I've noticed people actually trying to be more aggressive to take space and I'd say medics and support are still very much needed because you run out of bandages fast if you're not careful
Like if a medic rezzed me, I'll wait for the medkit heal still.
The only change I'd make is if you take two shots or a nade impact while bandaging it should cancel the animation.
Reason is, I feel like we're gonna run into situations where players with good movement and key dexterity will heal in front of someone while being shot.
They should have either made the healing faster or made it heal more, not both. Non-medic healing is OP
Or just slowed medic self heal
It feels way to fast healing yourself/reviving as a non medic player now. it feels like the medic is now pointless
it honestly feels like its not just pointless, but almost detrimental to play as a Medic now. A medic can't self-heal with the bandages unless its from a bleed, so medics are often at a disadvantage from having to switch to the medic kit and having to endure the ticking heal of it.
Most of the time people will keep using bandages even as you're healing them, and it's very obvious that self-bandaging is much faster than the ticking medic heal now. I think things were fine before the current changes, it sat on that middle-ground where Medics still had a place, but maybe now it's better to play a support and supply bandages instead, on the off-chance someone actually runs out of them.
it's in a weird spot for sure. could've been either faster speed for 40hp, or regular speed for 50hp. doing both faster bandages and giving 50hp makes it feel like at this point, just do arcade shooter style and give regen
I feel justified in the slow trickle in of complaints
Since one of the last updates, self-healing (after stopping bleeding) is now prioritized over reviving teammates when holding the 3 heal button. I'd rather have it back the other way round.
My reasoning is, I can walk away from a downed teammate to get self-healing, but I cannot not do self-heal now. An option would be good yes. Or maybe that's intended gameplay to give medics an edge for reviving and healing over other classes
Imo bleeding should be a lot more dangerous but a lot less frequent. Bandaging should be slowed down to match this. It just gets annoying and feels like I have to bandage to stop bleeding every time I get shot. Bleeding out isn't really an issue unless you're out of bandages or already low on health, feels kind of pointless when now everybody just bandages to self heal after every encounter anyway. I liked the way it was done in rising storm 2, you didnt always bleed when you got shot, but when you did you had to bandage right away or you would quickly bleed out, and the game made sure you knew that
The 50 heal per bandage is an improvement, but I still hold the same opinions on how it should be handled now as I did then.
Some ideas:
1.) What if the medics could heal themselves with the medkits but only if they throw it in the ground similar to how supports can only resupply themselves by throwing the ammo box on the ground? I feel like this could be a good compromise as it maintains the ability for medics to heal themselves while also giving the limited number of medkits a purpose. Medics would only be able to heal themselves if they stay near a previously thrown down medkit or still have personal medkits remaining. This may also incentivize medics to stay in groups as there would be more thrown medkits in groups as well as less potential for fast healing in flanks and similar solo situations.
2.) Splitting the medkit functions into a large medic bag and small medic pack, the difference being the large one would act as the aforementioned med pack (unlimited healing for teammates, healing for self when thrown down, possibly faster heal speed?) and the small one would be able to self-heal as usual but with slower healing, a health cap (around 60-80% hp) and maybe limited usage (like the medic pack is only able to heal a total amount of hp before its consumed). This could act as a separate compromise that maintains certain mechanics, but splits them off into different items so the choice to maintain those mechanics is up to the player. Aggressive combat medics who frequently veer off from groups could use the small medic pack to keep themselves alive at least for one or two extra engagements, while the more passive healing-focused medics can stay with groups and do large amounts of healing with the large medic bag. It may also be useful to remove bandages from the medic class inventory to avoid over healing with the small medpack.
3.) put the medkit in the same category as the bandages (for the medic class). Medics would have to choose between reviving teammates and healing them. perhaps give medics a seperate model for whichever they choose so other plays have visual feedback.
I put these ideas in the Medkit feedback chat, but these ideas circled around the topic of self-healing so i figured it would be okay to put here as well. I hope that's alright 👉 👈