#Some actual revive tweaks

1 messages · Page 1 of 1 (latest)

main valve
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Revives by default should be free of charge, no bandage used. However, said revive will be slower. A bandage can still be used, and it should give the revived person 50 health (Or it could just speed up the revive).
While a person is being revived, they will stop bleeding out. The dead person can still give up if they wish to respawn.
If multiple people are reviving the same person, the revive will be faster (maybe 10-20% faster per person helping)

jagged stag
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"teaks"

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Revives should be free, maybe akin to CPR, bringing a person up to 50 if done by non-medic, 100 if done by medic.
Bandaged should be for bleeding and healing only.

main valve
sinful arrow
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Free revives sounds like a imbalanced feature, snipers for example will reviving each other every time when one of them would be killed

jagged stag
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which would matter if they take away the big ass box full of bandages they keep calling in

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otherwise, a free revive would change nothing for them

main valve
sinful arrow
main valve
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1s1k literally shaking and crying at new sandy

distant cloud
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not sure if reviving without a bandage should stop the timer

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if it doesnt recons wouldnt be able to revive each other all the time since the timer will run out

main valve
# sinful arrow what

Some maps, especially sandy are being reworked so that recons and vehicles wouldnt be able to camp in the safezone as they can rn

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They wont be as safe as they are now

main valve
sinful arrow
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so what

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I dont understand

main valve
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Their tactic or resupplying with 20 crates wont be viable

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They wont be THAT safe anymore

sinful arrow
main valve
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And recons will have 70% less incentive to be there anyways

sinful arrow
sinful arrow
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not everyone can kill with rpg from the far range

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or what are you talking about

main valve
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Especially heats

main valve
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Ok and

sinful arrow
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well, snipers will be mostly unkillable, they will almost everytime be in their positions

jagged stag
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if a sniper is "nearly/mostly unkillable" then they can be ignored in 80% of the maps as they are now.

main valve
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#battlebit-eng message

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Like please explain how

sinful arrow
main valve
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Cause its 1 of like 2 or 3 maps where it is an issue at all

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And on those other 1 or 2 maps its a strech due to how negligible they are

sinful arrow
# main valve Like please explain how

they can be covered behind sandbags as example, and be unkillable it their positions. And they can be pain in the ass for other players as well, because basically they are unkillable until something will happen

main valve
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But they literally rarely are a pain in the ass, when they physically cannot camp in the safe zone

sinful arrow
sinful arrow
main valve
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Skill issue

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Imma be real

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Thats just skill issue

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On sandy and new dusty sure they are annoying

jagged stag
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as I said before if A sniper is so safe to be nealrly unkillable, it is your own fault that you are getting ganked by them

sinful arrow
jagged stag
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because their scope is limited. from the safe zone on problematic maps, there are paths and obstructions to give them as little time seeing you as possible. they are also usually far as fuck away so unless you are completely exposing yourself to them for a relatively long period of time, they should not be able to hit your reliably.

main valve
jagged stag
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because keep in mind, in your words, the ones that are "nearly unkillable" will not have many spots to shoot at.

sinful arrow
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I'm hearing it for the first time

jagged stag
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literally anyone not a medic main

main valve
jagged stag
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some are more vocal about it. most just don't do it because they only have 6

sinful arrow
cinder stump
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@main valve agreed tbh running support is a pain in the ass reviving everyone when I'm trying to give ya ammo and trying to kill shit while u grab yr ammo

jagged stag
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if you want to not die, don't play

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...wrong reply, goddammit

main valve
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Think you got wrong reply

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Yea

jagged stag
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it moved as I clicked it

jagged stag
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so as I said, if you want to not die, just don't play. sometimes that's just how it goes

sinful arrow
cinder stump
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@jagged stag or avoid em🤙

sinful arrow
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so probably

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yes

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a skill issue

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xd

jagged stag
sinful arrow
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But idkkk, it feels wrong to me to reviving for free, idk how to explain it tho

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but okay

main valve
jagged stag
sinful arrow
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Okay, I'll think about it

cinder stump
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Is bleeding out going away?

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God I hope so lol

sinful arrow
cinder stump
sinful arrow
main valve
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Note: community servers can enable bleed if they want

harsh kernel
# sinful arrow it will be even a bigger problem

And the whole crux of that problem is caused by how poorly designed the safezones are, not the bandages. “Immune to most of the sandbox” and “they aren’t fun to fight against” are different issues btw. If they’re willing to build a sandbag fort as cover that’s an entirely different thing.

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Paterons say its fine though, no we cant have safezones akin to FL’s ones, the poor noobs going 2-10 and NOT PTFOING would suffer! We gotta be immune to more than HALF of the sandbox whilst we sit in a tank and watch our team get stomped!

No we can’t have proper vehicle balance whilst fixing this either, I need my safezone and btw my tank needs more health whilst keeping this problem in the game!!!! :(((

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Until devs actually address the root issue instead of bandage fixing everything around it, everything that benefits said play style, directly or indirectly, will potentially be a “bigger problem”. This shouldn’t hold back what Palma is suggesting. If anything do both, fix one whilst making revives worth a damn.

main valve
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Generally speaking, snipers and tanks in safe zones are not the worst thing in existence, only on some maps can they be VERY annoying
As far as that particular issue goes, it should be solved in the next update on the maps where it sucked the most

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And the whole sandbag thing is another issue, mostly due to how their durability and other stuff is designed

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That being said, certain issues have to be prioritied first, the safezone thing is lower priority for now

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The fact that revives barely happen is shitty enough

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It affects, well, literally everyone, as opposed to certain people

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I mean i really need to point this out, but when a terrible suggestion like this one pops up and get decent upvotes, that ought to mean that your revive system is fucked

harsh kernel
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I mean we could also buff medic alongside this too, because lets be real he needs a buff

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Point is, reviving is objectively just a downgrade. Doesnt matter if respawn timers, squad spawning, whatever gets removed, I still have 0 armor and potentially low ammo I’d rather just respawn.

main valve
main valve
harsh kernel
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Both medics heals via medkit, and revives in general need a buff

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Or maybe just have medkit be an option with bandages and give them assault’s heavy gear minus the riot shield. Point is the kit sucks and needs love/reasons to be practical

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But that’s a topic for another time

main valve
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Besides that, he lowkey should med box rework and a defib instead of bandages
Reason: no bleeding = no bandages needed

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If the community server by chance has bleed, just have medic have the bandage like before

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Solves so much shit this way

harsh kernel
# main valve Generally speaking, snipers and tanks in safe zones are not the worst thing in e...

But imo FL safezones would solve that more + allows for suggestions like this. Just get rid of the immunity, have it be damage over time that increases the longer you’re in the enemy zone whilst being able to shoot enemies in it. Make it so you cant vehicle steal either so we dont get issues like we have in invasion when defenders just drive an ATV to the attacker spawn to steal a LB

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Would solve so many issues. Revive fixes, potential heal buffs. Vehicle and Sniper balance. So many topics could be revisited and hopefully properly addressed in the way people want it, as well as agreed upon more, but this tumor of a safezone has to go first otherwise people will go “well what about this situation” and 9/10 it revolves around players not being able to shoot enemies in safezone (or ig the redzone area for you e4gl players)

main valve
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Btw how long can you stay in the FL safezones before dying anyways

harsh kernel
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30 seconds for final zone, but the bleed rapid increases overtime in normal zones. You usually don’t get that bleed ticking until 30 seconds in or if you’re in one of the further enemy zones (in which the latter just starts rapid bleed right away)

main valve
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I see

harsh kernel
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Final zone works the same was as conq just with a longer timer

mint sapphire
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pepega you yap a lot yo