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)
#Some actual revive tweaks
1 messages · Page 1 of 1 (latest)
"teaks"
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.
Mfw bleeding is literally gone next update
Free revives sounds like a imbalanced feature, snipers for example will reviving each other every time when one of them would be killed
which would matter if they take away the big ass box full of bandages they keep calling in
otherwise, a free revive would change nothing for them
You think that doesnt happen already with 20 crates in the safezone
it will be even a bigger problem
But it really wont because a bunch of maps are getting rid of the safezone bullshit where it does happen anyways
1s1k literally shaking and crying at new sandy
what
not sure if reviving without a bandage should stop the timer
if it doesnt recons wouldnt be able to revive each other all the time since the timer will run out
Some maps, especially sandy are being reworked so that recons and vehicles wouldnt be able to camp in the safezone as they can rn
They wont be as safe as they are now
Maybe you be right
and that's good
so what
I dont understand
The issue you mentioned will not be an issue because they straight up wont be able to camp in the safezone anymore
Their tactic or resupplying with 20 crates wont be viable
They wont be THAT safe anymore
but they can be behind sandbag, so when one of them is getting killed, the second one is reviving him. And that's until they both will not be killed
RPG with/without using mortar tactic, grenades and other assorted boom booms exist
And recons will have 70% less incentive to be there anyways
snipers mostly located far away from the battlefield, engineer will be forced to go straight to their location to kill them if he really wanted it, otherwise those snipers will be almost unkillable
RPG mortar tho
RPG dropoff is big enough that you can practically use it as a makeshift mortar
Especially heats
it's hard to master
Ok and
well, snipers will be mostly unkillable, they will almost everytime be in their positions
if a sniper is "nearly/mostly unkillable" then they can be ignored in 80% of the maps as they are now.
Explain to me on the new sandy layout where in the hell could they, on this literal flatland, have a viable place from the safezone to make such an issue from
#battlebit-eng message
Like please explain how
Like on other maps, why are you talking only about sandy
Cause its 1 of like 2 or 3 maps where it is an issue at all
And on those other 1 or 2 maps its a strech due to how negligible they are
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
But they literally rarely are a pain in the ass, when they physically cannot camp in the safe zone
Not even snipers, like anyone can revive each other to make some impactful damage to the enemies with no consequences
idk, to me it happens pretty frequently
Skill issue
Imma be real
Thats just skill issue
On sandy and new dusty sure they are annoying
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
maybe, but I dont really see reasons why reviving should be free
why
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.
People complain and dont want to waste bandages reviving others, this affects infy gameplay VERY poorly
because keep in mind, in your words, the ones that are "nearly unkillable" will not have many spots to shoot at.
who
I'm hearing it for the first time
literally anyone not a medic main
Hol up lemme pull up a suggestion rq
some are more vocal about it. most just don't do it because they only have 6
in this little time they can kill you anyway
@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
not reliably
if you want to not die, don't play
...wrong reply, goddammit
it moved as I clicked it
yes, and its usually luck that would do it if you move properly, because these snipers that are "mostly unkillable" sit in the same spots miles away.
so as I said, if you want to not die, just don't play. sometimes that's just how it goes
usually, but not everytime. Like on the assault class I almost never get killed by a sniper. But with engineer it is, becuse of how slow this class, and my equipment is
@jagged stag or avoid em🤙
so just skill issue avoiding some of the more useless snipers in game.
But idkkk, it feels wrong to me to reviving for free, idk how to explain it tho
but okay
This is why i run DMRs on engine and hunt vehicles
because your used to using bandage. most games have unlimited revives.
Okay, I'll think about it
yes
Awesome!
So fights will be more intense for me
Ye
Note: community servers can enable bleed if they want
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.
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!!!! :(((
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.
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
And the whole sandbag thing is another issue, mostly due to how their durability and other stuff is designed
That being said, certain issues have to be prioritied first, the safezone thing is lower priority for now
The fact that revives barely happen is shitty enough
It affects, well, literally everyone, as opposed to certain people
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
I mean we could also buff medic alongside this too, because lets be real he needs a buff
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.
Free revives, while having the option for a better one should you use a bandage, is pretty much the best option
Tbh if he by default had faster revives than all the other classes, he would already be much better
Both medics heals via medkit, and revives in general need a buff
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
But that’s a topic for another time
Besides that, he lowkey should med box rework and a defib instead of bandages
Reason: no bleeding = no bandages needed
If the community server by chance has bleed, just have medic have the bandage like before
Solves so much shit this way
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
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)
Id be overjoyed if i could at least shoot in the red zone
But yeah i agree
Btw how long can you stay in the FL safezones before dying anyways
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)
I see
Final zone works the same was as conq just with a longer timer
pepega you yap a lot yo