#Medic changes - they won't do by far, won't encourage players to wait for them

1 messages · Page 1 of 1 (latest)

lament totem
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  • none of the current changes encourage the players to try to wait for the medic, no XP boost will ever do it. You need to look outside the medic class to find the solution for this.
  • only some kind of TICKET SYSTEM would make the players to wait for the medic. The ticket system should be >>LOCAL<< one where spawn tickets would be either stored inside the individual spawnpoints or tied to the spawnpoints in the unlocked active territories as a whole. Their depletion would NOT cause a win or loss of a match, only cause some local negative effects.
  • medic would be saving and giving back tickets upon each revival, let's say +2 per each

Make the local tickets to impact respawning rearmed too to make the ammo boxes not useless anymore, for instance:

  • 100%-75% tickets inside a spawnpoint:** Full normal ammo and ordnance/explosives resupply**
  • 75%-50% tickets inside a spawnpoint: Full normal ammo resupply, ordnance/explosives resupply but no new rockets / satchels anymore
  • 50%-25% tickets inside a spawnpoint: Half resupply on normal ammo, no explosives/ordnance resupply at all
  • 25%-1% tickets inside a spawnpoint: No resupply and carry the ammo from one life to the next, full reliance just on the deployed ammo boxes.
  • 0 tickets inside a spawnpoint- if garrison/halftrack then disabled for 4 minutes, in case of OP immediate self-destruct and initiation for the cooldown of building new one (moving the OP would need to be taken care of not to impact this and prevent the workaround to cheat it)
    Ninjaox 😉

Make the nodes frontline-useful or remove them:

  • each kind of spawnpoint could have different amount of max/starting tickets and they could auto refresh every 8 minutes. Spawnpoints in manpower node's range could make the auto-refresh period to be shorter, let's say 4 minutes.
  • spawnpoints in ammo node range would allow respawning rearmed as if the ticketAmout was virtually higher by 30% (20% tickets would count as 50%)
lament totem
wary pagoda
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HLLove

Adding in a system for medics, or anyone really, to grab a killed soliders dog tag to save a ticket would be nice as well

lament totem
trim mountain
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HOT TAKE: the only true way to get the medic to matter, is to make a game mode based on tickets. I honestly would be okay with that. but it would need to be It's own game mode. I agree that tickets are the only way to get medics to matter. In squad medics matter just as much as an SL, and it is way more immersive that way, but it would need to be its own game mode. But they also need a way to drag the players. medics need to be able to drag the players to safety...but i think the changes they made so far will help out a little bit.

mortal sierra
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Give the medic a shotgun

marsh scarab
balmy stag
lament totem
crisp plaza
wary pagoda
frigid pilot
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@lament totem is right, the Medic revisions in the new PTE don't help at all. It doesn't make the class attractive. I think a gamemode with a ticket system is nonsense. You could also run it via the menpower points. Currently, 1 point is deducted for every death. Why don't you get one back when a medic revives you? To make it useful, you could deduct 2/3/5 points as a penalty for transferring or surrendering. This would solve two problems, firstly that nodes become even more important, plus the medic becomes a fixed value. In offensive mode, manpower is used to go into overtime when capped at the last second. In warfare, you could increase the penalties for garrispawn and just assume normal times in HQ. This would probably also slow down the game, as it is currently very fast.

grave scroll
lament totem
# grave scroll Not the medic needs to be able to drag, every non-medic player must be able to d...

Not the medic needs to be able to drag, every non-medic player must be able to drag. The point of dragging is to avoid sending the medic into the line of fire in the first place.
Exactly. ☝️ Many people forget about this fact.

As in non-medics will drag a wounded comrade out of the line of fire into cover where the medic then can tend to them.
And also use the opportunity when the enemy gets temporarily killed so it becomes safe to bring the friendly to safety, before the medic arrives.

And thanks for the support guys 🙂 .

still otter
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Could increase manpower cost per death, or cut manpower income and ability cost in half to relatively increase the effect of each death and revive, since the cost of death is hidden from the player. Also medics should be able to treat players that gave up to recover the manpower, it's not like a soldier would just kill themselves.

bitter dawn
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Tickets are bad idea. Casual players will simply keep wasting tickets. Competitive players will play too passively.

grave scroll
# bitter dawn Tickets are bad idea. Casual players will simply keep wasting tickets. Competiti...

No. It isn't about turning everyone into a competitive player, it's about giving an incentive to actually wait for a revive when it's called out (HLL needs a mechanic similar to Battlefield). As long as the majority of players will understand that there now is an incentive to wait for a revive, this is a good change. Plus, not introducing tickets has more disadvantages than introducing it.

lament totem
# bitter dawn Tickets are bad idea. Casual players will simply keep wasting tickets. Competiti...

Tickets are bad idea. Casual players will simply keep wasting tickets. Competitive players will play too passively.
What do you mean passively? Even if the so called comp players would deplete the enemy spawnpoints' tickets by camping from afar in the worst case scenario, they would still need to get in there physically to destroy them and cap the point. Depleting the enemy tickets in the spawnpoint would create only a window of opportunity - if the opportunity wouldn't be taken, it's wasted as the garrison would eventually recover from the temporary depleted state.

*Could increase manpower cost per death, or cut manpower income and ability cost in half to relatively increase the effect of each death and revive, since the cost of death is hidden from the player. Also medics should be able to treat players that gave up to recover the manpower, it's not like a soldier would just kill themselves. * @still otter
Wouldn't encourage the players to wait for the medic. The players usually don't care until it's impacting them directly. And if it was impacting their own individual spawnpoints and the ability to spawn, they would feel it much closer than some manpower that only the CMD uses anyway. They would surely care more.

still otter
bitter dawn
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That’s not at all what I’m saying. Point is the already bad players would be even more detrimental to a team lol. Most Players are very agressive now, which is good for the game. Tickets will, as I said, either make them too passive or they’ll keep running into fire burn the tickets and ruin the game for other players. All that just to make medics more relevant? Seems silly. It’s not on the roadmap either thank god. Just play squad 44 if you want tickets.

grave scroll
lament totem
# bitter dawn That’s not at all what I’m saying. Point is the already bad players would be eve...

All that just to make medics more relevant? Seems silly.
Exactly the opposite - those changes are addressing more issues at a time (meatgrind endless stalemates, dying to actually matter, encouragement for medicWaiting, usefulness of nodes on the line, the problem of relatively unlimited ammo & redeployment). Medic is just one of them. I hoped it is visible enough without naming them this time.

It’s not on the roadmap either thank god.
The roadmap is non-exhaustive thank god 😄 .

As for the rest of your statement, I simply disagree with it.

bitter dawn
# lament totem > *All that just to make medics more relevant? Seems silly.* Exactly the opposit...

There's hardly stalemates in your avg game (time limit exists). Dying does matter, you lose cap weight, and nodes on the line is a chore no one hardly wants to do anyways. Also Battlefield has a different pacing, matches are pretty short. Devs have been asked about tickets and they said unlikely. Idk man, Points all stand. Play sq44 if you want a realistic shooter with tickets, its got better balistics and vehicles. Hll is more casual always has been since beta

grave scroll
wary pagoda
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Have each sector or spawn point have a certain number of tickets. That way the timer still decides the outcome of the match but tickets can determine the outcome of an objective. It’s the best of both worlds and gives medic a reason to exist

bitter dawn
wary pagoda
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Lmao. lol even

lament totem
# bitter dawn There's hardly stalemates in your avg game (time limit exists). Dying does matte...

*Dying does matter, you lose cap weight, and nodes on the line is a chore no one hardly wants to do anyways. *
Losing cap weight of an individual may be true but the dying still doesn't matter on the gunfight's scale level - because even if an attacking team engulfs the enemy circle, the defenders are able to last even forever if they have surviving spawnpoints there (even more on OFFENSIVE which makes even less sense). Because those dying players are able to come back unlimited amount of times relatively fast without making any difference in the relative cap weight and there is no break in the gunfight because of lack of local manpower(/tickets) there in that specific gunfight - it's unlimited.

In the proposed system the medic would play a crucial role. The frontline resource nodes also and with lower amount of local tickets the ammo boxes as well. And with** the combination of all of those, the position would be able to last much longer a great deal while keeping it realistic/logical and not just in a way of "changes for the sake of changes".**

There's hardly stalemates in your avg game (time limit exists).
90m is pretty long and more than enough for a stalemate even if it starts in the middle of that time and lasts till the end. Even 20-30 minutes is enough to call it a proper stalemate if neither of sides is able to advance despite high casualties on both sides - that's a meatgrindy stalemate that shouldn't be a thing.

Hll is more casual always has been since beta
More like EA and later in it. In alpha and beta it was much more non-casual oriented. Only the next updates made it slowly more and more casual-oriented. Still lacks any hardcore mode many players expected to eventually come and asked for for so long over time.


Aaaand, he blocked me. You know, a discussion is not supposed to be a monologue without any counter-arguments. You block everybody as soon as counter-arguments arrive? "Great" way to "discuss" 😄 .

grave scroll
bitter dawn
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How kind of you, par for the course. No reason to discuss. Agree to disagree. Don’t take it so personal lil bud