02-23-2008, 03:56 AM | #21 |
Useless
Retired FF Staff
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Rofl.
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02-23-2008, 05:16 AM | #22 |
Join Date: Nov 2007
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Jeez Richard Nixon I've lurked the forums and read some of your posts.. wtf game are you playing over there man?
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02-23-2008, 12:07 PM | #23 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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breaking and entering into the Democratic National Committee headquarters?
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02-23-2008, 03:14 PM | #24 | |
This is still alive?
Wiki Team
Beta Tester Join Date: Mar 2007
Location: Naples, FL
Posts Rated Helpful 3 Times
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I almost fell out of my chair reading this post.
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02-23-2008, 03:34 PM | #25 | |
sKeeD
D&A Member
Beta Tester |
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02-23-2008, 04:17 PM | #26 |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 45 Times
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Firstly, if the offense doesn't consist solely of medics any more, thats a good thing.
Secondly, if we made medics able to use their own medkits then we'd see a drastic drop in healing, since they would be saving their medkits for themselves. Thirdly, if we made medics able to heal themselves to full all the time, it would break the game. Fourthly, 90% of people don't throw medpacks yet, so we're still in a transitional phase where people are learning how to get the most out of their class. After this phase is over we'll be able to see what tweaks the medic needs. (although getting a little HP back after healing a teammate is an interesting concept..) |
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02-23-2008, 05:02 PM | #27 | |
I got some bread, bitch
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02-23-2008, 06:58 PM | #28 | |
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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I think the medkits need to last a little longer. Maybe 10 seconds? What is it now, 5?
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02-23-2008, 09:01 PM | #29 |
get off my lawn
Join Date: Mar 2007
Class/Position: O scout / demo Gametype: killing Posts Rated Helpful 0 Times
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I think it's a great idea to give medics a % back of what they heal, it encourages teamwork and healing, and rewards medics for being team players.
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02-24-2008, 02:15 AM | #30 |
Join Date: Dec 2007
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I think the medic, as it is now in 2.0, is perfectly balanced..
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02-24-2008, 03:20 PM | #31 | |
D&A Member
Fortress Forever Staff Join Date: Mar 2007
Class/Position: Sabotaging your shit. Affiliations: :}|, mimic, /KBN/ Posts Rated Helpful 0 Times
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02-24-2008, 05:52 PM | #32 | |
Posts: 1 bajillion
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Perhaps two different percentages can be used. Say x% and y% where x > y. When a player's health is below 100% the medic recievs x% in retun for healing. Once the player reaches 100% the medic then recieves only y% for the health boost given to the player. This avoids medics running around healing whomever they want just to boost their own health. It gives the greater reward for using the triage concept and healthing the players that need it the most first. |
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