04-03-2009, 10:41 PM | #1 |
FF Spy.
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[Medic]Suggestion
I dont know is this the place to post it but yeah i will post it here
so the thing with the Medic running arround with an health pack is stupid i would want to see an gun so you can range heal em.like TFT 2 yes or nay? |
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04-03-2009, 11:08 PM | #2 |
I am Redeye for anything.
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NEG
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04-03-2009, 11:10 PM | #3 |
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to be honest medics arent really designed to heal people, they are an offense dm class, the medpacks are useful to spam at a choke point eg ramp on sd2 so that other offense classes can get through and survive
medics running around healing people just isnt useful due to the fast pace of the game |
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04-04-2009, 12:29 AM | #4 |
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Which is why the Medic needs a passive (non-stackable, so multiple Medics don't heal a person twice or people rush with Medics, and gives no points to medic) heal to all team mates near him, healing x% of that person's health every 5 or 10 seconds. He should keep his medkit though.
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04-04-2009, 01:25 AM | #5 |
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No to passive, distance based buffs. The game is confusing enough without adding systems that operate without input or feedback.
We've discussed this at length before, and I think the answer is extending the range of the medkit, while also limiting its firing rate. Healing systems that require you to hump your teammates for an extended time won't work in FF. |
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04-04-2009, 03:05 AM | #6 |
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Now that Bridge T mentions it, remember neotf where the medic could touch the ngs dispenser and it would heal you within a certin distance. That would be cool.
Or , what about a 2nd buildable, that the ng can make if the medic drops HIS ammo, and the ng can make a disp that healls hp? |
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04-04-2009, 07:35 AM | #7 |
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Please don't forget the impact to spies as a result of extended medkit range.
Medpack already has taken away spies' ability to disguise as medics to "heal" enemies. ________ BIG TITS MOVIE Last edited by battery; 03-31-2011 at 12:11 PM. |
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04-04-2009, 03:21 PM | #8 | |
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Quote:
The +attack with the medkit, would send out waves of healing, similar in graphical design as the conc effect from TFC, it would have a clearly defined area in which it would heal to prevent any confusion. Heal over time that would work in the place of all current healing features. In my mind, this is a different approach to the "health explosion idea". I'd also like to see it attached to ammo, so in order to be a defensive healing machine, you have to work closely with an engineer to stay stocked, which boosts the engineer's survivability when building SGs. What do you guys think? |
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04-04-2009, 03:29 PM | #9 | ||
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04-04-2009, 05:50 PM | #10 |
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I think he's saying the thrown medkits make contact healing useless, so most medics that know what theyre doing won't ever use the medkit itself.
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04-04-2009, 06:31 PM | #11 |
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The Medic's current design doesn't fit the game. The Medic's flow is disturbed, as is the flow of his team mates when he has to pull out his medkit and dash around trying to hit them, occasionally getting in their way. He also has smaller medkits, but those don't always land on the person you're targeting, and require both the Medic and his team mates to slow their pace: trying to inch closer to the target as Medic, and trying to find the medkit on the floor as the damaged player.
This is why I think the AoE heal would be good. Neither player has to be taken out of the action. The Medic simply does his job by sticking together with his team instead of going solo (though he could) as the Scout would for the flag. This would also encourage teamplay. Also, the Medic needs a "hold on to activate" bind that displays a health bar above his team mate's head, but only to those within a certain distance and in his field of view. Like the alt key in Warcraft RTS. It's a bitch trying to a) figure out who needs to be healed because no one uses the medic call and its useless when you can't see/her it. b) trying to hover your mouse over a fast moving target to read his health. My suggestions.. :/ |
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04-13-2009, 07:55 AM | #12 |
[AE] 0112 Ihmhi *SJB
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We've discussed stuff like this and have some things we'd love to test. So yeah, we've already considered it to some degree.
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04-17-2009, 10:41 AM | #13 |
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Have anyone considered allowing medic packs dropped to heal both teams? I think this will cut down on the spamming of med packs at choke points, instead it will make medics more conscience on how many medic packs they toss around.
inb4 tf2 heal gun |
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04-17-2009, 03:54 PM | #14 |
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04-17-2009, 06:39 PM | #15 |
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04-17-2009, 10:08 PM | #16 |
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TBH, I never seen greifing in FF, at least not intentially; there is the occasional idiot who brings the flag the wrong way. How would med packs healing both teams cause greifing?
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04-18-2009, 03:15 AM | #17 |
Keep On Keepin' On
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I think it would be awesome if the kits could heal both teams.
Then i would run around and heal the enemy. IMO it beats fighting OP pyros. I doubt they would kill me if i was healing them the whole game. |
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04-18-2009, 12:49 PM | #18 |
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Partial just explained why it would lead to griefing.
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04-18-2009, 03:16 PM | #19 |
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I'd like to actually have the chance to try the medigun in FF. I'm sure it would work better than the medikit from the 90's.
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04-18-2009, 07:46 PM | #20 |
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How about if a enemy runs over your dropped med packs, he gets infected?
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