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PR Highlights Highlights of what work the Devs are currently working on |
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2020-05-20, 18:19 | #61 |
Join Date: Jul 2011
Posts: 49
Poland
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Re: v1.6.1 - Gameplay changes
Obviously the point I was making is that being downed in middle of open ground where reviving you will be hard should be punished, and this change does it.
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2020-05-20, 19:12 | #62 | |||||
Join Date: Mar 2016
Posts: 493
Yugoslavia
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Re: v1.6.1 - Gameplay changes
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I got offended because some people apparently can not see my point of view and then misunderstand what I said and wanted to say and then even use that wrong understanding of what I said to support there view while being unpleasant for no apparent reason. I fully understand that language is not perfect way of communication and that words and statements can be misunderstood, but that does not give right to someone that clearly misunderstood someones statement to call that guy bad, idiot or what ever word you want to say. If you do not understand someones opinion, calm down and ask for clarification. There is no need to make this thread in political "debate" where we call each other names and try to dig out dearth on each other, just to push our own opinions as only true ones. Because some people apparently have problems to understand what I wrote and what I though by that statement, I will fully explain my point of view: Quote:
To be clear, I do fully understand benefit of patch+revive mechanic, but I do not consider removal of that mechanic game breaking as some people suggested. I also do not think patch+revive mechanics makes difference between good and bad medic as some people clearly consider and that is only "true" way of playing medic in PR as some people consider it. Personalty, I do not think that there is one true way of playing some kit, asset and maps (as long as they are balanced), specially because there are more factor that will impact effectiveness of specific player while playing that specific kit, asset or map. As long as that player is focused on helping team win and as long as he is effective, I do not see problem in playing kit, asset or map in different way, just because It is not "true" way of some arbitrary authority in community. From all people that wrote half long pages of there personal views of how this change will break game and gameplay, only criticism of change, for now, that I can possible agree (but not fully) whit is from Web_cole that said: Quote:
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Last edited by InfantryGamer42; 2020-05-20 at 19:18..
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2020-05-24, 08:28 | #63 | |||
Join Date: Oct 2013
Posts: 146
Canada
Location: Etobicoke (Toronto), Ontario, Canada
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Re: v1.6.1 - Gameplay changes
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And no, we are not misinterpreting your argument, as per your very last post here, you are still clearly contending that 99 out of 100 Medics don't make use of the patch mechanics. I believe this could easily be proven incorrect by a very long shot I pointed out that you were not using the kit properly because you wrote a big paragraph explaining and defending the idea that patch reviving was a virtually useless aspect of the working of the Medic kit, and I felt the need to point out that this argument of yours was completely faulty, I did not write this with intent to unfairly smear you with falsehoods, as you seem to be insinuating. To be clear on one point here, I don't use patch revive when I assess that the area around the downed soldier is secure and that there is no need for double-speed on getting the revive back to full health (in other words, when I don't expect any enemy threat nearby). In these cases, I save the patches for when I believe they are really needed. Secondly, your continued insistence that many Medics do not use them is completely ludicrous. Again, I don't say this to take a jab at you, it merely so happens that there is no fact to your assertions, as Woxbel correctly pointed out, your claims are strictly anecdotal. This is far from "fact". I hope you won't find that offensive, as I'm merely stating a "fact" here. I have been using the Medic kit for years now, and I've had lots of Medics revive me with a preliminary patch. When I believe that it will be a risky revive, when I think that there might be enemy in the area and I see the Medic next to me and don't hear the patch, I ask them to use it, and explain to them the reason for it. This is not fact, this is anecdotal, and you may choose to disbelieve me if you wish. Quote:
Whether or not you will admit it, at least half of all revives are during times when there is danger of enemy in the vicinity, and every half-second, maybe quarter second, of revive time is a serious threat to your squad. "Oh, oh, oh, you are reviving at the wrong time!" Not at all, one normally will try to secure the area before beginning revives, and that is all nice and dandy when there are only a very few enemy in the area, but there are many situations whereby one doesn't have the luxury of wiping out the entire enemy squad before attempting revives, and where getting the guys up to help defend the area of control is paramount, and speed is of the essence. In other instances, getting the revives out of harm's way before the smoke starts to clear is a time-sensitive proposition that necessitates the use of patches. In a continuation of the paragraph I quote above, you argue that you can counter-argument the patch due to snipers and other such enemy taking you out from a distance, or enemy running up on your and similar "infinite possibilities", and as such you are only re-enforcing my argument that every quarter-second that your revivee is not at 100% health and that you have a bag in your hand drastically reduces the odds of you both surviving said revive. But that, I suppose, is my opinion, so we can agree to disagree, as you would like. Another point I forgot to mention prior is that oftentimes one needs to try to clear enemy (not necessarily all, but some) before attempting to begin revives, meaning that Web_Cole's comment is all the more true: "Time taken to get revives directly impacts how many revives you can get. If the whole process of reviving takes longer more people are going to bleed out. If each individual revive takes longer and is slower and the medic is more exposed during then less revives are viable. If the only tool you have for getting your patient safe ends up with them not having their kit then that also pushes a number of revives into a less viable band or makes going for them less desirable." Quote:
It's very late, and I have to get sleep, don't have time to proofread, hopefully I haven't missed words or mangled sentences too badly. | |||
2020-05-30, 12:29 | #64 |
Join Date: Jul 2017
Posts: 476
Trinidad and Tobago
Location: Grenada (Another Island)
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Re: v1.6.1 - Gameplay changes
Dragging away from the general topic, but onto REALISM.
We all remember when they tried to make the ballistics more "realistic" and what happened? Everyone went nuts because they were dying to easy. Well what can I say, you're not ment to rush in PR. It's a milsim why would you want to just run out and die? I'd agree the ballistics system update was kinda overdone, but bringing it back to normal isn't that much better. What I can advise right now, nerf some guns (THAT OP MP5 ffs) and leave the rest how they are. Back to the topic now. Smoking up is still something you can do. For Example: Your team mate dies to a random guy about 100m away and is now approaching, you toss your smoke INFRONT of his body (NOT on it! That's a massive mistake made by PR players, I've seen it done on assets aswell. If you smoke directly on a TOW, Someone like me with a sniper kit can easily predict where the tow is based on how the plume of smoke is formed and camp it even through smoke.) then you rush for the drag if you THINK you can make it to cover. If you can't drag to cover intime, just drop the patch stab him then reposition. Atleast when you do that you won't spend as much time healing him as you would have without the patch. |