Help healing
#1
Posted 28 January 2011 - 09:02 PM
I propose that the little green arrow above every player's head slowly drops from green to red depending on the player's health. That way medics have a clue on when they need to heal a player. Maybe that way I'll be able to trust a medic to heal me while I'm fighting.
#2
Posted 28 January 2011 - 11:05 PM
#3
Posted 29 January 2011 - 12:34 AM
#4
Posted 29 January 2011 - 07:20 AM
As much as I like the idea of having the "health bar" like so many games before this one (eg, TF2), I personally think it will make the game too easy for the rebels and is not really needed. Being a cooperative game, I believe the players should talk to each other and organise themselves instead of having all the information 'force fed' to them via a waypoint. Of course, there will always be those who ruin a good game by selfishly taking the medpack for personal gain, but what can you do?
As for the result, I think transparent markers were discussed as a better alternative to coloured ones. You can view that topic here.
#5
Posted 29 January 2011 - 02:14 PM
It's not just the selfish players.
I'll call out for a medic in crossroads, but the guy can't find me from all of the people spread out. Besides, it's not exactly easy healing on the field (for everyone else, it seems). All of the other medics seem to whine and complain about players strafing while trying to heal them.
"MEDIC HEAL!"
"OMG!!!! stand still so i can heel you!!!!"
I've seen that on Canals and both of the morons got killed from standing still (at the first bomb area). True story.
Standing still is a death trap when on the field, so the loser medics could use a head start. Hardly anyone I've seen (beside myself and one other player) actually can heal a player properly during combat, unless it's a player standing still-- risking the chance of getting demolished.
The thing I liked the most about Overwatch from day 1 was that it was retard proof. With waypoints and objectives written in the corner every new player knew what to do from the word "go". Even playing Overwatch was easy as hell to figure out, even for the most simple minded person.
When giving players responsibilities it should still be just as easy. The last thing a team needs in a new player holding the medic kit and not knowing who to heal and when.
#6
Posted 29 January 2011 - 02:31 PM
Ranma, on 29 January 2011 - 02:14 PM, said:
"MEDIC HEAL!"
"OMG!!!! stand still so i can heel you!!!!"
The thing I liked the most about Overwatch from day 1 was that it was retard proof. With waypoints and objectives written in the corner every new player knew what to do from the word "go". Even playing Overwatch was easy as hell to figure out, even for the most simple minded person.
When giving players responsibilities it should still be just as easy. The last thing a team needs in a new player holding the medic kit and not knowing who to heal and when.
Firstly, thanks for noticing me. Secondly, I think that all that needs to be done is make a rectangle in front of the Medic where the closest person within that rectangle gets healed. That way strafing doesn't cause as much misery. Thus, much more noob-friendly.
#7
Posted 29 January 2011 - 03:13 PM
Ranma, on 29 January 2011 - 02:14 PM, said:
For this reason I believe players should go to the medic instead of the medic coming to them. This way the medic can heal you on-the-spot and get back to healing random rebels or fighting the combine.
(Perhaps a medic-call button and a flashing waypoint marker is a better solution?)
#8
Posted 29 January 2011 - 03:26 PM
#9
Posted 29 January 2011 - 05:22 PM
Honestly, I don't have a problem healing people while they are strafing and moving around. That's actually a good thing because it puts more of a risk when healing on the field. It's just I don't trust anyone else as a medic because they don't know who to heal, and checking who is actually hurt is pretty hard for them. They have to check who is injured by aiming their cursor at the person while the person is moving around. Pretty damn hard for noobs that can't aim worth a damn. A noob grabs a med-kit and he won't heal anyone on the field because he's not talented enough to see who is actually injured.
How are players supposed to push forward if they come crying to the medic whenever they are hurt? I mean, in situations like Canal and fighting the helicopter, yea, that makes sense. But today, you saw. The team needed me-- you needed me, in order to progress through Breach and Canal. It would be a faster heal to grab a health pack than running back to the medic and wait in line for him to heal.
#10
Posted 29 January 2011 - 08:14 PM
For example:
- When a player's health is greater than 80%, the waypoint marker is fully shaded/green/complete (depending on how the visual system works).
- When a player's health is between 80-50% the marker is more transparent/incomplete.
- The same occurs for health between 50-20% and for health less than 20%.
#11
Posted 30 January 2011 - 07:43 AM
braddollar, on 29 January 2011 - 03:26 PM, said:
Already suggested :
And why do not make something like in TF2 : when someone have under X hp, the auto-call for a medic is activated.
And you got a good idea too WATX
#12
Posted 30 January 2011 - 02:52 PM
#13
Posted 30 January 2011 - 06:26 PM
braddollar, on 30 January 2011 - 02:52 PM, said:
#14
Posted 30 January 2011 - 07:51 PM
WAXT, on 29 January 2011 - 08:14 PM, said:
While playing, it would still be important to call out for medic so they can put down their gun and pull out the med-kit, but with the identifier they can have an idea on who is the most injured and they'll be able to set up a priority on who to heal first.
And auto calling is A HUGE no-no. When relying on retards the system needs to be idiot proof, but I don't want the game to run itself. I don't want the game telling them (or more important, me) what to do and when to do it.
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