Regenerating Health through pips

Post » Wed Sep 01, 2010 2:51 pm

Great game, but just a quick suggestion, trying to gauge what people think / let the devs know. Currently only your base health will regenerate. Why is that? You lose health relatively quickly in this game, and the pips gained from Medics don't provide a LOT of extra health. Currently it's hard to see the overall benefit of giving someone a health boost or capturing / upgrading a health command post, you'll just have to use another supply pip in a short amount of time once that pip goes away or risk more lives / time recapturing the health command post. Personally I think ALL your health should regenerate, it would give the health command post and the health boosts more validity.
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m Gardner
 
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Post » Wed Sep 01, 2010 9:37 pm

Highly disagree with this, works very well as it is implented currently.
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Chris Duncan
 
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Post » Thu Sep 02, 2010 12:25 am

It's a team-based game.

That means you need to work with your team.

Also part of why your ammo counts are so low - you're encouraged to play alongside your teammates - work with the Medics so they heal you, work with Soldiers so they restock your ammo, etc.

It basically boils down to one thing. Get better teammates, and hope release the proper AI fix soon.
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R.I.P
 
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Post » Wed Sep 01, 2010 6:37 pm

I don't think they need to change anything. If you start playing with the pip usage for skills, you're going to see balance issues occur.
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Samantha Mitchell
 
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Post » Thu Sep 02, 2010 12:29 am

Oh come now, you don't have to tell me it's a team-based game. I play with friends, and while we're no all stars but we can win games now and then. We all just agree that the health boosts are kind of meh the way they currently are. There's not enough reward for the cost. The pips are gone so quickly and the Medic's supplies are generally better used for reviving. Why not give people a harder choice between using the health boost or saving it for the revive?
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Amanda Leis
 
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Post » Wed Sep 01, 2010 8:41 pm

@wonca, I'm not talking about playing with pip usage for skills. It would still take one full skill pip to administer a health boost, it would simply regenerate, give the Medics more of an incentive to actually use the Health boost to buff their team mates instead of waiting for them to be incapacitated.
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Arnold Wet
 
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Post » Wed Sep 01, 2010 10:52 am

So you want the buff'ed health.... back? lol Those pips are a bonus... if you lose them... sorry??? MOST games with health bars done even regenerate.
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Alexis Acevedo
 
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Post » Wed Sep 01, 2010 11:41 pm

Yea no I get it, they're a bonus, but you're not reading my replies. It's a crappy bonus as it stands. In the case of the health boost, it costs one supply pip, which, if you're doing your job right as a Medic, is a pretty big deal. In the case of the Health Command Post, you're wasting time / possibly lives capturing that command post and then using bodies defending it (ideally). That health "bonus" you get from either of those two sources goes away... QUICKLY. I have very little desire to waste too much supply buffing my team mates health, I have before, and I've decided my supply pips are better spent on revives. Now if that health that I use a supply pip on will regenerate, so I don't have to KEEP using supply pips, I'd be more likely to use it. Same logic goes with the command post.
EDIT: Also, yea, if you die, you lose the buffed health.
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Matt Bee
 
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Post » Wed Sep 01, 2010 12:45 pm

I understand what you're saying Ender. For my play style, I just prefer to have everyone buffed up and tell myself that the additional pip from the health boost makes the difference between me having to revive them and us taking the objective.
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Arnold Wet
 
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Post » Wed Sep 01, 2010 11:25 pm

I get what you're saying OP. As a medic why would one use an entire pip just to boost health 25 points that won't regenerate when you could use that pip to revive essentially giving a player 120-180 hp of health that will regenerate. I've thought this a few times before and I usually buff one or two of the better players on the team and save the rest for revives and metabolism. OP is just comparing the cost/benefit ratio of buffing vs reviving. A good thing to do is heal someone low on HP already. Heals them and buffs them without the timer of reviving. Maybe make it so you can regenerate one pip of buffed health? New medic ability? And operatives can buff a command post to do the same thing? I think the system is fine the way it is but there is room for some discussion definitely.
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Elisha KIng
 
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Post » Wed Sep 01, 2010 9:18 am

I hear you. I understand what you're saying, but the fact that you don't regen that health is one thing that I really like. I could maybe see an ability that lets you regen those pips, but it would have to get slower for every extra pip. Even then I'm still kinda iffy about it.
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John N
 
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Post » Wed Sep 01, 2010 3:44 pm

and the pips gained from Medics don't provide a LOT of extra health.


Each pip grants a seperate amount of health. The first pip grants 30 health. Second gives 25, then 20, then 15, then 10.
All 5 pips give you a bonus one hundred health. Medium base health is 140.

That's almost doubling your health, from 140 to 240. you look at those numbers and you tell me if that's not a lot of extra health.
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Sunny Under
 
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Post » Wed Sep 01, 2010 1:01 pm

There's not enough reward for the cost. The pips are gone so quickly and the Medic's supplies are generally better used for reviving. Why not give people a harder choice between using the health boost or saving it for the revive?


That extra pip, as it is right now, could easily save your life, vs. the reviving of a teammate which could easily fail. The choice is already hard for a tactically minded medic, giving an extra boost to the health buff makes it an easier choice.
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Gavin boyce
 
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Post » Wed Sep 01, 2010 1:07 pm

How about regenerating pips from command posts, but not from medic buffs?


Seems fair, takes teamwork to cap posts for the most part. Team earned them. Idk, I can see both sides of this question. Great post OP.
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Neliel Kudoh
 
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Post » Wed Sep 01, 2010 7:43 pm

The pips you get from Medics and Health Command Posts are not as effective as you think they are... I think, haha. I'm willing to bet most people have the skill that grants you an extra pip of health (cue the masses telling me "No wai brah, just get better and get moar skeelz and you don't n33d it lulz"). So those pips are starting at giving you 25, not 30. And can we all agree that you lose health quickly in this game? Not that it's a bad thing, just the way it is. My point remains that you lose these pips super fast. Why waste your supplies as a Medic buffing someone or wasting time capturing the Health Command Post? It's certainly not granting you enough health to complete any of the objectives.
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Inol Wakhid
 
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Post » Wed Sep 01, 2010 11:26 am

It's a team-based game.

That means you need to work with your team.

Also part of why your ammo counts are so low - you're encouraged to play alongside your teammates - work with the Medics so they heal you, work with Soldiers so they restock your ammo, etc.

It basically boils down to one thing. Get better teammates, and hope release the proper AI fix soon.


This.

/End topic

:D
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Ice Fire
 
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Post » Wed Sep 01, 2010 8:35 am

As it is, a health boost can heal someone and give them +100 HP if you have all 5 pips (Battle Hardened, Command post, Command post upgrade, health buff, improved health buff.

A revive will only fill a person up to the point they will normally regen to. So if you wanted to make the most use of your pips, you should heal someone when they have low HP, instead of letting them die.

Its a very hard thing to plan though, as people die very quickly. Having your people alive in a firefight because they have +55-100 health is generally more valuable than a revive though.
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Jenna Fields
 
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Post » Wed Sep 01, 2010 11:08 pm

think of it this way. capturing command post and upgrading it + the 2 bar buff from medic give you 5 extra bar of health , while the max of the opposite team is 2 bar (under the circumstances everyone gets the harden perk. if it is a full on team shoot out of 8v8 thats...24 bar of health that your team have against another. are you saying its not a good advantage??

sure ,revive is is better experience wise. but think about the down time of a teammate when they get revived and when you are trying to revive them there is a downtime for you too..
how is it worth it for your team to lose 2 fire power for the sake of reviving someone when you couldve buff them and they will live longer.

i still think buffing is important .it give your teammate a health advantage towards an opponent when they somehow ran into one.and think of the times where you die with a whole bar of supply. u cudve buffed someone instead of them going to waste

that is just my opinion though . and that is how i do it. there is really no right or wrong in this situation because everyone gets to play the game the way they want
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no_excuse
 
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Post » Wed Sep 01, 2010 8:46 am

think of it this way. capturing command post and upgrading it + the 2 bar buff from medic give you 5 extra bar of health , while the max of the opposite team is 2 bar (under the circumstances everyone gets the harden perk. if it is a full on team shoot out of 8v8 thats...24 bar of health that your team have against another. are you saying its not a good advantage??


Technically any player has +1 pip with hardened (+30 health), +2 pips from an improved Medic buff (+25 and +20 health) and gets +2 pips from an upgraded CP (+15 and +10 health). That means it is 5 pips versus 3 pips but only 25 health difference in total due to diminishing returns.
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Anna Kyselova
 
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