Will medics be constantly asked to give supply pips?

Post » Sat Dec 04, 2010 10:16 pm

I'm thinking of the following scenario:
You're a medic. You've got a nice skill that needs a lot of supply pips (the revive nade?), so you want to keep your supply bar pretty filled up in case you need that skill.
Then, a teammate spends all his pips in armoring and buffing the team, for example, and starts asking you for your supply pips while you insist you're saving them for something else.

Do you think this could lead to "bad feelings" and loss of team coherence?
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Nick Swan
 
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Post » Sat Dec 04, 2010 10:42 pm

Well if he is team playing (buffing the teams armor) you should give him the pips. If you don't give him the pips, yes there will be less teamwork so just help eachother out
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BEl J
 
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Post » Sat Dec 04, 2010 9:19 am

Bad feelings I don't think so. I mean If you are saving them for soomething useful that is your choice don't you think. But If there is a dying teammate on the ground, I would use some of those pips to revive them.

By the way welcome to the forum! Here is your complimentary turtle :turtle:
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joeK
 
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Post » Sat Dec 04, 2010 7:05 pm

I'm in a good mood today and not many people have done this before...
:turtle: :turtle: :turtle: <--- 3 turtles!
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Steve Bates
 
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Post » Sat Dec 04, 2010 1:58 pm

I'm in a good mood today and not many people have done this before...
:turtle: :turtle: :turtle: <--- 3 turtles!


http://demotivated.mediarift.com/files/photo/1/division-by-zero-it-just-happened-demotivational-poster.jpg
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Chris Duncan
 
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Post » Sat Dec 04, 2010 2:16 pm

It is happening!
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Raymond J. Ramirez
 
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Post » Sat Dec 04, 2010 3:21 pm

could someone explain pips to me?
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Kim Kay
 
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Post » Sat Dec 04, 2010 8:49 pm

I don't under stand the question? What are supply pips?
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lolli
 
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Post » Sat Dec 04, 2010 9:19 am

I don't under stand the question? What are supply pips?


afaik, the individual points of the supply bar, which is the bar that depletes when you use skills.

But I could be very wrong, of course.
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Assumptah George
 
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Post » Sat Dec 04, 2010 5:51 pm

first i have heard of a skill bar wat depeletes this exactly
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Sarah Kim
 
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Post » Sat Dec 04, 2010 8:21 am

I'm thinking of the following scenario:
You're a medic. You've got a nice skill that needs a lot of supply pips (the revive nade?), so you want to keep your supply bar pretty filled up in case you need that skill.
Then, a teammate spends all his pips in armoring and buffing the team, for example, and starts asking you for your supply pips while you insist you're saving them for something else.

Do you think this could lead to "bad feelings" and loss of team coherence?


I think it would depend on how well you get on with your team.
if i just started playing with a new/random team i would not give out any pips first game unless i see a skilled player who seems to know what hes doing. so it would be down to your judgment if that player deserves your pips.
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stevie critchley
 
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Post » Sat Dec 04, 2010 5:53 pm

first i have heard of a skill bar wat depeletes this exactly

Have you ever read the http://www.fragworld.org/frag/brink/the-fragworld-brink-compendium.html?
If not, you should do that.

“Basically, our life meters and power meters aren't one solid bar, but a collection of
individual 'pips'. so in the case of power, when you look at your meter, if you see
it's 3 pips long, that means right now, you can do exactly three class actions. and
the life meter works like the one inFfarcry 2 did, where it's split into pips, and each
individual auto-pip can self heal, but to get a full heal of your entire meter, you need
to rely on Medics. Health has a slight regen, meaning you can regen but not to full
health. It is similar to the regen in Farcry 2.”

- Richard Ham

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Chloe :)
 
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Post » Sat Dec 04, 2010 8:20 am

if i just started playing with a new/random team i would not give out any pips first game unless i see a skilled player who seems to know what hes doing. so it would be down to your judgment if that player deserves your pips.


I think I'd do the opposite, to a similar result. I'd start by giving out supply pips to anyone who seems to be using them in any useful way and save them for grander things only if the team is either very incoherent or good enough to not really need so much supply.

Anyway, a medic should still give healthbuffs, revives, etc. I'm only worried about the possibility of constantly being requested supply.

I could've made the same question about soldiers being constantly asked for ammo by a gatling maniac and not having enough supply for his own abilities.
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Ashley Campos
 
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Post » Sat Dec 04, 2010 4:43 pm

Have you ever read the http://www.fragworld.org/frag/brink/the-fragworld-brink-compendium.html?
If not, you should do that.

“Basically, our life meters and power meters aren't one solid bar, but a collection of
individual 'pips'. so in the case of power, when you look at your meter, if you see
it's 3 pips long, that means right now, you can do exactly three class actions. and
the life meter works like the one inFfarcry 2 did, where it's split into pips, and each
individual auto-pip can self heal, but to get a full heal of your entire meter, you need
to rely on Medics. Health has a slight regen, meaning you can regen but not to full
health. It is similar to the regen in Farcry 2.”

- Richard Ham



i have but i must have missed that spot
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Lucie H
 
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Post » Sat Dec 04, 2010 9:42 pm

I think I'd do the opposite, to a similar result. I'd start by giving out supply pips to anyone who seems to be using them in any useful way and save them for grander things only if the team is either very incoherent or good enough to not really need so much supply.

Anyway, a medic should still give healthbuffs, revives, etc. I'm only worried about the possibility of constantly being requested supply.

I could've made the same question about soldiers being constantly asked for ammo by a gatling maniac and not having enough supply for his own abilities.


yeah true but again its down to your personel preference.
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John N
 
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Post » Sat Dec 04, 2010 10:14 am

I think it would depend on how well you get on with your team.
if i just started playing with a new/random team i would not give out any pips first game unless i see a skilled player who seems to know what hes doing. so it would be down to your judgment if that player deserves your pips.


This kinda goes against the mindset Brink is trying to cultivate. The game rewards you for helping other players in any way -- it promotes selflessness. If you have ample pips, why not boost your teammates? If you're saving pips for a "pro," then you're depriving the rest of your team of some much-needed edge against your foes.

SD hopes everyone will help each other, and that everyone will help each other have fun -- not just the most "pro" player and his pocket medic.
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Maeva
 
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Post » Sat Dec 04, 2010 10:58 am

If you have ample pips, why not boost your teammates? If you're saving pips for a "pro," then you're depriving the rest of your team of some much-needed edge against your foes.


And what if you've decided to save the pips for a different boost and disagree with a teammate about that decision?

Or maybe you're a soldier saving pips for a molotov because you know some people are coming in a tight group at any moment, while a teammate constantly repeats "I need ammo! ammo! ammo!".

I'm not really worried because I've played other similar games and people learn that if they're not getting ammo of buffs is probably for a good reason, but I ask myself how much the devs took into account these negative "social" consequences of team related skills. i.e.: did they, for example, put limits in how fast a medic can give a certain buff, so he's "forced" to save something for his other abilities? (a classic solution)
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Ricky Rayner
 
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Post » Sat Dec 04, 2010 10:54 am

And what if you've decided to save the pips for a different boost and disagree with a teammate about that decision?

Or maybe you're a soldier saving pips for a molotov because you know some people are coming in a tight group at any moment, while a teammate constantly repeats "I need ammo! ammo! ammo!".

I'm not really worried because I've played other similar games and people learn that if they're not getting ammo of buffs is probably for a good reason, but I ask myself how much the devs took into account these negative "social" consequences of team related skills. i.e.: did they, for example, put limits in how fast a medic can give a certain buff, so he's "forced" to save something for his other abilities? (a classic solution)


Right, I can understand conserving pips for tactical situations like that. I guess I was debating the concept of people having to prove their skills to the medic in order to get his buffs.

As for ability cooldowns, they have put some big constraints on certain abilities. But the speed at which they regenerate pips is, as far as I know, the only limiting factor in their buffing discretion.
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El Khatiri
 
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Post » Sat Dec 04, 2010 10:00 pm

This kinda goes against the mindset Brink is trying to cultivate. The game rewards you for helping other players in any way -- it promotes selflessness. If you have ample pips, why not boost your teammates? If you're saving pips for a "pro," then you're depriving the rest of your team of some much-needed edge against your foes.

SD hopes everyone to help each other, and for everyone to help each other have fun -- not just the most "pro" player and his pocket medic.


not a pro, a decent player thats different. i do get your point but its not about selflessly giving your pips to the guy who needs to replace his turret for the third time cause hes put it in a stupid place. plus we dont know every ability yet there might be some thing that will give the medic a faster recharge and then i will fire them pips out left right and center. oh and by the way i aint no ones pocket medic. :nono:
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Hussnein Amin
 
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Post » Sat Dec 04, 2010 2:34 pm

If I'm out of pips myself and being asked for supplies (Medic) or ammo (Soldier), OR if I know I need what I have (about to use Lazarus/Molotov), I'll say "I'm out" and carry on (possibly proving seconds later that I lied - but "I'm out" is faster than "I need to save everyone" or "I'm about to take out the entire enemy team").

If I don't have a direct indication that I'll need those supplies, then I'll buff you. If you ran away from teammates who you knew were incapped, and they die before I can get enough supplies for a Lazarus, it's your fault - and guess who's not getting healed ever again? And if I'm a soldier, and you demand ammo while you're being chased (and don't warn me enemies are close before asking), then guess who's not getting any more ammo ever again?

That's right, I'm a good team player, but I hold a grudge. (I'll explain at the end of the match in voice chat or a private message, and forgive you if it doesn't happen again. But a second time, and you're blacklisted from my team spirit for as long as I remember your name)
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Lexy Corpsey
 
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Post » Sat Dec 04, 2010 5:16 pm

there might be some thing that will give the medic a faster recharge

Might be? I thought that one was confirmed.
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michael flanigan
 
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Post » Sat Dec 04, 2010 5:04 pm

The ability to give supplies is not one medics start with. Also it seems they would need their pips for life buffing.
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Ria dell
 
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