Author Topic: [Kit/class]Improve the medic!  (Read 5136 times)

Offline Ts4EVER

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Re: [Kit/class]Improve the medic!
« Reply #15 on: 10-08-2009, 14:08:26 »
Also, PR goes for reality more than FH does anyways!

no it doesn't. They removed many of the "realistic" features (like insta kill headshots or real armor values) in favor of promoting team play.

Offline Meadow

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Re: [Kit/class]Improve the medic!
« Reply #16 on: 10-08-2009, 14:08:42 »
Well just give the medic an heavier weapon, it would make it a more fun "easter-egg class" Also since there's only 2 kits per map, I don't see any negative about it...

Sure i can agree with the health kit thingie.


Also, PR goes for reality more than FH does anyways!

Just because they state that they are committed to realism doesn't make magic shockpaddles that cause people to survive bullet wounds to the chest realistic. That's like saying 'hello, welcome to my Pet Shop. Would you like a Television? It is a pet, you know, because I have already told you that I only sell pets.'
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Offline G.Drew

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Re: [Kit/class]Improve the medic!
« Reply #17 on: 10-08-2009, 15:08:53 »
Ive said it once and ill say it again:

PR aims for Realism.

FH aims from Authenticity.

Anyway, niether are comparable with each other. They both aim for different ideas and both are set in different time periods.
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Offline Ts4EVER

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Re: [Kit/class]Improve the medic!
« Reply #18 on: 10-08-2009, 15:08:17 »
PR aims for Realism.

No, PR aims for teamplay. Go and ask them.

Offline G.Drew

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Re: [Kit/class]Improve the medic!
« Reply #19 on: 10-08-2009, 15:08:48 »
PR aims for Realism.

No, PR aims for teamplay. Go and ask them.
Quote
The Mod developers aims are to rework the original game engine developed by Digital Illusions of Sweden (Dice) within legal and feasible constraints to create a more realistic combat environment for the gaming community.

And why would I ask them, I beta test it...
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Offline Ts4EVER

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Re: [Kit/class]Improve the medic!
« Reply #20 on: 10-08-2009, 15:08:05 »
Well in that case they threw a lot of realism out of the window to encourage teamplay.

Offline Jürgen

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Re: [Kit/class]Improve the medic!
« Reply #21 on: 10-08-2009, 15:08:23 »
Overpowered class with Pistol and Rifle?
In Skafia,there is a german pick-up kit with a MP40,P38,Geballte ladung,knife,binoculars and grappling hook
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Offline Ts4EVER

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Re: [Kit/class]Improve the medic!
« Reply #22 on: 10-08-2009, 15:08:56 »
there is a commando kit on Sfakia? Didn't know that.

Offline G.Drew

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Re: [Kit/class]Improve the medic!
« Reply #23 on: 10-08-2009, 15:08:39 »
Well in that case they threw a lot of realism out of the window to encourage teamplay.
In the case of headshots, yes they removed that, but also introduced a thing where if you were revived and shot again within 60 seconds, your dead. Basically all of these things are worked round the long spawn times.

Anyway, enough about PR, this the FH forum after all!  ;)

I think the medic is, as people say, a easter egg kit. It has its uses but on the whole it doesnt function as a fighting kit. Nothing wrong with that tho, if a player pics it up and uses it, thats their choice  ;)
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Offline Jürgen

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Re: [Kit/class]Improve the medic!
« Reply #24 on: 10-08-2009, 15:08:03 »
The commando kit is on a tent where the germans spawn on the flag near the Monastery flag...
About Medic kit...some players like a lot playing with pistols...

Offline THeTA0123

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Re: [Kit/class]Improve the medic!
« Reply #25 on: 10-08-2009, 15:08:14 »
pff medics.Back in bF2 everyone just went medics.you try your best to shoot one guy, and 4 lads surround him to revive him, and then you get shot

How does that even remotely compare to FH2 where there is 1-2 medic kits per map, a more mature playerbase and no RPG element (recorded stats, ranks, awards)?
I hated the Bf2 medics.But i think that medics in FH2 simply cant be done like in IRL
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Offline Captain Pyjama Shark

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Re: [Kit/class]Improve the medic!
« Reply #26 on: 10-08-2009, 16:08:05 »


Just because they state that they are committed to realism doesn't make magic shockpaddles that cause people to survive bullet wounds to the chest realistic. That's like saying 'hello, welcome to my Pet Shop. Would you like a Television? It is a pet, you know, because I have already told you that I only sell pets.'
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Offline Natty

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Re: [Kit/class]Improve the medic!
« Reply #27 on: 10-08-2009, 16:08:54 »
design us a damagesystem that keeps the one-shot/one-kill core, yet don't make the Medics necromancers, but still have him useful to his teammates without leaving wounded players rendered helpless if he doesn't help them.

Please.

Offline Jürgen

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Re: [Kit/class]Improve the medic!
« Reply #28 on: 10-08-2009, 17:08:14 »
What about if the Medic "revives" the player,the team wins a ticket but the player doesn´t revive?

Offline Ts4EVER

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Re: [Kit/class]Improve the medic!
« Reply #29 on: 10-08-2009, 17:08:12 »
Or you can only revive if the player wasn't hit in the head/ by an 88mm round/ by 200 MG buletts.