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Author Topic: [Us Inf] First Aid T2  (Read 19933 times)
0 Members and 7 Guests are viewing this topic.
spinn72 Offline
EIR Veteran
Posts: 1802



« on: February 04, 2011, 01:24:27 am »

Hey all,

Was just wondering what the general consensus is on this ability. Does anyone use it? How does it work? Can you use it in enemy territory? What negative buffs are received whilst using it?! All I keep hearing from people is that it is horrible and useless, but something tells me it's a hidden gem in the hands of the right user.

Thanks!
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Scotzmen Offline
EIR Veteran
Posts: 2035


« Reply #1 on: February 04, 2011, 01:34:49 am »

As far as i know, no one uses it.

How it works: Basically the squad gathers round a casualty (lost squad member is writhing in pain on the floor) It basically gives you that guy back. But its dangorouse to use in combat, as the whole squad gathers round the 1 guy. Drop smoke to lessen the risk.

It can be used in enemy terrirtory.

It can add some really nasty survivablity back on them. But explosives, tank shots and stuff wont give you the guy on the floor. So only bullet riddeled man shall be revivable.
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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #2 on: February 04, 2011, 01:42:55 am »

Sounds pretty useless for a tier 2. Losing control of a squad and making them all extremely vulnerable to get 1/6 of the HP back isn't a good thing! I guess it'd be pretty effective if you ran nothing but riflemen + rangers the whole game, you could probably field close to 140 pop of units which would help for attrition.. but eh.

Thanks for the reply Smiley
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Scotzmen Offline
EIR Veteran
Posts: 2035


« Reply #3 on: February 04, 2011, 01:43:57 am »

Its ok, although its not the greatest.

and no problem Cheesy
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Firesparks Offline
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« Reply #4 on: February 04, 2011, 02:27:24 am »


It can add some really nasty survivablity back on them. But explosives, tank shots and stuff wont give you the guy on the floor. So only bullet riddeled man shall be revivable.
certain weaker explosive (mortar, grenade) will incapacitate soldier that you can bring back.

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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #5 on: February 04, 2011, 03:02:30 am »

I'll use it for the sake of testing it. Will have replays up by next week on its effectiveness.
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TheIcelandicManiac Offline
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« Reply #6 on: February 04, 2011, 07:53:15 am »

i would use it more but sence i dont get the zook or tommygun back for the downd member i just revived i dont think i will be using it on anything.
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Spartan_Marine88 Offline
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Posts: 4838



« Reply #7 on: February 04, 2011, 09:24:12 am »

certain weaker explosive (mortar, grenade) will incapacitate soldier that you can bring back.



Most projectiles also have a chance to wound and not kill.

The biggest problem with this T2, is that half the time you end up walking right into a hot zone and getting shredded
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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #8 on: February 04, 2011, 09:32:22 am »

Most projectiles also have a chance to wound and not kill.

The biggest problem with this T2, is that half the time you end up walking right into a hot zone and getting shredded

Who thought this was worthy of a T2?!
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #9 on: February 04, 2011, 11:20:22 am »

Im using it again myself.

You gotta pick and choose where you use the ability. Half the time i just build a sandbag and sit there, if anyone gets hit i pop the kit and they're right back up.

It's also good for those pesky mortar/arty hits that ususally incapacitate squads but dont out right kill them.

Im testing it with the 2 T3s that give you 3 uses, +1 run speed and -15% recieved accuracy while using the kit.
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lionel23 Offline
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« Reply #10 on: February 04, 2011, 12:51:55 pm »

Still much better abilities and a better investment in MU into something else.  I can get away with not bringing a guy back from anything other than a gib shot by using triage and healing my men and not putting rangers into crossfires.  Works pretty well.  The T2 is too expensive and too situational to use, and cost way too much an investment to be practical.  Waste on riflemen (who have low HP), maybe decent on rangers but you're sinking even more MU into them.
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pqumsieh Offline
EIR Veteran
Posts: 2367


« Reply #11 on: February 04, 2011, 01:17:36 pm »

Hmm so this ability causes you to lose control of your squad? I guess we should just slap on a .5 inc acc and .75 inc damage to make it useful; similar to the assault ability.

Problem solved! Patch it asap.

PQ
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Groundfire Offline
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« Reply #12 on: February 04, 2011, 01:34:58 pm »

Still much better abilities and a better investment in MU into something else.  I can get away with not bringing a guy back from anything other than a gib shot by using triage and healing my men and not putting rangers into crossfires.  Works pretty well.  The T2 is too expensive and too situational to use, and cost way too much an investment to be practical.  Waste on riflemen (who have low HP), maybe decent on rangers but you're sinking even more MU into them.

It's 15 munitions for a riflesquad. The squad that could most use a reinforcement ability.

Just dont "HERP DERP Im going to First aid myself while MP44 squads shove their barrels up my butt"  Roll Eyes
This ability requires situational awareness. Where did the guy die and is it viable to go back and get him?

but the ability itself is not situational, squads lose members ALL the Time, i cant think of something else that is 100% certain of happening than that.

What we could do is increase the chance of squads to be wounded over killed, that would increase the amount of uses you could get out of it.

Hmm so this ability causes you to lose control of your squad? I guess we should just slap on a .5 inc acc and .75 inc damage to make it useful; similar to the assault ability.

Problem solved! Patch it asap.

PQ

You dont need to run at the enemy to use this ability, nor should you get 100% chance to avoid the risk of using a reinforcement mechanic in a game that you would not otherwise have access to in the first place.

That's not saying it couldnt be coded better. Right now the whole squad goes to get the downed man, when it really should be coded so that only 1 squad member goes to get him while the rest stay stationary and provide cover fire.
« Last Edit: February 04, 2011, 01:37:07 pm by Groundfire » Logged
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #13 on: May 17, 2011, 12:38:46 pm »

Have other squads and ATGs cover your jesus-squad, it should'nt be too hard as rifles should NEVER be going at combat on their lonesom. 2+, more the merrier.
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Mysthalin Offline
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« Reply #14 on: May 17, 2011, 01:09:33 pm »

15 mun per two riflemen..
Or 30 mun for 4 riflemen across two squads (a 33-percent situational "repair") that can be translated into a 132 MP return if successful.


An M10, with it's 30 mun repair will get it's full health, constituting a 100 percent situational "repair" that can be translated into as much as a 300 MP 190 FU return if successful.

Yeah, I don't think that even at 15 munitions the ability is at all worthwhile - especially considering how hard it is to pull it off.
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Tymathee Offline
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« Reply #15 on: May 17, 2011, 01:51:07 pm »

i think at its current state, it needs to be free, it's so hit or mis
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #16 on: May 17, 2011, 01:58:43 pm »

Maybe it can be moved to passives
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RikiRude Offline
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« Reply #17 on: May 17, 2011, 05:04:34 pm »

SOMEthing needs to be done, at this point, I'm with tym make it free or severely reduce the cost, then put it on the back burner while they work on other stuff.
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TheIcelandicManiac Offline
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Posts: 6294


« Reply #18 on: May 17, 2011, 05:05:59 pm »

Why not just make it like it was in the original draft of giving them medkits on T3 and giving Greaseguns and Zooks on riflmen in T2?
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Poppi Offline
EIR Veteran
Posts: 1080


« Reply #19 on: May 19, 2011, 02:39:19 pm »

Why not just make it like it was in the original draft of giving them medkits on T3 and giving Greaseguns and Zooks on riflmen in T2?

^^^
this.

i ran with First Aid a bit.
Only liked it on Rangers with vet. Otherwise no point. Rather spend MU for killing, i got plenty of MP laying around. And when i lost someone it wouldnt always work anyways.

If it was free and T3 that could also be balanced right?
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