Improvement: Removing reviving from medics - Page 2 - PlanetSide Universe
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Old 2014-07-05, 06:06 PM   [Ignore Me] #16
Lieutenant Colonel
DviddLeff's Avatar
Re: Removing reviving from medics

While I think reviving is a small problem, I certainly do not want to see it removed.

I fully support a system where head shots prevent revives, along with a coupe de grace style execution of fallen enemies so that once they go down, they stay down.

I'd also like to have the death camera follow the players view as they fall until they choose to revive or respawn.
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Old 2014-07-08, 12:57 PM   [Ignore Me] #17
Lieutenant General
Re: Removing reviving from medics

Originally Posted by CraazyCanuck View Post
What if instead/in addition to the suggestions I made above for counters, they made the revive gun 'ammo' dependent? Not ammo specifically but have a finite number of revives tied to each rank of certification? Each rank increase the amount allowed before forcing the medic to return to a terminal or sundy to top up.
If only there was a game that had:

Limited medical juice where each heal and each revive costs a certain amount of "medical ammunition".

I just keep forgetting the name of that game... Something with a P.
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