War Dogs PvPvP 100 Person Tactical Shooter

Sludig

Potato del Grande
12,230
13,388
I think this is more or less becoming a norm across the board. Arma Reforger is the same, Battlebit had it, I want to the last three? Battlefields, Squad. It's essentially everyone can do it, but medics do it better. I want to say a normalization carried over from BR's but that's just a theory. I think HLL is the last bastion in the idea that only a medic can revive, but they also have much faster return to battle mechanics.. Soon Tarkov will "have" it too rofl, or w/e the knockout mechanic is.

Personally, I am ok with it because of the 10min apc cooldown.. and a general long return to fight mechanic(drive/fly, imagine running back).. ontop of kit investment.. and accidental deaths? christ it's a blessing in disguise. Ever parachute and smack a side of a building and now your parachute is gone and you've fallen to your death. Jump out of a heli at what would seem to be safe and manage to momentum yourself onto a building that just happens to be a little taller than everything around and now you're smeared on its roof.. or you get out next to the single enemy crab walking and happens to kill you and get waxed by your team? Waiting for a medic would be agonizing. Would I rather be picked up by paddles? Absolutely, thats two bandages instead of the three from hands or resp.. could that balance be different; sure.

Only thing I want from a Hardcore server is UI removal. Everything else can get bent.. game becomes way too easy when TTK gets messed w/ in most games, and I have no reason to not think it'd be different in WD.

I've actually started to swap my kit when I have a squad to a Mosin, 3-6, AP, G18/HP, Paddles, Fent, Smokes, and extra meds.. having a ton of success. I always looted paddles, so figured why not just run them.



I'm the same way, while I don't have the largest sample size.. but my friend is the opposite. You gotta become the car salesman, the sign spinner.. and really throw out the GET CHA HOTDOGS, COLD BEER.. out there and you'll make money. Just dropping it and leaving it is definitely relying on hope that someone will do it.. but also bandages, smokes, and ammo are pretty common battle pickups. Nades Medkits and Launchers will prob go further in a HZ drop. It's the same w/ buying gear for teammates, selling SV98's and MK22 or Galil's and M4s won't move at all.. but if you start selling 50cal, GL's, Vectors, and FALs; it'll move infinitely faster.

With the sorta buy gear for your teammates meta growing, almost every single one of the content creators has something in common and it's that the'yre really out there telling people to buy their wares.
I've been a little confused about the big red medkit, said increase rez speed. Not sure if that's hands or with paddle.

One argument against anyone rez is it really boosts the snowball effect if 2 squads clash. The winners are likely getting just about everyone up while the other side is split between car hello and apc. With medics you have to hope they didn't get themselves killed and less likely to scoop up every guy if the fight took more than 2 minutes.
 

gauze

Molten Core Raider
1,230
488
I've been a little confused about the big red medkit, said increase rez speed. Not sure if that's hands or with paddle.

One argument against anyone rez is it really boosts the snowball effect if 2 squads clash. The winners are likely getting just about everyone up while the other side is split between car hello and apc. With medics you have to hope they didn't get themselves killed and less likely to scoop up every guy if the fight took more than 2 minutes.
The medbag? If you're full on healer medic, I think it's worth.. but most people are medic second, pewpew first. It uses durability as a charge, and while I don't have math on it.. it's not as good as a med kit for a single heal but the amount of heals it does is greater, esp for the size ratio.. iirc my friend says when using it on yourself the durability burn is x2, so it's much better for healing others. It's 2x2?? and basically 4x the amount of bandages for the slots.. and maybe 2x the amount of medkit? or 1.5x? Pure dedicated healer, prob useless outside of that as it doesn't res faster than defibs and hp gained from a heal is about a bandage or more. I think it reviving burns a lot of durability too and it isn't faster than a defib, its basically a respirator.

While I see the argument, the time it takes to rub your hands together is so damn long.. most times the zerg has got a network of paddles keeping the fight going. I'd say from either sniping or being in an active gunfight; the people rubbing their hands together get blasted so quick. It's when they're 50-100 meters out of the main line is hands incredibly strong. It's just better to dig for a respirator and you can atleast kinda move to obfuscate the headshot.. even dragging is dangerous. I snipe people all the time trying to drag someone into cover. When I drag people, I drag drop drag drop. I guess you could smoke and hands, but drop a nade and it's over lol; which I see a lot of, given the right distance of engagement.

I don't know if they'll ever do it, but when they add the ability to drag supply crates around and people can start fortifying locations.. thats when handrubbing will be dangerous. I did it a lot in Battlebit, hit a building, fortify it with bags and wire.. make it nigh impossible to physically assault.. but that whole idea of wiring buildings off or bagging up hasn't really taken in full effect yet; but when a supply crate comes in and you can lockdown a set of buildings with bags, hedgehogs, and wire cus you got a box of supp.. buys enough time to continously res until mortar, rpgs, ied, nades, or c4 start crumbling your miniature stronghold.
 

Mao

Trakanon Raider
750
1,791
I've been a little confused about the big red medkit, said increase rez speed. Not sure if that's hands or with paddle.

One argument against anyone rez is it really boosts the snowball effect if 2 squads clash. The winners are likely getting just about everyone up while the other side is split between car hello and apc. With medics you have to hope they didn't get themselves killed and less likely to scoop up every guy if the fight took more than 2 minutes.
This hits the basic issue I have with anyone being able to revive. I know, as the game is now, it would be very harsh economy balance wise if only a medic class could revive. Don't class lock it, just make it an item. Revive masks, paddles, etc. But you are right. Game atm is 'balanced' around all can revive. I used the word balanced with a tonne of sarcasm cause this game's balance is a mess.

But, the issue is how little effect attrition has on whatever group is winning the death ball. If you hit hotzone, or run into another squad and you are outnumbered but you give better than you get. Say 4 on 6. You kill 5, but the last one on their team manages to kill you. Unless someone else shows up to keep up the pressure the winning side gets to revive everyone and use your inventory to restock. There is a slow attrition as armor is reduced and possibly med supply if the people you kill don't have them, but I've been in quite a few death balls that have been completely self sustaining up to the point they are finally out of ammo and all the armor is broken. And this seems to be the most common winning strat lately. Death ball up and go FOB to FOB just killing everyone and blow up their spawn vehicle. Once thats done the other teams are respawning in intermittent waves and they've lost cohesion. The death ball racks up points until it finally bogs down and runs out of materials.

It also makes the tower sniper battles hilarious. Just not stop killing and reviving and farming each other for XP and cash until the death ball finally shows up and puts an end to it.
 

Hekotat

FoH nuclear response team
13,502
14,101
This hits the basic issue I have with anyone being able to revive. I know, as the game is now, it would be very harsh economy balance wise if only a medic class could revive. Don't class lock it, just make it an item. Revive masks, paddles, etc. But you are right. Game atm is 'balanced' around all can revive. I used the word balanced with a tonne of sarcasm cause this game's balance is a mess.

But, the issue is how little effect attrition has on whatever group is winning the death ball. If you hit hotzone, or run into another squad and you are outnumbered but you give better than you get. Say 4 on 6. You kill 5, but the last one on their team manages to kill you. Unless someone else shows up to keep up the pressure the winning side gets to revive everyone and use your inventory to restock. There is a slow attrition as armor is reduced and possibly med supply if the people you kill don't have them, but I've been in quite a few death balls that have been completely self sustaining up to the point they are finally out of ammo and all the armor is broken. And this seems to be the most common winning strat lately. Death ball up and go FOB to FOB just killing everyone and blow up their spawn vehicle. Once thats done the other teams are respawning in intermittent waves and they've lost cohesion. The death ball racks up points until it finally bogs down and runs out of materials.

It also makes the tower sniper battles hilarious. Just not stop killing and reviving and farming each other for XP and cash until the death ball finally shows up and puts an end to it.

The Miyagi revive is fine, it takes so long to revive that it's risky as fuck. I've died more times attempting it than it has worked out in my favor.