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[Feedback wanted] ACE Medical Tweaks

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Posted: Tue Sep 01, 2015 9:38 pm     Super secret spam barrier
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Mefirst wrote:
Pretty much this. I also dont get why they removed something that was once in CSE. It was more or less the way it was in ACE3 with the addition that non-medics could use the paks (and have the same bonuses of a medic) if they were inside a medical vehicle or building. So even when face a situation were all medics are down or not around, you could still organize a MEDEVAC vehicle and solve the situation with it. That kept the flow up and also added another small layer of depth to it.


This ability has been added in Mission 3:

Goodson wrote:
Mission 3 (Advanced)
Identical to Mission 1 with the addition of:
- Non-medics can temporarily become medics when inside a medevac vehicle (air + land).

This allows for medding even when a medic isn't available (i.e. unconscious or dead).

;)


Posted: Tue Sep 01, 2015 9:40 pm     Super secret spam barrier
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Goodson wrote:
Mefirst wrote:
Pretty much this. I also dont get why they removed something that was once in CSE. It was more or less the way it was in ACE3 with the addition that non-medics could use the paks (and have the same bonuses of a medic) if they were inside a medical vehicle or building. So even when face a situation were all medics are down or not around, you could still organize a MEDEVAC vehicle and solve the situation with it. That kept the flow up and also added another small layer of depth to it.


This ability has been added in Mission 3:

Goodson wrote:
Mission 3 (Advanced)
Identical to Mission 1 with the addition of:
- Non-medics can temporarily become medics when inside a medevac vehicle (air + land).

This allows for medding even when a medic isn't available (i.e. unconscious or dead).

;)

I know. I just dont get why they took something out of it. Could have something do to with a certain german developer for ACE3 being a major asshole. :P


Posted: Wed Sep 02, 2015 10:41 am     Super secret spam barrier
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Just a quick note, the Mission 2 settings have changed (see crossed out values):

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Mission 2 (Basic)
Medical level: Basic
Prevent insta-death: Yes No
Player damage: 1 3
Who can revive: Everyone

This is so we can more easily compare between Mission 1 and Mission 2.


Posted: Mon Sep 07, 2015 7:15 pm     Super secret spam barrier
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I enjoyed playing the Mission 2 settings. I didn't play Mission 1 settings so I can't compare the two I'm afraid.


Posted: Mon Sep 07, 2015 8:08 pm     Super secret spam barrier
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I think the advanced + insta-death + multiplier damage resistance we've been running on the public recently (sorry, can't remeber which mission # that corresponds to) is my personal favorite medical balance I've played so far (at least in A3). It makes you properly afraid for your live and yet you actually end up surviving most hits. 


Posted: Mon Sep 07, 2015 8:18 pm     Super secret spam barrier
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I like V1 I think....


Posted: Tue Sep 08, 2015 6:50 am     Super secret spam barrier
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Prefer V1 :). Though would like to test out V3 also. 


Posted: Tue Sep 08, 2015 8:24 am     Super secret spam barrier
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V3 has not been tested yet right? Bit since it is basically V1 with with the addition of medical vehicles/buildings I would go for it. This would not make the medic overly important but also not useless and it is opening the door for people who like to play supporting roles like MERT etc.

There is no war to end all wars.


Posted: Tue Sep 08, 2015 9:59 am     Super secret spam barrier
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Correct me if I'm wrong but V3 has the settings that make the use of Paks for anyone but in vehicles and facilities? Meaning they're not available in the field? 

Slightly odd, talks to pixels.


Posted: Tue Sep 08, 2015 10:22 am     Super secret spam barrier
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DangerousDiz wrote:
Correct me if I'm wrong but V3 has the settings that make the use of Paks for anyone but in vehicles and facilities? Meaning they're not available in the field? 

As far as I have understood it. V3 is V1 with the exeption that also "non-medics" can use the PAK when they are inside a medical vehicle or building. Meaning that you can solve a situation like this:

1-1 has like 80% of their members injured and only one medic avaible (or not avaible at all). A lot of the players would require a PAK to be fully effective again.
SL can call in MERT Helo that is arriving and he can load up the injured people and the MERT crew and the rest of the section can take care of the section in a relatively short ammount of time (because a lot more people can use the PAK now).


Thinking about it, It would also be nice if it is possible to extend the "death timer" on a player if he is inside a medical vehicle/building. That could to some extend simulate the fact they are now more or less stabilized more effectively as in the field.


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