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[Feedback wanted] ACE Medical Tweaks

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Posted: Tue Sep 01, 2015 9:30 pm     Super secret spam barrier
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Evrik wrote:
The ACE3 team do need to make the PAK's more important. The system in ACE2 was great. Each infantry soldier had a small kit of half a dozen bandages and a couple of morphine / epi in their personal kit. In an emergency they could prevent themselves from bleeding out (assuming they weren't insta-killed), or stabilize a comrade until a medic got there. Using epi took a longer time for non-medics, but could still be used. PAKs were the only way of treating broken legs and restoring aim (it used to shake really badly after taking heavy damage so you were largely combat ineffective unless on full auto at close range). It made the medic important, but not vital, which I think is the balance we are hoping to achieve. In order to keep pushing forward, you needed a medic on site to keep people combat effective. However, without a medic, you could at least keep squad members alive to allow a withdrawal or wait for reinforcements / medics to arrive. It also led to the medic running around asking infantry for spare morphine / epi's during longer ops. 

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.


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: Tue Sep 01, 2015 10:13 pm     Super secret spam barrier
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Can concur actually, bloody refreshing to be able to revive colleagues and the old AGM style medic menu is speedy!

Any man that can hitch the length and breadth of the Galaxy, rough it, slum it, struggle against terrible odds, win through and still know where his towel is, is clearly a man to be reckoned with.

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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 7:11 pm     Super secret spam barrier
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I liked mission 1, insta death was fun and it's nice to have to triage and stabilise a patient then get back on their feet. However, I really don't think that side of ACE is ready yet, the reliance on a PAK to revive a player is frankly stupid and if a medic broke their legs then they were hobbling until another medic could be found, this may work on an op but on the pub where there may only be one medic on is just silly.

mission 2 was refreshing, the ability to just bandage and revive a comrade was a welcome return and didn't leave people stuck dying whilst everyone is crowded round apologising that they have to now re-spawn.

in short for playability I'd say mission 2, mission 1 has the preferred features but is broke, perhaps when it is sorted out it may be worth us looking at it again.

Any man that can hitch the length and breadth of the Galaxy, rough it, slum it, struggle against terrible odds, win through and still know where his towel is, is clearly a man to be reckoned with.

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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. 


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