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  • "JSLICE20" started this thread

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1

Thursday, January 19th 2017, 7:05pm

Syringe Revive Rate and Potency

So we all know the Syringe and its absurdly fast ability to revive multiple downed players. Including myself, I am sure those of you out there have experienced the all too familiar "revive train."

A couple generalized examples that *may* commonly occur:

After mowing down an entire Squad of opponents through a well executed flank, you get caught off guard and killed by one of their friendlies who proceeds to resurrect every single one of them before your very eyes within seconds. Tragic.

OR

You shoot down a couple of tragets situated near cover only to have a Rambo Medic emerge from said cover and proceed to instantly reinvigorate their lifeless corpses. You engage the Medic as the direct threat, he damages you, you finish him off, and the guys he revives puts you down. Also tragic.

This was a rampant issue in BF3 and pre-Defibrillator patch in BF4. The actual Defibrillator patch ensured that players could not be quick revived to full health (only 20% by default) and required the user to charge the paddles for ~3-4 seconds to revive to 100% HP with incremental stages of health revival if charged for less than the threshold time.

This mechanic is absent for BF1. If anything it should have been prioritized for the sheer concentration of players with BF1's map design and the introduction of Operations. We can see that the Syringe already has a "charge up" mechanic and animation attached to it, which leads me to believe that DICE prefabricated the design with the intent to return to BF4's post patch revive system if it became necessary. I, for one, am of the stance that it is a necessity and would welcome this addition in the upcoming February update.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


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2

Thursday, January 19th 2017, 7:31pm

Just for information only. Source: I'm apparently #144 in the world for Revives according to BF1 Tracker.

The last patch already introduced a cooldown-based "ammo count" for the Syringe. Now I can only revive 2 back-to-back, and then have to wait until the Respawn timer for the 3rd guy to reach 0, to get him up as well. The 4th guy is out of reach no matter how long he waits; his body will disappear.

So, with any sort of "skipping," can revive 2 at most. No skipping at all, can revive 3 but will use the whole timer. Not possible to revive 4 in the current state.

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3

Thursday, January 19th 2017, 7:33pm

I really don't know the answer to this. BF3 had the stupid revive med-trains. BF4 had stupid 20HP revives to instadeath either through poor play or intentionally using your 1BTK as a diversion to farm an easy kill. Now we're back to med-trains. They both suck.

  • "JSLICE20" started this thread

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4

Thursday, January 19th 2017, 8:02pm

The last patch already introduced a cooldown-based "ammo count" for the Syringe. Now I can only revive 2 back-to-back, and then have to wait until the Respawn timer for the 3rd guy to reach 0, to get him up as well. The 4th guy is out of reach no matter how long he waits; his body will disappear.

Would this be consistent to what you experience in-game?

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Ammo::AmmoConfigData
        MagazineCapacity 1
        NumberOfMagazines 2
        StripperClipSize -1
        TraceFrequency 1
        AmmoPickupMinAmount 0
        AmmoPickupMaxAmount 0
        AutoReplenishDelay 2.5
        AutoReplenishSpeedupFactor 5.0


Found the 'Syringe' patch note:

Syringe
We’ve added a short cool down between syringe uses and added the ability to ignore the cooldown if near an ammo crate. Together a Medic and a Support can team up to quickly revive a large amount of soldiers. The cool down is minor, and is intended to only prevent the near instant revive of several soldiers in a very short time. Reviving a single soldier is unaffected. We feel this is a good balance to prevent “revive trains” from a single Medic, while not reducing the usefulness of revive, with a bonus of additional teamplay.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho

This post has been edited 1 times, last edit by "JSLICE20" (Jan 19th 2017, 8:10pm)


Oscar

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5

Thursday, January 19th 2017, 8:17pm

I think current revives at 100 HP are fine now that the frequency you can do revives has been touched upon.

Yes, it is possible to bypass that if there's an ammo crate nearby, but that would usually imply that the revivees are either on a clusterfuck or somewhere close to cover. Since revives in the open can't be done en masses by a single medic, I don't see it as an issue.
Bro of Legion, the lurker ninja mod | Tesla FTW | RNG is evil.

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I find majority of the complaints I hear about this game somehow never appear in my games.

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Thursday, January 19th 2017, 8:53pm

I will note that the original BF1 Syringe, as noted by others to be parallel to BF3 Defibs, also was the only thing that possibly allowed the Operation attacking team to push through the original Airburst. Mortar got nerfed, then Syringe was no longer as needed and thus got nerfed as well. Seems reasonable.

Anyways I too would like to see the BF4 Charging Defib style come back. To be honest I never thought "20rev" to be too much of an issue. If the guy died in such a horrible spot, either charge the Defib fully, or don't bother. If the just-capped flag is clear but then the enemy Commander lands a Cruise Missile on it, then I don't see anything wrong with a series of quick "20revs" just to get everyone up in a reasonable amount of time... just let them top up with Med Packs / Med Bags, or heck, since there are no enemies around anyways, just let them Regen.

You might not agree with me, but I look at "20rev" as a viable tool, to be employed when appropriate.

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Thursday, January 19th 2017, 9:04pm

The patch made a good improvement but two medics can still make a pretty good 'train'.

What if, after being revived, you took some time to 'recover' from your death, say 0.5s, where you were unable to stand or shoot, and the points were only rewarded to the medic after you survived that recovery.... I dunno I'm just throwing ideas out there.

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8

Thursday, January 19th 2017, 9:46pm

The current BF1 revive system is fine. I seriously do not want a return to 20HP revives, and Medic trains really aren't a problem in BF1 like they were in BF3 or BC2

An entire group of Medics aren't equipped with bullet hose LMGs or ARs anymore, and if you are killed after being revived too soon, you are dead permanently. An Assault or even Support brute-forcing a Medic train doing their thing will take a gigantic dump on what they're doing and shut them down hard

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9

Thursday, January 19th 2017, 11:02pm

20HP revives were horrible and would be again in BF1. However, I'm not against bringing back the same "charge" mechanic BF4 had, but as a mandatory thing; basically BF4 but without the quick/20HP revive at all, charged/100HP revive only.

BF1 already works like this for killing enemies with the Syringe, you have to charge it.
Who Enjoys, Wins

  • "JSLICE20" started this thread

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Thursday, January 19th 2017, 11:21pm

@BleedingUranium

That's an alternative ideology I can support as there are indeed negative implications with 20% health revivals such as quick revived players being used as distractions mentioned by CaptaPraelium.

BF1 already works like this for killing enemies with the Syringe, you have to charge it.

That is basically what I meant by this sentence:
We can see that the Syringe already has a "charge up" mechanic and animation attached to it, which leads me to believe that DICE prefabricated the design with the intent to return to BF4's post patch revive system if it became necessary.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho