They need to add a feature where you can carry or drag wounded people. Too many times I've died while healing someone cause they're In a field that's getting shot up.
Saw that as a mod on multiple servers, needs to be basegame, agreed. Ace Medical should add any advanced medical features that individual servers want.
I would love to see a Squad-style ragdoll drag, I'd also very much like Bohemia to do away with the snapping into a wounded pose and just leave the body as it fell.
There are at least two mods with this function, one a dragging mod, and one by the ACE team for carrying. Worth installing. Be nice to have it in the core game of course.
@@Bavvo69 I've not seen a dragging but the server I play on (Trash House Vietnam) has the Ace Carrying, which is currently visually bugged because of the new skeleton.
There's many ways Medics can be useful from from a lot of experience. 1. Carryable people. If someone's downed, you should be able to carry them. 2. Epinephrine-induced wake-up. Medics should be able to wake up the unconscious using an Epinephrine injection. 3. Medic "Class" Item Exclusivity Medics should be distinct, in that they have exclusive access to drugs, saline, medical insignia, and ambulances at any requisition station/arsenal. 4. NBC/CBRN Warfare Nuclear, Biological, and Chemical warfare would change Arma a lot. Medics especially. Using Epinephrine, any personnel affected by a common chemical agent could be saved. Among other possibilities.
Not sure about point 3 with the "class" thing. Reforger does not work with classes. What would make more sense in terms of the game would be to bind the use of other drugs than morphine to a specific item like the medic case that enables other medic perks. So if you want to use that stuff, you have to carry that large, expensive and potentially heavy medic item with you. Aka dedicate yourself to be a medic. 1 and 2 are already a thing with ACE and they know why. Because (milsim) players want that complexity.
The biggest changes I would like to see as far as medical stuff/current gameplay is: 1) Medical gameplay advancing player rank on the same level of magnitude as delivering supplies 2) Medic insignias and equipment that marks a player as a medic 3) A Drag/Carry mechanic to drag injured players, or a stretcher bearer mechanic that allows two players to run at standard speed with an injured player. The players could be linked to one another in a way that's like the ladder carry mechanic in Holdfast: Nations at War. The First player "in" the carry mechanic is the "driver" and the second player would just be essentially slaved to their movements 4) A mechanic that makes medics non-combatants if they are not carrying a weapon which penalizes killers. This mechanic would be negated if they are in a vehicle or some deployable that contains combatants (i.e. you dont get punished for rocketing a humvee or a helicopter just because there's a medic in there) or if the splash damage of the attack that killed you also injured/killed a combatant (i.e. you dont get penalized for throwing a grenade at a group of players that just happens to contain a medic) 5) The rank requirement for a living quarters should be Private and the rank requirement for Armory should be Corporal or Sergeant. This would negate the tactical barbie gameplay that starts every match and chokepoints supplies for spawning vehicles. 6) Also lower the supply cost of radio relays slightly.
I guess I just roleplay a bit, if I have blood loss I pop a saline etc, may not be worth it but it makes my brain happy seeing a bag stuck to my arm lol
What I see could help: 1. Expand the basic medical system. Stuff like dragging and carrying, splints, maybe damage models that at least emphasize broken bones and arteries (will I bleed out faster?). It’d be a great way of cutting down on the ever-present problem of people “ramboing” solo across the map. 2. Do away with the medical trucks. They’re largely useless, and as we’ve seen in modern conflicts, most forces are using the same mechanized transport they showed up in, and not a designated vehicle. On top of that, at the scale of a platoon, the corpsman/medic is going to be the highest medical standard in the field. Unless they dramatically expand the game size to battalion level (around 300 or more for each team), stuff like aid stations are a mismatch in scale. 3. For quality of life, at least add a visible tourniquet when applying. Also, make movement restricted when applied. If you’ve ever applied one or had one applied, it’s extremely painful, and the guy getting one isn’t gonna be waltzing around after he gets it. Just last night, I was hunting down a base camper who had tourniquets on all four limbs, yet was able to have full and unrestricted movement. 4. If they’re afraid of complexity, at least make it that wounds don’t heal like you’re Wolverine. It’d make players somewhat more cautious and make the medical tent have a role in speeding up the healing process. 5. Create a “too far gone” state, where personnel can have the bleeding stopped, but they’ll remain unconscious. In the real world, saline is only useful up to a certain point. After that, a blood transfusion is the only means of resolving an issue like shock, so have that available only at a medical tent, and considering experimental is showing that soldiers will have an ID on them with their blood type, force players giving them blood to give them the right type.
they should do it like dayz, dayz instantly sends you to prone position if your leg is broken by a gun, and if you try to walk at all you go unconscious
The best way to make medics viable is limiting respawns to waves instead of individual respwans(Kinda like the game Dirty Bomb did) it could make respawns more stratigic and could actually punish players that die just after a respawn wave by a 2-5 minute wait period before the next wave
Good idea, nobody wants to look at a map for 4 minutes lol. People will try to stay alive as long as they can and will want to be revived. I think either that wave system or/and? The command truck being needed at a town to be a spawn point (with max trucks capped to 3/4)
@@AyoRiddles I am talking about a Different concept aka 'spawn waves' where players can respawn only at specific periods of time aka every 2-5 mintues of a match. For example if someone died just before the next wave he could respawn immediately with the rest of the wave but if you died just after a respawn wave you would have to wait until the next wave.(This could also encourage players to team up and get somewhat organized) I also really want to have the ability to choose my equipment before spawn so I could augment my kit like I would want when the game starts it would help eliminating the preparation period before players leave the main base.
Tarkov is another great example of a super popular game with very hardcore features that many gamers would consider untouchable. Features such as no minimap, no friendly play icons, no hud compass, and so on.
Because half of the player base are hacking cheaters and have all that and more. At least. And that isn't hyperbole. I saw an excellent 1 hour video of a guy that hacked it to see how many of the other players were actually hacking with their map and stick-man vision along with aimbots. The numbers were extraordinary. The game simply isn't worth playing when you see the truth.
@@sirwinstonchurchill2052 Most people complaining about Tarkov seen only videos about it. Im not saying theres no cheaters, theres a lot. But features he mentioned... i cant imagine playing tarkov seeing my teammates nicknames above their heads, you have to use actual dresscode/armbands and communication in that game. Moments when you identify target, and friendly fail IFF are most memorable and fun ones there, or when you encounter another group, and you can just see, they have no idea how to work together. Stuff like that dont happen i games that provide minimap and friends markers. Theres no other game giving you that feeling when friend says he comes upstairs to you, and at the same time you see a guy on the stairs, but hes geared differently, and you have to make that decision in split seconds.
Bohemia should dial down the blood regeneration rate to ~x0.25-x0.12 and implement the ability to carry/drag wounded away from the line of fire. To further add, we should have respawn cooldown times no less than two minutes. And set a respawn limit for the individual player, per match. If we want to keep calling this a “milsim”.. then this should be the necessary adjustments.
My reasoning for respawn limits, is to defer players from “going into the meatgrinder”. If players are more considerate of their decisions and the actions they take during the match. The gameplay changes completely. Especially if we start utilizing effective real world tactics. Instead of just grabbing a transport truck or helicopter loaded with players and ai to the grinder. At least in my experience in these past 6 months. I’ve noticed players favor fighting one or two massive battles with a couple of smaller engagements near the “action”. If we were to break this up into several small battles and many engagements across both sides of the map. Things will become more engaging and other utilities we’ve received and upcoming with have more use. One example: set up ambush points within the enemy’s common paths of travel, behind enemy lines. Or maintain ISR around the enemy’s bases to gather information about their movements to stage for mortar attacks. Or close air support, etc. But we don’t even commonly seeing anyone laying down mines on pathways. Part of calling this game a “milsim” is to make the game some what simulate warfare. But if we’re looking for a casual experience, well.. Then there’s no point calling it a “milsim” now is there? I’m not gatekeeping, even though I’m just a filthy console player. But this Arma, not CoD or Battlefield. If you want to play the same TDM game modes. Stay on those games, Arma isn’t for you. If you want to learn how to play with us. You gotta use that noggin of yours and not let your experience from legacy fps games, dictate how to play a game that’s wasn’t originally designed for that play style. Now, if you’re paying attention on how you play. You won’t die much. I’m not saying limit match spawns to one or two. That’s too challenging for new/ inexperienced players are just trying to learn how to play. Maybe set it for at most…. Let’s say 10 or 15 per player, per match. Not so bad now? Outstanding.. lol I’m bored, and waiting for friends to play with tonight. Give me a debate if you’d like. || \/
tourniquet is extremely useful when you have multiple bleeds, example, 2 on leg, 1 on chest, and one on arm, you'd tourniquet your limbs, bandage your chest, and go onto your limbs, if you didn't you'd bleed out, its extremely useful after you wake up from grenade blasts, or other fragmentation blasts.
Dedicated squad roles would help with this, as well as identifying friendlies vs hostiles, and stopping armory supply drains at the beginning of matches
The tourniquet can be the difference between living and dying if you get knocked out by something like fragmentation that has hit multiple limbs due to it applying much quicker than the bandage. I would agree though the medic part of the game could use some love.
Another option to incentivise medical gameplay is disallowing frontline spawns, and give big xp bonuses to players who are transporting other players. If you die, you have to spawn back, then get transported to the front. This incentivises medics at the front to keep people in the fight. And to avoid the long time it takes to get back to the front
So things that are missing 1. "lav turret stabler" armored vehicles 2."comander and driver periscope" 3. FIA "anti-tank pak cannon" 4. Some sort of "AAA"
Bought this game today after many times refusing to oet go of arma 3 ... Its blown my mind away with the potential it has. Its not there yet with many features missing but in 2 -3 years of development I think this game will be beloved as was arma 3.
It already was 2-3 years. They are working on arma 4 and it was already confirmed that this will be standalone. Meaning, roadmap they have now, which is in major part already implemented, and, at a same time, is super small by any Arma standards is not really subject to change a lot
A lot of really good points here. One thing that could be done straight away is to set the ‘global regeneration speed’ setting to 0. There really is no good reason to have a timer that restores you to full health in a few minutes after a serious injury. Anyone who hosts a server can disable that function for themselves, but really it should be the default setting.
complex systems make for great complex gameplay, it emphasizes self preservation but the problem is, it requires teamwork, and teamwork as many people will know is hard to come by especially in current day gaming.
Yeah but even rolemplayers want something to actually do during the game. Most of Caracal's videos are focused on the conflict gamemode on official servers and in that context they're basically useless for ther reasons he laid out here
Make it to where you could trade your factions dead bodies for supplies at your bases or just extra spawns. Almost like how supply trucks work just have it be with the medical trucks and the first aid tents.
But to say the games I played, I think Arma Reforger is also better, from light, sound, realistic description. What I expect now is the sound of the moving track wheels, the creaking sound is really scary ;))). Anyway, I’ve bought all Arma products from before until now and see the clear change. Oh, I almost forgot, I need beautiful smoke effects to shoot a short film. 🎉
To make medical more useful, it doesn't have to be that you heal an active player. If someone gets killed, they can respawn like normal, but what if the "dead" body of that player persisted for a while and someone took the time to get that body back to a medical tent or ambulance. A medic could then treat that dead body (time sensitive) as if it was a wounded soldier, and upon successful treatment that team gets some kind of bonus: supply boost, reduced respawn rates, a kind of morale boost that makes it take longer for enemies to cap a base, some sort of multiplier that affects the end-game capture time. It just needs to affect the mechanics of the game in some other way than wounded/not wounded.
The reason Arma is a successful franchise is because everyone wants the mil sim gameplay. The only thing people want more is that mil sim gameplay play without having to join a mil sim that has specific times and ultra commitment. I think you should be able to build bases anywhere but only be able to spawn at main base, or one other FOB. Making it more important to be tactical in combat, as well as making medics and transport players very important in the game.
Hey we just played a game together! I asked you about what the Field Hospital does. I only just realized its use is to act as a zone where the Medical Kit gains the ability to fully heal injuries. In essence I had completely forgotten that the Medical Kit was even a healing item in the game and not just an "infinite bandage box" because of how useless medical items are. Maybe the auto-heal could just get removed and let the medical kit have its use, your saline idea is good too.
The main use for the field hospital is it makes the time to capture the base much longer, most games are lost because hospitals are not built. If there’s a hospital at every base it would take the enemy too long to capture the whole map
this also would attract more players like me, who sees a guy healing someone as dedicated medic who is DBNO and then targets and kills that guy, waits for other guy to get back from DBNO and then shots him as well
It wont encourage you to anything, since respawning still will be way faster than applying these. Thats why we need these spawn changes to utilize all of this game mechanics.
Great idea for Combat Ops if they would go with approach like "you are 6 saboteur team, landed in Everon/Arland - go and conquer entire map and you only have 1 life - no respawns", but stupid in Conflict. Bigger the server - worse it would get as medics would be easy kills
No you don't NEED morphine or saline, but they get you back in the action quicker and morphine lowers weapon sway while injured. I personally think something like arma 3 ace medical would be a bit too much
I agree, the medical system for sure is turned down to be more casual. I NEVER use tourniquets, I practically never use morphine, never needed any medic to heal my debuffs as debuffs from wounds and broken bones are not that punishing and heal up on their own within 10 min or so. When I'm wounded I bandage. I have practically never the use for saline either. A bit of blood loss does not do anything gameplay-wise. At least nothing that is punishing. Again I think it would be good if they had a setting for it to be hardcore at least, so medics are indeed required and supplies to heal someone are indeed required. If you have blood loss you should randomly pass out when you try to do something athletic or have other negative consequences. If you have broken legs you should not be able to walk, only crawl. if you have 2 broken arms you should not be able to shoot your rifle or even a pistol worst case. But yes, we need the possibility to carry a wounded comrad. I would not attach the removal of negative consequences to a saline bag though. It could still be a bandage or whatever if we don't want to introduce new items, but applied from a medic or even in a medical facility with supplies attached so that removing that debuff comes at a supply cost, just like it is now more or less. I would actually say you should not be able to remove a debuff completely in the field. Just like with vehicles a medic should maybe be able to remove it partially, but to fully recover you need to go to a medical building in a base or something like that.
So several things: 1) Blood does not regenerate, so bleeding damage is permanent. - the only solution is Saline bag. 2) When talking about movement penalty and hits to legs, you forget AOE damage. You can often survive a damage from the hand grenade but all your hitzones are red. You are not getting anywhere at that point. 3) Tourniquet is much faster to apply and effects get applied when you are done with the activity. If you're bleeding heavily or from multiple locations, you can die before you're done bandaging. 4) Morphine is OP and needs to be nerfed The base medical items and ammo boxes were added to Command Post so you are not that dependent on base having an arsenal for basic functions. (+ medical items were moved to field hospital) The biggest current issues with the necessity of medics is the respawn system. If we fix the medical, people will just respawn because it's faster then waiting if someone maybe will find them one day. Which will tank supply economy, crippling official servers... and still mean that people won't use the medical system. So the problem of respawns need to be handled first.
You should check out the experimental ace mod that theyre going to put out. It makes it so you might need to bandage a body part several times, new drugs, heart rate and pulse aswell as cpr. I just hope that they add the ability to break limbs like in Ace A3
But still, why i should heal myself with overcomplicated medical system for few minutes in conflict mode, while i can be instantly back at action by respawning? Actual medical system isnt rally a problem here(well, maybe other than to quick bleeding, or to slow, nothing inbetween really), its other gameplay features eliminating it completly.
and now apply all of these to Conflict with 120 players - do you really think this is optimal? Why would I spend half an hour for this if i can simply respawn, or why would i heal someone near the base my team is a capping while under fire and risking my own life if i know other person can simply spawn on MHQ? Conditions for such mods are non-realistic for this type of game. In Combat Ops - this should be default - no respawns and you are forced to live with consequences, but in Conflict - just won't work
Personally I’ve used the saline bags on my self in situations where it is as on bleed but severe. Morphine does need stronger effects, maybe for 120 seconds. Tourniquet are useless.Doesn’t need a medic class, just an armband (helmet) and give everyone the option to drag/carry
Tourniuquet, IMO, is as usefull as showel in a late Conflict game. Although you are not gonna use it - you will still have it, because out of 50 games - there will be just this one time when you are bleading and you are surrounded with enemies while trying to take out MHQ with your last RPG rocket - then you use it, to slow down your innevitable death
Bones should shatter if hit by a big enough round, only being able to get healed over a LONG time, or at the medical tent and possibly even the truck (not sure how realistic that would be). I saw you had Zomboid up but didn't talk about how realistic it is. Breaking a leg in that game, without a base, is basically a death sentence. You will limp for hours irl and days and up to a month in game.
IMO, hospitals and ambulances could be used to rescue AIs fallen in combat. They could stay lying with the "help me" animation that we saw on some trailer, for some minutes, and If rescued, they come back and you dont have to buy them again. As for pvp, dunno.
I think its a case of shareholders or w/e forgetting the product is a milsim franchise and its target audience was supposed to be niche. Now they chase mass appeal via consoles and casualization but they will probably be unable to succeed in their efforts since they're just throwing away their audience in order to butt heads with Call of Duty.
How is reforger anymore casual than the previous games? The way I see it is that the mechanics in the game compared to the previous entries are more in depth than the previous titles specifically infantry.
Have you ever played with the Advanced Ace medical mod? In it, you have to do CPR and it has Pulse and Blood pressure, a lot of people on the server I play on hate it because it is "Too Difficult". I think it's why the medical system in A:R is so limited, the Vanilla player base is just so casual and they want to always be in Micheal Bay-style action all the time.
I mainly play as a medic although, i don't use the medic vehicle due to it being useless. The medical stuff is needed depending on the situation you're going to be in. I personally find myself using everything often. But, if you just die constantly or dont get into many conflicts that would require a seline bag. i can see why you wont be needing that much medical items. End of the day everything is just situation based.
Then you are a bad medic, lol. ATM, the reason why you use Medi-van is to heal injuries with medic kit. For Conflict its harder to use - not so much because of Medi-van being a glass cannon, but because team mates usually too stupid to get back to it for full heal. That said - in Combat Ops - this is THE BEST vehicle hands down, when it comes to utility
Are you sure that bandages are the only item with use? As far as I understand, bandages stop bleeding, morphine slowly increase the health number of a player, and saline increases the blood level of a player
Got it wrong. Bandages stop bleading - yes, but after that, even if you had severe blood loss (grayscale view), and/or have injuries - ALL of those are being slowly regenerated after some time. Saline - usefull after heavy blood loss - but this is being used only to prevent death in case of another shot, or, prevent bleeding out if hit in critical areas like neck. Meaning, you would be able to survive another blood loss without being fully healed first. Then morphine - its main use not to slowly increase health, but to minimize (temprarily) negative effects caused by injuries. I.e. get shot in your arm and suddently it's harder to pull off long shots. To make it regenerate health faster - it takes multiple injections one after another - up to 4-6 depending on the injuries.
Current biggest problem with medical system not being used is mentality game developed by its few features, eliminating most of them. Why would i wait for someone to patch me up and revive, while i can in most situations be back in the fight at the same place faster by respawning, theres no team tickets or anything else preventing me from doing that. So why should i "waste" my time waiting to wake up? A lot mechanics of this game cant be utilized right now with that how actual gameplay looks. Also about morphine, i noticed if i sting someone thats downed with it, they tend to wake up faster. And that you cant sprint after injury i also never really noticed with my few hundred hours in that game, maybe thats also because im high on morphine most of the time? For sure it helps healing wounds faster. Another point about medical system is that, its close to impossible to localize where someone is bleeding if you want to help him, i really struggle with that most of the time, you have to run around him and aiming at every point of his body. Whats mostly wrong about this is that if hes bleeding to quick, you wont bandage him in time since he will die before you can apply all the bandages, and if hes bleeding to slow, hes gonna wake up before you do that and do it himself. So theres no really any situation you can really help, thats why in combat im only applying morphine to wounded, if hes about to survive, he will do that without further help, if hes not he will bleed out anyway before i can bandage his wounds.
Personally I just carry 10bandages 10 Morphine as a standard in a kit. Then my radio a map 16 mags for a M16 my vest chest rig and helmet a clothes. Because you never ever ever ever will find a real case where someone can run up to a combat situation and heal without being instantly lit up or killed by Ai.
What about a ticket system (dying costs tickets) where you drag badly wounded or unconscious players into the ambulance and then drive them back to a HQ field hospital and get tickets back as a bonus? Simulating sort of the real thing. Don't know how tickets would work but some sort of motivation would be nice for medic stuff.
I use all of the medical supplies in official conflict, tourniquets are incredibly useful in gunfights, morphine helps after the fact, and if I’ve lost blood I’ll go find a bag of saline, only one I don’t carry is the saline. It would be nice if the unconscious state could last longer because often time people bleed out faster than I can save them, but all the medical supplies are in fact useful. Sounds like you would really enjoy ACE medical advanced in Arma 3. The comparison between Arma 3 and Dayz is kind of stupid, Arma 3 can be modded to be as difficult as or even more difficult than Dayz, and Dayz Mod on Arma 2 was a culmination of other mods put together
i rem one day i was larping as a doctor with my boys unarmed and all UN style and it was so bad bro from a tactical standpoint we were getting killed over and over trying to medvac etc it was a blast but it felt like CBT trying to be nice but getting either FFed or incinerated by enemies bc we got unlucky, that said i wish it was better the med system etc bc its fun asf to play the game in diff ways it gets boring after 400 hrs pushing the same objs
Medics are useless yeah but tourniquet and morphine have their uses. Esp. as someone who play semi-solo. I need to get bleeding off fast at 1v1 or so and after prolonged combat behind enemy lines I can feel those multiple injuries and morphine is a saver. Saline solution I use occasionally after tough fights unless I wanna bleed out from next shot in few seconds.
i dont want Arma to be DayZ. DayZ is pure frustration and the Hardcore elements just make things janky, unfun. The reason DayZ is popular is its a BR without a collapsing zone + character persistence, not because its hardcore.
Personally I use all of the medical supplies whenever I play but i do agree that there need to be some further depth added to the medical system. I do like your videos however I think one of the big things you are overlooking in most of your videos is that your suggestions would work in a structured environment where who does what is more controlled and there are a clear objective for the players to complete. You don't get these structured play environment in a public setting the only way for you to get the proper experience of Arma is if you join a group that hosts and organise their own events. There are obviously the very rare occasions when you manage to get some temporary structure with another public player but these are the exception and not the rule. Many of the suggestions you make in your videos would work in a structured environment but without that underlaying structure players wont interact with a system enough to justify the expense of resources and time to develop it.
I fear arma reforger will always be a theme park where new players dominate, shooting everything, they just want to see the wild stuff happen for TH-cam clips without any strategic game knowledge. The effective steps to victory are so specific and not obvious to new players and there’s so many interesting distractions. And if you start to think about game strategy always remember people duplicating supplies is normal on every official server.
people haven't immediately refunded this game? you literally have to aim ahead of people more if you have more ping because of the dogshit server side hitreg implementation
That's actually how most all multiplayer games work, but some games interpolate a lot more which leads to it being more unpredictable in terms of you scoring registered hits but more predictable as far as distance to lead targets
ngl the game does not feel like a arma 4 demo rn it feels way too Arcady instead of a unique realistic immersive milsim even squad has better teamwork nobody in conflict actually works together reforger needs to take notes from foxhole because the game aint it iv played it from launch and have never liked the game it was cool looking and combat ops was fun for a time but the ai is just pure garbage and makes the game unfun when u can rambo 100+ ai
I disagree. The blood solution is very helpful. Blood levels slightly affect your performance and greatly affects your vision. It also extends the time you have to heal and patient.
They need to add a feature where you can carry or drag wounded people. Too many times I've died while healing someone cause they're In a field that's getting shot up.
Saw that as a mod on multiple servers, needs to be basegame, agreed. Ace Medical should add any advanced medical features that individual servers want.
I would love to see a Squad-style ragdoll drag, I'd also very much like Bohemia to do away with the snapping into a wounded pose and just leave the body as it fell.
There are at least two mods with this function, one a dragging mod, and one by the ACE team for carrying. Worth installing. Be nice to have it in the core game of course.
@@Bavvo69 I've not seen a dragging but the server I play on (Trash House Vietnam) has the Ace Carrying, which is currently visually bugged because of the new skeleton.
Dragging on vanilla is must. A more deep and complex system, Im not a fan.
There's many ways Medics can be useful from from a lot of experience.
1. Carryable people.
If someone's downed, you should be able to carry them.
2. Epinephrine-induced wake-up.
Medics should be able to wake up the unconscious using an Epinephrine injection.
3. Medic "Class" Item Exclusivity
Medics should be distinct, in that they have exclusive access to drugs, saline, medical insignia, and ambulances at any requisition station/arsenal.
4. NBC/CBRN Warfare
Nuclear, Biological, and Chemical warfare would change Arma a lot. Medics especially. Using Epinephrine, any personnel affected by a common chemical agent could be saved. Among other possibilities.
Number 4 is a stretch, but the rest should be very doable.
Not sure about point 3 with the "class" thing. Reforger does not work with classes. What would make more sense in terms of the game would be to bind the use of other drugs than morphine to a specific item like the medic case that enables other medic perks. So if you want to use that stuff, you have to carry that large, expensive and potentially heavy medic item with you. Aka dedicate yourself to be a medic.
1 and 2 are already a thing with ACE and they know why. Because (milsim) players want that complexity.
I'd like the option to build small triage centers near a enemy base they you are about to attack
@@Zvezda31like deploy something out of an ambulance? Because let's face it trying to do any triage while sitting in that thing sucks.
@@mcfeddle epinephrine will not save you from a nerve agent bruh
The biggest changes I would like to see as far as medical stuff/current gameplay is:
1) Medical gameplay advancing player rank on the same level of magnitude as delivering supplies
2) Medic insignias and equipment that marks a player as a medic
3) A Drag/Carry mechanic to drag injured players, or a stretcher bearer mechanic that allows two players to run at standard speed with an injured player. The players could be linked to one another in a way that's like the ladder carry mechanic in Holdfast: Nations at War. The First player "in" the carry mechanic is the "driver" and the second player would just be essentially slaved to their movements
4) A mechanic that makes medics non-combatants if they are not carrying a weapon which penalizes killers. This mechanic would be negated if they are in a vehicle or some deployable that contains combatants (i.e. you dont get punished for rocketing a humvee or a helicopter just because there's a medic in there) or if the splash damage of the attack that killed you also injured/killed a combatant (i.e. you dont get penalized for throwing a grenade at a group of players that just happens to contain a medic)
5) The rank requirement for a living quarters should be Private and the rank requirement for Armory should be Corporal or Sergeant. This would negate the tactical barbie gameplay that starts every match and chokepoints supplies for spawning vehicles.
6) Also lower the supply cost of radio relays slightly.
I wish for a medic helmet
I guess I just roleplay a bit, if I have blood loss I pop a saline etc, may not be worth it but it makes my brain happy seeing a bag stuck to my arm lol
What I see could help:
1. Expand the basic medical system. Stuff like dragging and carrying, splints, maybe damage models that at least emphasize broken bones and arteries (will I bleed out faster?). It’d be a great way of cutting down on the ever-present problem of people “ramboing” solo across the map.
2. Do away with the medical trucks. They’re largely useless, and as we’ve seen in modern conflicts, most forces are using the same mechanized transport they showed up in, and not a designated vehicle. On top of that, at the scale of a platoon, the corpsman/medic is going to be the highest medical standard in the field. Unless they dramatically expand the game size to battalion level (around 300 or more for each team), stuff like aid stations are a mismatch in scale.
3. For quality of life, at least add a visible tourniquet when applying. Also, make movement restricted when applied. If you’ve ever applied one or had one applied, it’s extremely painful, and the guy getting one isn’t gonna be waltzing around after he gets it. Just last night, I was hunting down a base camper who had tourniquets on all four limbs, yet was able to have full and unrestricted movement.
4. If they’re afraid of complexity, at least make it that wounds don’t heal like you’re Wolverine. It’d make players somewhat more cautious and make the medical tent have a role in speeding up the healing process.
5. Create a “too far gone” state, where personnel can have the bleeding stopped, but they’ll remain unconscious. In the real world, saline is only useful up to a certain point. After that, a blood transfusion is the only means of resolving an issue like shock, so have that available only at a medical tent, and considering experimental is showing that soldiers will have an ID on them with their blood type, force players giving them blood to give them the right type.
Oh nice catch that the blood type was added. An inkling that the devs are thinking of ways to improve medic gameplay.
@@TheIke444I was actually more focused on the blurbs under that like “financially supports his grandmother.”
they should do it like dayz, dayz instantly sends you to prone position if your leg is broken by a gun, and if you try to walk at all you go unconscious
Operation flashpoint did this in 2001!
Going uncon shouldnt happen unless you try and sprint, would be much better to force you prone again with some kind of pain effect
The best way to make medics viable is limiting respawns to waves instead of individual respwans(Kinda like the game Dirty Bomb did) it could make respawns more stratigic and could actually punish players that die just after a respawn wave by a 2-5 minute wait period before the next wave
Good idea, nobody wants to look at a map for 4 minutes lol. People will try to stay alive as long as they can and will want to be revived. I think either that wave system or/and? The command truck being needed at a town to be a spawn point (with max trucks capped to 3/4)
They are doing that this experimental update. When the attacker is attacking a base respawns are unavailable.
@@AyoRiddles I am talking about a Different concept aka 'spawn waves' where players can respawn only at specific periods of time aka every 2-5 mintues of a match. For example if someone died just before the next wave he could respawn immediately with the rest of the wave but if you died just after a respawn wave you would have to wait until the next wave.(This could also encourage players to team up and get somewhat organized) I also really want to have the ability to choose my equipment before spawn so I could augment my kit like I would want when the game starts it would help eliminating the preparation period before players leave the main base.
@@command_unit7792 ohh gotcha i misunderstood. Yeah that's a interesting concept
Yeah this. Could have the Greatest medical system ever but if it gets played like infinite respawns no point in going medic.
Tarkov is another great example of a super popular game with very hardcore features that many gamers would consider untouchable. Features such as no minimap, no friendly play icons, no hud compass, and so on.
Because half of the player base are hacking cheaters and have all that and more. At least. And that isn't hyperbole. I saw an excellent 1 hour video of a guy that hacked it to see how many of the other players were actually hacking with their map and stick-man vision along with aimbots. The numbers were extraordinary. The game simply isn't worth playing when you see the truth.
Tarkov is a game that starts off interesting but with player progression turns into COD + it is infested with russian players (=heavy cheating).
@@sirwinstonchurchill2052 Most people complaining about Tarkov seen only videos about it. Im not saying theres no cheaters, theres a lot.
But features he mentioned... i cant imagine playing tarkov seeing my teammates nicknames above their heads, you have to use actual dresscode/armbands and communication in that game. Moments when you identify target, and friendly fail IFF are most memorable and fun ones there, or when you encounter another group, and you can just see, they have no idea how to work together. Stuff like that dont happen i games that provide minimap and friends markers. Theres no other game giving you that feeling when friend says he comes upstairs to you, and at the same time you see a guy on the stairs, but hes geared differently, and you have to make that decision in split seconds.
@@AntiT3rror Ignorance is bliss, as they say.
A good portion of Tarkov players aren't playing Tarkov either, their ratting at extracts waiting for the people who are actually playing Tarkov.
Bohemia should dial down the blood regeneration rate to ~x0.25-x0.12 and implement the ability to carry/drag wounded away from the line of fire.
To further add, we should have respawn cooldown times no less than two minutes. And set a respawn limit for the individual player, per match. If we want to keep calling this a “milsim”.. then this should be the necessary adjustments.
I like
Great point, also I think you should only spawn on main base. no reason to be spawning anywhere else.
You had me until the second half... god, no. A respawn limit in matches that last for hours? Minimum 2 minute respawn timer??? Awful, awful ideas.
Everything you said is good, except the part where you said there should be a "respawn limit per match", sorry no.
My reasoning for respawn limits, is to defer players from “going into the meatgrinder”.
If players are more considerate of their decisions and the actions they take during the match. The gameplay changes completely. Especially if we start utilizing effective real world tactics. Instead of just grabbing a transport truck or helicopter loaded with players and ai to the grinder. At least in my experience in these past 6 months. I’ve noticed players favor fighting one or two massive battles with a couple of smaller engagements near the “action”. If we were to break this up into several small battles and many engagements across both sides of the map. Things will become more engaging and other utilities we’ve received and upcoming with have more use.
One example: set up ambush points within the enemy’s common paths of travel, behind enemy lines. Or maintain ISR around the enemy’s bases to gather information about their movements to stage for mortar attacks. Or close air support, etc.
But we don’t even commonly seeing anyone laying down mines on pathways.
Part of calling this game a “milsim” is to make the game some what simulate warfare. But if we’re looking for a casual experience, well.. Then there’s no point calling it a “milsim” now is there?
I’m not gatekeeping, even though I’m just a filthy console player. But this Arma, not CoD or Battlefield. If you want to play the same TDM game modes. Stay on those games, Arma isn’t for you. If you want to learn how to play with us. You gotta use that noggin of yours and not let your experience from legacy fps games, dictate how to play a game that’s wasn’t originally designed for that play style.
Now, if you’re paying attention on how you play. You won’t die much. I’m not saying limit match spawns to one or two. That’s too challenging for new/ inexperienced players are just trying to learn how to play. Maybe set it for at most…. Let’s say 10 or 15 per player, per match. Not so bad now? Outstanding..
lol I’m bored, and waiting for friends to play with tonight. Give me a debate if you’d like.
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tourniquet is extremely useful when you have multiple bleeds, example, 2 on leg, 1 on chest, and one on arm, you'd tourniquet your limbs, bandage your chest, and go onto your limbs, if you didn't you'd bleed out, its extremely useful after you wake up from grenade blasts, or other fragmentation blasts.
Dedicated squad roles would help with this, as well as identifying friendlies vs hostiles, and stopping armory supply drains at the beginning of matches
The tourniquet can be the difference between living and dying if you get knocked out by something like fragmentation that has hit multiple limbs due to it applying much quicker than the bandage. I would agree though the medic part of the game could use some love.
Another option to incentivise medical gameplay is disallowing frontline spawns, and give big xp bonuses to players who are transporting other players. If you die, you have to spawn back, then get transported to the front. This incentivises medics at the front to keep people in the fight. And to avoid the long time it takes to get back to the front
Caracal, I agree, but when you shot that dude in the leg at 6:20, I think you meant "5.45" not 454.
So things that are missing
1. "lav turret stabler" armored vehicles 2."comander and driver periscope" 3. FIA "anti-tank pak cannon" 4. Some sort of "AAA"
Turret gunners should also be able to use binoculars
Bought this game today after many times refusing to oet go of arma 3 ... Its blown my mind away with the potential it has. Its not there yet with many features missing but in 2 -3 years of development I think this game will be beloved as was arma 3.
It already was 2-3 years. They are working on arma 4 and it was already confirmed that this will be standalone. Meaning, roadmap they have now, which is in major part already implemented, and, at a same time, is super small by any Arma standards is not really subject to change a lot
A lot of really good points here. One thing that could be done straight away is to set the ‘global regeneration speed’ setting to 0. There really is no good reason to have a timer that restores you to full health in a few minutes after a serious injury. Anyone who hosts a server can disable that function for themselves, but really it should be the default setting.
complex systems make for great complex gameplay, it emphasizes self preservation but the problem is, it requires teamwork, and teamwork as many people will know is hard to come by especially in current day gaming.
Have you seen Ironbeards persistent injury mod? You have to get healed by a medic when you spawn in outside the main base.
The ambulance system is for role players like most reforger features
Yeah but even rolemplayers want something to actually do during the game. Most of Caracal's videos are focused on the conflict gamemode on official servers and in that context they're basically useless for ther reasons he laid out here
The Ace medical mod gets it right
Make it to where you could trade your factions dead bodies for supplies at your bases or just extra spawns. Almost like how supply trucks work just have it be with the medical trucks and the first aid tents.
But to say the games I played, I think Arma Reforger is also better, from light, sound, realistic description. What I expect now is the sound of the moving track wheels, the creaking sound is really scary ;))). Anyway, I’ve bought all Arma products from before until now and see the clear change. Oh, I almost forgot, I need beautiful smoke effects to shoot a short film. 🎉
To make medical more useful, it doesn't have to be that you heal an active player. If someone gets killed, they can respawn like normal, but what if the "dead" body of that player persisted for a while and someone took the time to get that body back to a medical tent or ambulance. A medic could then treat that dead body (time sensitive) as if it was a wounded soldier, and upon successful treatment that team gets some kind of bonus: supply boost, reduced respawn rates, a kind of morale boost that makes it take longer for enemies to cap a base, some sort of multiplier that affects the end-game capture time. It just needs to affect the mechanics of the game in some other way than wounded/not wounded.
The reason Arma is a successful franchise is because everyone wants the mil sim gameplay. The only thing people want more is that mil sim gameplay play without having to join a mil sim that has specific times and ultra commitment. I think you should be able to build bases anywhere but only be able to spawn at main base, or one other FOB. Making it more important to be tactical in combat, as well as making medics and transport players very important in the game.
Hey we just played a game together!
I asked you about what the Field Hospital does.
I only just realized its use is to act as a zone where the Medical Kit gains the ability to fully heal injuries. In essence I had completely forgotten that the Medical Kit was even a healing item in the game and not just an "infinite bandage box" because of how useless medical items are. Maybe the auto-heal could just get removed and let the medical kit have its use, your saline idea is good too.
The main use for the field hospital is it makes the time to capture the base much longer, most games are lost because hospitals are not built. If there’s a hospital at every base it would take the enemy too long to capture the whole map
they should also add better cosmetics for medics, ie armbands, helmets etc . would make it more attractive for players
this also would attract more players like me, who sees a guy healing someone as dedicated medic who is DBNO and then targets and kills that guy, waits for other guy to get back from DBNO and then shots him as well
What do you think of reforgers version of ace medical? It definitely encourages you to carry bandages, morphine, saline, and epi.
It wont encourage you to anything, since respawning still will be way faster than applying these. Thats why we need these spawn changes to utilize all of this game mechanics.
Great idea for Combat Ops if they would go with approach like "you are 6 saboteur team, landed in Everon/Arland - go and conquer entire map and you only have 1 life - no respawns", but stupid in Conflict. Bigger the server - worse it would get as medics would be easy kills
Saline removes the broken bone symbol that represents movement hindrance from injury.
this comment made me smile, lol. Do check documentation/FAQ's - it would really help you as a player in a future
No you don't NEED morphine or saline, but they get you back in the action quicker and morphine lowers weapon sway while injured. I personally think something like arma 3 ace medical would be a bit too much
I agree, the medical system for sure is turned down to be more casual. I NEVER use tourniquets, I practically never use morphine, never needed any medic to heal my debuffs as debuffs from wounds and broken bones are not that punishing and heal up on their own within 10 min or so. When I'm wounded I bandage. I have practically never the use for saline either. A bit of blood loss does not do anything gameplay-wise. At least nothing that is punishing.
Again I think it would be good if they had a setting for it to be hardcore at least, so medics are indeed required and supplies to heal someone are indeed required. If you have blood loss you should randomly pass out when you try to do something athletic or have other negative consequences. If you have broken legs you should not be able to walk, only crawl. if you have 2 broken arms you should not be able to shoot your rifle or even a pistol worst case.
But yes, we need the possibility to carry a wounded comrad.
I would not attach the removal of negative consequences to a saline bag though. It could still be a bandage or whatever if we don't want to introduce new items, but applied from a medic or even in a medical facility with supplies attached so that removing that debuff comes at a supply cost, just like it is now more or less. I would actually say you should not be able to remove a debuff completely in the field. Just like with vehicles a medic should maybe be able to remove it partially, but to fully recover you need to go to a medical building in a base or something like that.
So several things:
1) Blood does not regenerate, so bleeding damage is permanent.
- the only solution is Saline bag.
2) When talking about movement penalty and hits to legs, you forget AOE damage. You can often survive a damage from the hand grenade but all your hitzones are red.
You are not getting anywhere at that point.
3) Tourniquet is much faster to apply and effects get applied when you are done with the activity. If you're bleeding heavily or from multiple locations, you can die before you're done bandaging.
4) Morphine is OP and needs to be nerfed
The base medical items and ammo boxes were added to Command Post so you are not that dependent on base having an arsenal for basic functions. (+ medical items were moved to field hospital)
The biggest current issues with the necessity of medics is the respawn system. If we fix the medical, people will just respawn because it's faster then waiting if someone maybe will find them one day. Which will tank supply economy, crippling official servers... and still mean that people won't use the medical system. So the problem of respawns need to be handled first.
Oh trust me Higher ups are not afraid of hardcore mechanics.
totally agree about the points about dayz.
You should check out the experimental ace mod that theyre going to put out. It makes it so you might need to bandage a body part several times, new drugs, heart rate and pulse aswell as cpr. I just hope that they add the ability to break limbs like in Ace A3
But still, why i should heal myself with overcomplicated medical system for few minutes in conflict mode, while i can be instantly back at action by respawning? Actual medical system isnt rally a problem here(well, maybe other than to quick bleeding, or to slow, nothing inbetween really), its other gameplay features eliminating it completly.
and now apply all of these to Conflict with 120 players - do you really think this is optimal? Why would I spend half an hour for this if i can simply respawn, or why would i heal someone near the base my team is a capping while under fire and risking my own life if i know other person can simply spawn on MHQ?
Conditions for such mods are non-realistic for this type of game. In Combat Ops - this should be default - no respawns and you are forced to live with consequences, but in Conflict - just won't work
The blue force tracking bothers me more, lack of medics is almost realistic but an invisible GPS receiver isn't. The PSN-8 weighed 6kg.
Personally I’ve used the saline bags on my self in situations where it is as on bleed but severe. Morphine does need stronger effects, maybe for 120 seconds. Tourniquet are useless.Doesn’t need a medic class, just an armband (helmet) and give everyone the option to drag/carry
Tourniuquet, IMO, is as usefull as showel in a late Conflict game. Although you are not gonna use it - you will still have it, because out of 50 games - there will be just this one time when you are bleading and you are surrounded with enemies while trying to take out MHQ with your last RPG rocket - then you use it, to slow down your innevitable death
Bones should shatter if hit by a big enough round, only being able to get healed over a LONG time, or at the medical tent and possibly even the truck (not sure how realistic that would be). I saw you had Zomboid up but didn't talk about how realistic it is. Breaking a leg in that game, without a base, is basically a death sentence. You will limp for hours irl and days and up to a month in game.
Ironicaly, what you propose, used to be standard in older armas
IMO, hospitals and ambulances could be used to rescue AIs fallen in combat. They could stay lying with the "help me" animation that we saw on some trailer, for some minutes, and If rescued, they come back and you dont have to buy them again.
As for pvp, dunno.
I think its a case of shareholders or w/e forgetting the product is a milsim franchise and its target audience was supposed to be niche. Now they chase mass appeal via consoles and casualization but they will probably be unable to succeed in their efforts since they're just throwing away their audience in order to butt heads with Call of Duty.
Yes, if you want to make everyone happy, no one will be happy. And There are enough call of dutys
How is reforger anymore casual than the previous games? The way I see it is that the mechanics in the game compared to the previous entries are more in depth than the previous titles specifically infantry.
Have you ever played with the Advanced Ace medical mod? In it, you have to do CPR and it has Pulse and Blood pressure, a lot of people on the server I play on hate it because it is "Too Difficult". I think it's why the medical system in A:R is so limited, the Vanilla player base is just so casual and they want to always be in Micheal Bay-style action all the time.
I mainly play as a medic although, i don't use the medic vehicle due to it being useless. The medical stuff is needed depending on the situation you're going to be in. I personally find myself using everything often. But, if you just die constantly or dont get into many conflicts that would require a seline bag. i can see why you wont be needing that much medical items. End of the day everything is just situation based.
Then you are a bad medic, lol.
ATM, the reason why you use Medi-van is to heal injuries with medic kit. For Conflict its harder to use - not so much because of Medi-van being a glass cannon, but because team mates usually too stupid to get back to it for full heal. That said - in Combat Ops - this is THE BEST vehicle hands down, when it comes to utility
@theobserver_ well I'm speaking only on conflict mode. The vehicle is purely optional
Are you sure that bandages are the only item with use? As far as I understand, bandages stop bleeding, morphine slowly increase the health number of a player, and saline increases the blood level of a player
Got it wrong.
Bandages stop bleading - yes, but after that, even if you had severe blood loss (grayscale view), and/or have injuries - ALL of those are being slowly regenerated after some time.
Saline - usefull after heavy blood loss - but this is being used only to prevent death in case of another shot, or, prevent bleeding out if hit in critical areas like neck. Meaning, you would be able to survive another blood loss without being fully healed first. Then morphine - its main use not to slowly increase health, but to minimize (temprarily) negative effects caused by injuries. I.e. get shot in your arm and suddently it's harder to pull off long shots. To make it regenerate health faster - it takes multiple injections one after another - up to 4-6 depending on the injuries.
Current biggest problem with medical system not being used is mentality game developed by its few features, eliminating most of them.
Why would i wait for someone to patch me up and revive, while i can in most situations be back in the fight at the same place faster by respawning, theres no team tickets or anything else preventing me from doing that. So why should i "waste" my time waiting to wake up? A lot mechanics of this game cant be utilized right now with that how actual gameplay looks.
Also about morphine, i noticed if i sting someone thats downed with it, they tend to wake up faster. And that you cant sprint after injury i also never really noticed with my few hundred hours in that game, maybe thats also because im high on morphine most of the time? For sure it helps healing wounds faster.
Another point about medical system is that, its close to impossible to localize where someone is bleeding if you want to help him, i really struggle with that most of the time, you have to run around him and aiming at every point of his body. Whats mostly wrong about this is that if hes bleeding to quick, you wont bandage him in time since he will die before you can apply all the bandages, and if hes bleeding to slow, hes gonna wake up before you do that and do it himself.
So theres no really any situation you can really help, thats why in combat im only applying morphine to wounded, if hes about to survive, he will do that without further help, if hes not he will bleed out anyway before i can bandage his wounds.
Personally I just carry 10bandages 10 Morphine as a standard in a kit. Then my radio a map 16 mags for a M16 my vest chest rig and helmet a clothes. Because you never ever ever ever will find a real case where someone can run up to a combat situation and heal without being instantly lit up or killed by Ai.
The only way to make it better is to nake it as in depth as ACE
What about a ticket system (dying costs tickets) where you drag badly wounded or unconscious players into the ambulance and then drive them back to a HQ field hospital and get tickets back as a bonus? Simulating sort of the real thing. Don't know how tickets would work but some sort of motivation would be nice for medic stuff.
I use all of the medical supplies in official conflict, tourniquets are incredibly useful in gunfights, morphine helps after the fact, and if I’ve lost blood I’ll go find a bag of saline, only one I don’t carry is the saline. It would be nice if the unconscious state could last longer because often time people bleed out faster than I can save them, but all the medical supplies are in fact useful. Sounds like you would really enjoy ACE medical advanced in Arma 3. The comparison between Arma 3 and Dayz is kind of stupid, Arma 3 can be modded to be as difficult as or even more difficult than Dayz, and Dayz Mod on Arma 2 was a culmination of other mods put together
i rem one day i was larping as a doctor with my boys unarmed and all UN style and it was so bad bro from a tactical standpoint we were getting killed over and over trying to medvac etc it was a blast but it felt like CBT trying to be nice but getting either FFed or incinerated by enemies bc we got unlucky, that said i wish it was better the med system etc bc its fun asf to play the game in diff ways it gets boring after 400 hrs pushing the same objs
Medics are useless yeah but tourniquet and morphine have their uses. Esp. as someone who play semi-solo. I need to get bleeding off fast at 1v1 or so and after prolonged combat behind enemy lines I can feel those multiple injuries and morphine is a saver. Saline solution I use occasionally after tough fights unless I wanna bleed out from next shot in few seconds.
i dont want Arma to be DayZ. DayZ is pure frustration and the Hardcore elements just make things janky, unfun. The reason DayZ is popular is its a BR without a collapsing zone + character persistence, not because its hardcore.
Personally I use all of the medical supplies whenever I play but i do agree that there need to be some further depth added to the medical system. I do like your videos however I think one of the big things you are overlooking in most of your videos is that your suggestions would work in a structured environment where who does what is more controlled and there are a clear objective for the players to complete. You don't get these structured play environment in a public setting the only way for you to get the proper experience of Arma is if you join a group that hosts and organise their own events. There are obviously the very rare occasions when you manage to get some temporary structure with another public player but these are the exception and not the rule. Many of the suggestions you make in your videos would work in a structured environment but without that underlaying structure players wont interact with a system enough to justify the expense of resources and time to develop it.
Man..... for a game set in the 80's this game really feels lacking for the era....... i gotta say.......
This game is better than Day Z, don't ruin it.
I would love to be play dayz but I genuinely dislike zombie games. I can’t immerse my self in it even if I tried.
I fear arma reforger will always be a theme park where new players dominate, shooting everything, they just want to see the wild stuff happen for TH-cam clips without any strategic game knowledge. The effective steps to victory are so specific and not obvious to new players and there’s so many interesting distractions. And if you start to think about game strategy always remember people duplicating supplies is normal on every official server.
Couldn’t agree more
Maybe if you kill an unarmed player dressed as a medic, your rank will be dropped.
people haven't immediately refunded this game? you literally have to aim ahead of people more if you have more ping because of the dogshit server side hitreg implementation
That's actually how most all multiplayer games work, but some games interpolate a lot more which leads to it being more unpredictable in terms of you scoring registered hits but more predictable as far as distance to lead targets
I agree
ngl the game does not feel like a arma 4 demo rn it feels way too Arcady instead of a unique realistic immersive milsim even squad has better teamwork nobody in conflict actually works together reforger needs to take notes from foxhole because the game aint it iv played it from launch and have never liked the game it was cool looking and combat ops was fun for a time but the ai is just pure garbage and makes the game unfun when u can rambo 100+ ai
I disagree. The blood solution is very helpful. Blood levels slightly affect your performance and greatly affects your vision. It also extends the time you have to heal and patient.
Brother, it’s the 1980’s, medics weren’t “useful” until 10 years into GWOT
Was the morphine pen even a thing then? Soviet kit was a needle and bulb at the time no?
@@foobarf8766The Morphine syrettes were used in WWII.
Have you ever watched Saving Private Ryan? Medics have been a thing for forever.
Medics weren't useful? What do you mean, medics have been around for decades and are detrimental to the battlefield.
@@xLONER18x I see you on reddit all the time.
Only ace and kat gonna bring real medic gameplay to Reforger. I doubt Bohemia making someting very complex. Console players would go crazy
I agree