Medics are useless | Arma Reforger
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- เผยแพร่เมื่อ 5 ก.ย. 2024
- I would like to suggest to:
-add stronger debuffs for injuries
-increase supply cost for respawns of players who respawn with a lot of injuries
This would create incentives for players to keep themselves completely healed and make medics feel useful.
If there's one person I hope Bohemia listens to, it's you. Keep the amazing suggestions coming!
Thanks! I think this is a thing I do often by accident, just looking at a game and trying to identify when a feature is not as fun as it should be.
Something I don't like about Arma Reforger is the players are playing it like Fortnite (with no build) they look in third person and just runs around with a machine gun and play like their character got nothing to loose and just runs around with a backpack full if mags just spamming and play unrealistically :( it would be so nice if they made the respawn timer longer so people aren't gonna play so aggressive because if the timer was like 5 min people would play a lot more realistically and try not to die
@@Oliver_Dao well …. No point playing any different is there ? If you want to stand in spawn and play barbie dress up that’s up to you , some of us just want to get on and camp enemy mob lol
I think the game should have more "in the rear" activities for players to do to get back into combat. Because that keeps them in the game. Like rearming at an armory and driving. Just using a respawn timer keeps the player out of the game
I agree with Caracal here, making me wait with a timer wouldn't be any good. Make it apart of the game not sitting in a respawn screen.
Yes re-equipment would be good, because there are already items made for that, but why would anyone use them if respawning is cheap and you can do it quick?
The "rear" play is even something I really enjoy about Arma: doing supply runs, building stuff, it really adds to the atmosphere of war that there are "other" activities beside firefights, which are important.
@@Oliver_Dao some of us don’t want to roleplay all that dumb stuff though , I literally get on to go grief enemy bases , 90% of the kits I check are loaded up to go grief bases to …. So no that’s a dumb idea
As someone who usually runs with a medkit (in both vanilla and modded servers) I do think the medic role (while it has its uses) certainly does need a few adjustments like the ones you suggested in order to make it feel more useful. It definitely has a lot of potential, especially when in cases your teammates could have severe injuries (like from a fall) and you need to heal them up in order to make sure they aren't dragging down a squad.
100% agree. This is called "Sim Bravery" when people run around like CoD without a care about getting killed, and is the primary reason why Suppression effects are important for reducing combat effectiveness in a audio/visual only medium like video games.
Four things:
1. your regular walk/run speed should not be affected by a single leg being damaged. Instead, sprint should be disabled, and jumping and climbing should be disabled too.
2. If both legs are disabled, then you should be limited to prone/walk like you said but ONLY without a splint. Splints like in dayz should be added or at least as an alternative have leg tourniquets work like this. Once both legs are splinted/tourniqueted, the effects should be similar to #1 until permanently healed
3. It should take 2 or so minutes after an injury for any of these to take affect to simulate adrenaline and give you a better fighting chance in the same gunfight that injures you.
4. Both arms being injured should not keep you from using your weapons, instead it should disable aim down sights
Same like fatigue system, it's unfinished, can only hope they improve it.
Again another great suggestion. I recently talked about the uselessness of Medics and the Ambulance as well on the official Discord. Apart from your awesome suggestions (that I fully agree with) I would like to give Medics a little more time to act though. I would propose another state between unconscious and downed, where the unconscious time is way longer, so that a nearby Ambulance to react to a radio call from a nearby player next to the downed player and get him back up again. Another suggestion would be to not only increase the supplies for long-wounded players but also increase the respawn timer as well.
I think that many players don't even care that much about supplies but letting the average player wait longer until he can get back in is something that will drive them more towards medics fixing them up. This will of course also need some explanation on the respawn screen to hint at the player what the can do to decrease both supplycost and respawn time.
I think most of this are good ideas however I am not sure about long spawn timers.
Spawn timers are a brute force method to get players to play more carefully and I think there are better ways.
For example a player who respawns after 3 seconds and 3 kilometers away from combat has to get a car and drive there again or have someone else drive him. This creates opportunities for gameplay and keeps the player in the game. While a respawn screen is a void where the player does nothing.
So if the devs focus on longer respawn timers it might be a crutch for them to fix the issue quickly however it would cut off the incentive for the devs to create more depth in the "gameplay in the rear".
@@caracal3892 I didn't meant a huge increase in respawn time, but even 5 seconds longer will go a long way to signal the importance of proper wound treatment to the average player.
Explain to the average player why the time is 5s longer and that his respawn costs X supplies more and he will adapt his playstyle immediately IMHO.
I've met so many players already how simply don't care about supplies at all.
@@DrCox-xx8tu there’s supplies on Arma ? Man that
Must be boring to do all game
We need a system like ACE Medical from Arma 3.
ARMA, aka Operation Flashpoint use to have high difficulty level for beginners. I suspect this is where the team at Bohemia is trying to see how they can make the game more sticky with beginner players and that in the game difficulty settings is where you'd expect to see different damage models and animations. If it's not presently there, then a future update will likely include this for more seasoned players of the franchise.
Great suggestions! I remember playing Operation Flashpoint when I was so injured I had to crawl for about an hour to complete the mission
Love these suggestions. I miss when ArmA was more on the simulator side back in ArmA 1/2. Debuffs were strong and injuries took you out of the fight. Right arm hit though is too extreme imo. Should still be able to use weapons, just huge debuffs.
The weirdest part of all this to me is that the exact same devs made Dayz (also on console so that’s not an excuse) which DID have a lot of these things but for some reason they’re not in reforger? I hope later on some of your suggestions get added but if not at least there’s always mods!
Also wanted to add absolutely agree the whole point of having these systems is to get players to behave more true to life than just sprinting into combat getting shredded by gunfire like it’s no big deal 😂
I would love to play medic role but it is useless. These are great suggestions
Honestly this is the same issue for the stamina system. They've got a pretty neat little system under the hood, but the high/low range is so squashed that you barely notice the impact during play. It's like they put in the effort to make all the pieces and then got worried it would actually have an effect on how people played at the last second.
I noticed the same with many other games, they add a good system then the system gets washed out because its gameplay impact is reduced.
Wouldn't the limping make the game unplayable for the majority of players who don't have dedicated medics around (most public servers)?
If I ended up unable to sprint in a game world as large as Arma's, I'd just instantly go for a respawn.
I think players would adapt fast to staying closer to friendly medics or cars so they can limp back to the car to drive away.
best system in my opinion is the ace3 medical system.
I agree and disagree because as a medic in the game I’ve done a lot to sway battles but then again the servers I play in are more dedicated so I can speak to much but from experience me being a medic as swayed battles in our favor because we didn’t have to keep bringing in more guys via chopper eating away at our momentum
This video makes me need to play medic
have a like and a sub.
100% agree that the med system is needing some dev attention!
another goated take from caracal
Mod tools are free if you own the game on steam
I think something is wrong with your mic, there is some weird noise whenever you talk
I think this is the sound of a ventilator I had in the room (it was very hot the last few days) and the microphone may have recorded it. I will make sure to keep it off when I record the next video.
@@caracal3892 What? No don't turn it off keep it on, honestly not even a baby would care about ambient noise, as long as your voice can be heard and understood..
Bro is dropping more tutorials than Bohemia and they more useful too 😂😭😭
Hi LyricClock!
@@Oliver_Dao wassoup
@@LyricClock-fo8he hi!
I love the free market ❤
Thanks! Is there any specific part of the game you would like to see guide videos for?
I would not go so far as to say medics are useless. I would say they are underutilized. I have been saved often from certain death and have saved other players, and it's a rewarding feeling to help someone or be helped. The medical components of Reforger are really strong and clearly have some roots in DayZ. Bleeding as a status effect is strong as is your blood level. Catching a heavy bleed, or multiple light bleeds requires immediate attention and if you neglect it you will likely die or become uncon and die. Those who have survived a grenade close enough can attest. Chest shots and head shots can down you with one shot if not kill outright depending on caliber. Players in my experience do value their life, not all of them at the same level but most will seek cover, break contact, or return fire.
I think the core issue is the longer debuff phase. As pointed out the injury status is negligible most of the time beyond those serious near death moments. Impairments often don't impact performance. Having harsher debuffs that require higher level longer term treatments would add to the gameplay that I agree with.
I do think there is room for testing and getting hard statistics. Factors like hit reg and desync can really skew opinions. I would also be wary of making a case based on "what we do in real life". People irl make bad decisions all the time even with top end training and years of experience. People get lucky when they really should not or they make a play that doesn't make sense but works at that moment. Just because you value your life doesn't translate to perfect decision making in a high stress scenario.
The beauty of Arma is the freedom to make choices, but having to live with the consequences of those actions. That same freedom is what leads to unique interactions. Other games play out the same over and over, often because players are forced in some way to play a certain way. Arma encourages you to play tactically and gives you an advantage for doing so, but it rarely forces you.
Great vid as always but you do have some feedback on your mic, the Loaf is criminally underused, I would love a 'general purpose' version without the stretchers.
My experience is that I never really needed a medic ingame as most situations where I was knocked down I got up after 30 seconds and was able to bandage. I don't remember a single time my character had to respawn from bloodloss after being knocked down. So for me at least the only real debuff from taking hits was getting knocked down.
The main problem I see currently which I feel makes medics useless is that there is no gameplay space for that area between 100% and knocked down where a medic matters