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Post by calstap on Mar 19, 2010 4:47:03 GMT -5
It seems like there is some kind of spawn protection. When theres enemy in from of me, I kill him and same time his squad member spawns on him, I can't kill him immediately. Noticed this many time when messing around with carl gustav etc.
Or maybe its revive protection. Dunno if those guys just spawned or were revived.
So, anyone knows how it works? You are with god mode for X second or you have like 300 hp for X second after being revived or when you spawn?
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Post by pankrazius on Mar 19, 2010 5:58:27 GMT -5
there must be some spawn specific limitations, as you can't throw a grenade for aprox. 5 seconds after spawning for example (at least on xbox).
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Mar 19, 2010 7:31:59 GMT -5
When revived by a medic or when spawning, the player has "Immortal Time After Spawn", 1.6 seconds of invulnerability.
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iKONIG
True Bro
Don't know what to put here, Just something random.
Posts: 220
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Post by iKONIG on Mar 19, 2010 8:04:46 GMT -5
Well that sucks...
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Post by leki on Mar 19, 2010 9:40:27 GMT -5
yeah its annoying, does the 1.6 seconds invulnerability get canceled if you do any action?
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Mar 19, 2010 10:08:30 GMT -5
Maybe, but you could always use those 1.6 seconds to shoot the medic who revived the guy.
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Post by cheshire on Mar 19, 2010 10:32:49 GMT -5
I'd be more interested in being protected from revives. Are they going to add a function to accept/decline revives at some point?
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Post by leki on Mar 19, 2010 10:35:22 GMT -5
accept/decline revives is a bad idea and wont be implemented
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Mar 19, 2010 10:41:08 GMT -5
The only way you can "decline" a revive is if you manually Suicide.
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Post by cheshire on Mar 19, 2010 11:01:29 GMT -5
accept/decline revives is a bad idea and wont be implemented Could you share why you feel this way so vehemently? I'd estimate that a third of the time on offense, and half the time on defense, I'd rather respawn than be revived. Cycling classes as the battle progresses is incredibly useful, and especially on Rush Defense I'll suicide by charging enemy lines so that I can get that Engineer to stop their tank push, or that Recon to call a Mortar on their cluster at a choke point. Maybe it's from favouring Rush over Conquest that's given me this perspective, but I'm surprised at your adamant condemnation of something I'd consider common sense.
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Post by infininja on Mar 19, 2010 19:33:51 GMT -5
there must be some spawn specific limitations, as you can't throw a grenade for aprox. 5 seconds after spawning for example (at least on xbox). This is also true of the knife, but is obviously not a 'feature' as it goes away when the game is installed to the hard drive.
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Post by leki on Mar 20, 2010 0:24:41 GMT -5
Could you share why you feel this way so vehemently? well i could understand there isn't always a big point to reviving on rush defense all the time but on rush attacking and conquest which i play mostly it is, i've won so many games by just a few tickets knowing that the people i revived won us the game. The reason why i would hate it is because i would see someone down and so i run out of cover to there location dodging bullets and tank shells only for them to decline reviving as i get there. I dont want to risk my life, time and another ticket just because some guy decided he wants to respawn with a bit more ammo or feels like playing a different class for a bit.
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Post by calstap on Mar 20, 2010 5:17:25 GMT -5
And if there would be mmo style accept or decline, you could wait for good moment. Accept when enemy is facing away from you
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Post by jbauerpowerdump on Mar 20, 2010 21:01:52 GMT -5
maybe not an accept or decline system. perhaps once you die you can press a button to make sure you stay dead.
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Post by SheWolf on Mar 21, 2010 13:29:36 GMT -5
that would pretty much be the same thing...
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Post by zuluzuluzulu on Mar 22, 2010 0:31:23 GMT -5
But sometimes it is simply more advantageous to stay dead for the team. The medic has no idea how much ammo I have, they may not be in my squad, I may not be able to communicate to them at all.
A revive always helps one's team in that it limits the "power play" an enemy has if you have fewer players alive, but an ally low on resources, in the wrong kit for the scenario, or in the exact same volatile spot that got them deaded in the first place may not be better than 10 seconds of 11 on 12.
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Post by wizardofnoz on Mar 22, 2010 4:57:56 GMT -5
I don't understand the whole "don't revive me" sentiment. Play as part of the team. Granted there is less reason to revive someone defending on Rush, but it's better to be revived in the short term to add more fire to the fight, then wait for you to select your new class and loadout. You might not be in the "ideal" setup, but whatever setup you've got, you have a gun, grenades and some ability that will help. You being revived can be the difference between winning and losing a game.
The accept/decline thing is, and I don't mean to be rude here, stupid. Do Dice have to code in a dying animation of someone waiving their DNR???
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