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Showing results for tags 'timer'.
Found 6 results
Squaddies and Devs, Currently, a FOB needs a HAB for fellow team members to spawn. As a FOB is being attacked, the HAB timer increases. Would it be a good idea for a well-supplied FOB to have a low or 0 second respawn timer? So that if a team keeps regular Logistics runs to a FOB, it can be rewarded by faster Respawn and similar team benefits? Thanks for your time!
I think all of us who have ever played on medic have hated those people who "give up" on you after you wasted a bandage on them, or squadmates who continue to give up as soon as they are down just because they don't want to wait for a medic (then the game comes to an end and you lose by 15 tickets, which means you would have won had your teammates just waited for a medic revive). I think it would be a great idea to have a "give up" timer for those that constantly give up as soon as they go down. This way, it encourages more teamplay/strategy and allows medics to do their job more efficiently. This in no way has a negative effect on those who wait for medics. Since this timer would only effect those who constantly give up after going down. Suggesting that (not counting your first "give up"), that if you give up too quickly (lets say, within 15 seconds of going down), you will not have the option to press "GIVE UP" on the screen for 15 seconds. If players continue to give up early, the timer will continue to increase by 15 second increments, up to a minute. This is just a basic idea, I'm not saying 15 seconds is fair, but you get the idea. For those that already wait, they will not be punished for giving up and would not have to wait. What do you guys think?
So this is a minor suggestion that I don't expect to be taken very seriously but it is something that I would hope would be addressed. The pre-match warm-up is already longer than must start times are in other games, but as an experienced squad leader, I must say that sometimes I wish that not only did I have more pre-game warm up time to coordinate my spawn, but, that I had a thirty to sixty second period in which I could coordinate and organize my team at the spawn base without fear of all the vehicles being taken.
So currently when someone goes down, they don't really know how long they've been bleeding/until they bleed out. Some SL's are so crass as to suggest mass suicide to redeploy somewhere else. My suggestion is the following and I think it will solve many problems currently associated with being down and wasting those ever so important tickets. Currently when you're being healed a graphic appears bottom center with a color representing status. When you're down everyone sees a ticking bleeding symbol in a similar fashion. I suggest making what's visible to everyone else, also visible to the downed player by means of putting it right where the "being healed" graphic normally is. This includes knowing when he's been bandaged (the blood drop turns to a heal symbol and the timer stops ticking around the circle) and finally he already knows when he's being healed. The above would give the downed player awareness in addition to checking for nearby medics on the map, to gauge his chances and make a more informed decision. This is technically another suggestion, but if they give up before at least half the bleed timer has passed, hit them with a 30sec penalty to their spawn timer. For people who think suicide redeploys are smart, or who give up within seconds of dying after whining medic every second, and so on.
Basically when you get shot in the head and you are wounded waiting for a medic, it takes less time for you to die, maybe 1/3 or half or 2/3 of the default time. Maybe the medics can see that the friendly unit that has been downed was shot in the head and has less time to be revived whit a dead. And maybe after you are already downed but you havent been hit to the head, enemy players could shot your head to lower your time? this is just an afterthougth, because this would make so almost every person has less time to be revived, because most people will certanly shot you many times specially if they are using full auto, and if the last hit that got you wasnt on the head the other shots would certanly hit it.
Heyyy. I think this is not mentioned before https://www.google.fi/search?q=site:forums.joinsquad.com&ie=utf-8&oe=utf-8&gws_rd=cr&ei=ej-QVcKmJ4auygOLl4GgCQ#q=site:forums.joinsquad.com+timer Anyhow I suggest that SQD would have a timer some corner of the HUD or atleast on map iso I can order ie. precise pre-emptitive strike from unsporty units before entering to certain area. Since SQD seems to rely on tickets usual countdown timer is no go, but normal adding timer would do the trick.