Strinova

Strinova

Reviving multiple times - reviving mechanic improvements
Title say it all. Nowadays there is limit of 1 revival per teammate. Next time he/she insta-killed, so no second revival possible at the current game state.

I am comparing revival mechanic with Left 4 Dead 2 and in Strinova it seems like out of place. Not much sense in it.

Maybe I am missing something? Some way to go beyond the limit of 1 revival? Or some game mode where you may revive more?

If not, is there any plans to go beyond limit of 1 time revival per teammate? Maybe reset revival counter with some medkit like Left 4 Dead 2 does? Also what about adding more temporary HP for downed player like Left 4 Dead 2 does to make revival more common scenario?

In its current state reviving mechanics seems like rudiment of some kind. So few in-game situations when it is useful. Am I the only one thinking this way?
< >
Showing 1-9 of 9 comments
Aimee Feb 23 @ 7:15pm 
You are comparing a mechanic of a Competitive PvP shooter, with a mechanic from a Coop Survival Horde game that has PvP as option.

The reason it works in L4D is because you have constant hordes of enemies or abilities to draw those. Almost no cover, and the option to knock down or permanently kill a player with AoE effects and terrain. Along with win mechanics that focus on survival.

Strinova has non of those, and the reason why it does not work here is because of the massive difference in game mechanics. In strinova you cant die to environment or zombies, meaning there is never a pressure when reviving someone other than the timer. You can crawl into cover and if the enemy does not finish you then you can get revived every single time, and there is a lot of cover in Strinova. It also does not help that the goal of the game is completely different, especialy in Demolition you dont have a goal to ''just survive'', you can in fact reset bomb defusal or even placement countless times if you can just revive after going down. Sending in a player while you cover them, and when they go down just make them crawl into cover and revive, over and over again... is not a fun gameplay mechanic.
Add to this Kokona's instant revive, and Fuchsia's self revive and you got a slugfest.
Teams have to push in at their demise for even a chance of winning otherwise people just revive and stall for time, meaning winning a gunfight and getting out alive means nothing anymore if you are not able to also finish off the player instantly.

It wont work, since both games are fundamentaly different in the goal set to win.
Last edited by Aimee; Feb 23 @ 7:18pm
Flariz Feb 23 @ 7:18pm 
I think it’s perfectly fine as it is BUT I wouldn’t be aganist some sort of way to tell the next time you get shot down it’s for good.
I'm an old fan of revive mechanics and also wish they would make it more part of the game.

In the old games I used to play, you could be revived unless someone shot several bullets into your downed body, or gibbed you on death with a rocket launcher or grenade. And those games worked just great.

(Biggest issue in those were actually the reverse, where you run up and try to revive someone who taps out = gibs themselves to meet a respawn timer). This issue would only happen in Escort, but even then I think it wouldn't be a huge deal. You'd be a little upset running into danger and they tap out, but you could look at the respawn timer to avoid it.

I'm not sure why they don't let you revive multiple times in Escort and Demolition right now. Only issue I see is if someone keeps peeking as sniper, then crawling back behind cover to be revived, and then peeking again, repeat forever in a duo.
Shiro♌ Feb 24 @ 10:26pm 
I'm happy with the current design, although some changes could be done, i.e. reviving in Escort and possibly Team Deathmatch.
Originally posted by Malamasala:
I'm not sure why they don't let you revive multiple times in Escort and Demolition right now. Only issue I see is if someone keeps peeking as sniper, then crawling back behind cover to be revived, and then peeking again, repeat forever in a duo.
I can see the reasoning behind the one time limited revival per a round for Demolition, but I can't see any reason why's reviving not a thing in Escort.
The same kinda goes for Team Deathmatch, although that'd just ensure always facing at least one Kokona for the drone revival, right?
And from what I do know, people dislike facing Kanami and Kokona players more than anyone else.
Last edited by Shiro♌; Feb 24 @ 10:27pm
Nepnep Feb 24 @ 11:01pm 
Originally posted by Shiro♌:
I'm happy with the current design, although some changes could be done, i.e. reviving in Escort and possibly Team Deathmatch.
Originally posted by Malamasala:
I'm not sure why they don't let you revive multiple times in Escort and Demolition right now. Only issue I see is if someone keeps peeking as sniper, then crawling back behind cover to be revived, and then peeking again, repeat forever in a duo.
I can see the reasoning behind the one time limited revival per a round for Demolition, but I can't see any reason why's reviving not a thing in Escort.
The same kinda goes for Team Deathmatch, although that'd just ensure always facing at least one Kokona for the drone revival, right?
And from what I do know, people dislike facing Kanami and Kokona players more than anyone else.

Well. Good snipers are scary and the game is suddenly a lot less fun when you get one shotted from significantly far away from your shooting range.

As a side note, I also hate Reiichi for this exact reason.
iKI10 Feb 25 @ 7:28am 
For a characters with too powerful revival abilities like Kokona, you could just limit their abilitities to maintain balance close to the current state of things. First time - insta revival. Second time - do revive as everyone else.
iKI10 Feb 25 @ 7:32am 
Has to mention that I am a little biased though because I am huge fan of abilities to rescue teammates in games. It add as much coop vibe as almost nothing else could. I like games with heavy accent on cooperation between teammates.
Shiro♌ Feb 25 @ 8:04am 
Originally posted by iKI10:
For a characters with too powerful revival abilities like Kokona, you could just limit their abilitities to maintain balance close to the current state of things. First time - insta revival. Second time - do revive as everyone else.
That's where the issue stems from, because there aren't enough options to regenerate the armor and health after a fight, and realistically.. A player won't survive more than two against equally skilled opponents, regardless of the agent.
That first time is already the problem, unless you mean to say first time during the match and not refer to the first time of their life.
Originally posted by iKI10:
Has to mention that I am a little biased though because I am huge fan of abilities to rescue teammates in games. It add as much coop vibe as almost nothing else could. I like games with heavy accent on cooperation between teammates.
There's nothing wrong with that.. But given how oppressive some of the awakenings in combination with some abilities do feel, it's almost as if there wasn't all that lot that the defense can do against the attackers, especially in Demolition matches.
I'd be a lot more up for some more offensive agents on defense, as as things do stand by now, it's only Flavia and her ability isn't even all that offensive, but defensive one that can be used in an aggressive way.

I'm suspecting that this is done lore and design wise, so packing up another Ming on defense, for example, is seen as unacceptable, while I'd a lot rather prefer that.
It's just that the bottom levels of ranks in terms of skill do feel truly one sided, where players don't feel the need to move and reposition a lot whenever defending, then get caught in the storm of the attackers' abilities under whose debuffs winning the engagements proves to be impossible, even in theory and not just in practice.

An agent who could fire back, provide some ability that forces the attackers to take a detour.. One that could be however used in a really versatile and offensive way, similar to Ming's Aegis Absorb or Eika's Purgatory.. Anything, literally, as long as it's having actually impactful debuffs or effects that would force attackers to think twice before entering..
There's another thing, and that's E-Sports.. Where the teamwork is already achieved regardless of the game's and character's design, and adding even easier or more cooperative like abilities could prove to be even more oppressive in the hands of well cooperating teams, making the game all the less accessible to the lone wolves who play alone.
Originally posted by Shiro♌:
That's where the issue stems from, because there aren't enough options to regenerate the armor and health after a fight, and realistically.. A player won't survive more than two against equally skilled opponents, regardless of the agent.

True. The games I recall all had both revive and healing on the same characters who'd support you. Which still matches with Kokona, but few other characters would be able to both revive you and toss a heal on you afterwards to help you get back in shape.
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Feb 23 @ 2:59pm
Posts: 9