RESIDENT EVIL RESISTANCE

RESIDENT EVIL RESISTANCE

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Azucar_Wups Jun 19, 2020 @ 6:40am
firsd aid spray instant revive needs to go: discuss
like srsly, its just such lame design :D, the game has a lot of issues yeah but this one is just so annoying, aaah and btw poor Yateveo got killed with only 2 molotovs (wasnt running the health skill for him but still :P, such skill :D)

gl to you!

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Showing 1-15 of 22 comments
Main Jun 19, 2020 @ 6:49am 
+1
UTF32 Jun 19, 2020 @ 6:53am 
First aid spray instant revive should not go, but it shouldn’t give time back. This would be an incentive to use standard revive.
Refusenik Jun 19, 2020 @ 6:59am 
The revive mechanic doesn't necessarily need to be removed.

The total number of FAS available is too high. Especially with the FAS equipment and supply zombie drops.

The 15sec time reward for FAS revives is broken and should be removed.

Survivors can get outplayed without there being any meaningful penalty. First aid spray x5 like nothing ever happened.
Last edited by Refusenik; Jun 19, 2020 @ 7:07am
Main Jun 19, 2020 @ 7:01am 
Originally posted by UTF32:
First aid spray instant revive should not go, but it shouldn’t give time back. This would be an incentive to use standard revive.

Dude, no it wouldn't. People use first aid sprays in situations where they feel they can't get the revive fast enough standard or to pick up multiple people at once. Taking away the time bonus I'm telling you right now would do ♥♥♥♥ all.
Reclaim Jun 19, 2020 @ 7:06am 
Revive should not give time in the first place. Dr.Tyrone completely negates the work the MM does with his bioenergy.
UTF32 Jun 19, 2020 @ 8:14am 
Originally posted by martin op:
Dude, no it wouldn't. People use first aid sprays in situations where they feel they can't get the revive fast enough standard or to pick up multiple people at once. Taking away the time bonus I'm telling you right now would do ♥♥♥♥ all.

Dude, you don’t introduce such changes on an internet forum with absolute certainty. You don’t know how that would affect the gameplay. Maybe it would be an absolute trash, what do you know?

Now it’s not like it’s raining first aid sprays in this game. There is only one in each area (except Downtown area 1 where there is none), and another one you can sometimes get from the supply zombie. You can also have 1 with your character’s equipment.

Valery is the exception, because she has one spray every 2 minutes.
Main Jun 19, 2020 @ 8:17am 
Originally posted by UTF32:
Maybe it would be an absolute trash, what do you know?

Considering I just stated the reason people even use first aid sprays I'd say I know quite a lot about them actually. I'll say it again in case you missed it, 1. Instant Revive. 2. Can revive 2+.

It's not some complex theory I'm spouting it's literally the reason they exist.
Last edited by Main; Jun 19, 2020 @ 8:18am
UTF32 Jun 19, 2020 @ 8:37am 
Originally posted by martin op:
I'll say it again in case you missed it, 1. Instant Revive. 2. Can revive 2+.

It's not some complex theory I'm spouting it's literally the reason they exist.

If MMs had enough bioenergy, like they previously had, survivors would be dying like flies and 1st aid sprays wouldn’t be such a problem.

1st aid spray availability is totally random and not very reliable in areas 1 and 2. But since survivors can now usually make to the area 3 because MMs cannot stop them, they now have a surplus of sprays they didn’t use in previous areas. Why nobody used sprays in previous areas? Because MM’s bioenergy was so low that they couldn’t pose a slightest threat. When survivor is down, the bioenergy is usually depleted and it’s extremely easy to pick them up again with a regular revival. When in area 3 MMs have access to better cards, survivors start dying and using sprays, of course. It therefore gives an impression that this is the culprit.

So basically it’s not the revival or sprays that are the problem, but the massive bioenergy nerfs for every single mastermind. Wanna use guns? It’s no longer generating bioenergy. Wanna use creatures? Energy leach is sh*t now. Wanna use mod recycler? It’s a waste card now. Wanna use miniature reactor / generator ? They give you like 3 bioenergy points per minute combined... Which is an one single zombie or a landmine per minute. Wanna use Discount? It costs 2 now.

The game has been toned down massively for MMs and it’s obvious.
Last edited by UTF32; Jun 19, 2020 @ 8:41am
jonoc Jun 19, 2020 @ 9:06am 
One thing that irks me about the sprays is that while yellow and blue spray do the same as yellow and blue herb...but in an area, first aid spray brings people back to life and at full health. For consistency, it would make sense for first aid spray to give half health like green herb (even though first aid spray gives full health in the main games).

Edit: alternatively, give regular survivors full health but downed survivors 25% health
Last edited by jonoc; Jun 19, 2020 @ 9:09am
Alesandros Jun 19, 2020 @ 1:11pm 
Agreed. First Aid Sprays should not pick up incapacitated survivors. The all-around healing effect is fine.

Otherwise allow it to be a group heal, or an instant revive for (1) player.
AngryPotato Jun 19, 2020 @ 6:43pm 
I would just weaken it. Maybe 500 instead of 1400. Alternative it could work like Valerie's skill where it gives a small amount of health over time rather than all at once.

Croawley Jun 19, 2020 @ 7:24pm 
So removing insta-revive via FAS would create the potential of snowballing on the MMs end. I'm okay with this however, surely the speed of revival should be increased (7 seconds base, maybe down to 4 or 5)?
Ulvi Yuitza Jun 19, 2020 @ 7:46pm 
Not sure if I should just facepalm about this Forum Post...

When mastermind gets everyone down, as the 4th player can't do anything about the situation, then runs away. Mastermind says nothing...

But when a player comes out with a FAS to save everyone up from the ground as they are lined up in group. Mastermind loses their mind and wants to complain...

Hmm.... makes sense I guess? :steamsalty:
Last edited by Ulvi Yuitza; Jun 19, 2020 @ 7:47pm
dung eater Jun 19, 2020 @ 8:30pm 
Only those who never played MM would think FAS is fine. As a random solo player(75% SV 25% MM) I 100% agree the instant revive part needs to go
Alesandros Jun 19, 2020 @ 9:15pm 
Originally posted by Ulvi Yuitza:
Not sure if I should just facepalm about this Forum Post...

When mastermind gets everyone down, as the 4th player can't do anything about the situation, then runs away. Mastermind says nothing...

But when a player comes out with a FAS to save everyone up from the ground as they are lined up in group. Mastermind loses their mind and wants to complain...

Hmm.... makes sense I guess? :steamsalty:

Well maybe the MM has EARNED those incapacitations after minutes of work... just to be undone by 1 sec?
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Date Posted: Jun 19, 2020 @ 6:40am
Posts: 22