I've heard people complain about this on different forums and I can say that I'm one of those voices that's calling for a little change with it. The way the timer is now is this: your ally goes down, you race over to them, and if you get there in time, you hold circle (for PS3 users), and hope to God that you don't get hit or else you'll loose your buddy. The way the knockout timer was before when the PS3 pre-order beta first launched was this: your ally goes down, you race over to them, and if you get there in time, you hold circle (for PS3 users), and the timer stopped while you revived your buddy. As long as there was green around the gears icon on your ally's head, you could bring them back if you held circle. I think the latter was a better way to do this. Now, if you're more than 10 feet away from your partner when he goes down, then you don't have a chance in hell of bringing him or her back because even if you do make it before the timer runs down, it won't matter because the knockout timer continues to tick down regardless and this leads to a lot of failed rally attempts and a butt load of frustration. Stack that on top of it being interruptible and while you have something that's far from a game-breaking problem, it is terribly annoying. I'm hoping that this gets rectified either on the launch day patch or sometime in the next 2 or 3 patches. It won't stop me from playing the game but it is a nuisance to deal with. What are your thoughts on the subject?
Sunday, January 9, 2011
Suggestion: The Knockout Timer
I've heard people complain about this on different forums and I can say that I'm one of those voices that's calling for a little change with it. The way the timer is now is this: your ally goes down, you race over to them, and if you get there in time, you hold circle (for PS3 users), and hope to God that you don't get hit or else you'll loose your buddy. The way the knockout timer was before when the PS3 pre-order beta first launched was this: your ally goes down, you race over to them, and if you get there in time, you hold circle (for PS3 users), and the timer stopped while you revived your buddy. As long as there was green around the gears icon on your ally's head, you could bring them back if you held circle. I think the latter was a better way to do this. Now, if you're more than 10 feet away from your partner when he goes down, then you don't have a chance in hell of bringing him or her back because even if you do make it before the timer runs down, it won't matter because the knockout timer continues to tick down regardless and this leads to a lot of failed rally attempts and a butt load of frustration. Stack that on top of it being interruptible and while you have something that's far from a game-breaking problem, it is terribly annoying. I'm hoping that this gets rectified either on the launch day patch or sometime in the next 2 or 3 patches. It won't stop me from playing the game but it is a nuisance to deal with. What are your thoughts on the subject?
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Perfect fix, minimal effort maximum benifit, Great Idea.
ReplyDeletebtw ^^^^^^^ = Eliphaz
ReplyDeleteI agree. Rallying someone back into battle shouldn't be a pain in the ass. As it stands right now. The knockout timer needs adjustment and the way it was before was perfect. The only thing I'll add is that they need to make it so you can cancel the rally out if you need. From what I can remember from the beta before it was patched is that once you press circle to revive someone, you couldn't cancel even if you want to. This function should be context sensitive i.e. as long as you hold circle, you're rallying someone. Once you let go of circle, you stop.
ReplyDeleteYeah deacon that animation seemed to lock you in too, resulting you needing to be rallied to if you werent careful
ReplyDeletereally good idea, they need to fix this.
ReplyDeletegood suggestion!
ReplyDelete