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Poll: What's your opinion on this?
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+ Support
88.57%
31 88.57%
- Support
11.43%
4 11.43%
Total 35 vote(s) 100%
* You voted for this item. [Show Results]


CityRP FA:S Medkit
Soviethooves radio_button_checked
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#1
Sep 5, 2016, 03:05 AM
FA:S Medical Kit As Replacement





In-Game Suggestion Summary: Hello Skrubs and Nubs. May I present yee the fix to our year old struggle of the phenomenon “Medkit Spam”. This has been seen as a problem from both sides of the firefights. From the Cop Players, to the Mob Players, to the players that literally just come on to shoot people because they don’t know Passive RP AND FUCKING ROB A FUCKING BANK EV-.....Apologies….Anyways, I give you the FA:S 2.0 Alpha SWEPs - Misc, or the “Solve all our problems” in short. I only wish to use the medical kit as a replacement to our current one.


But why do we need it? Well, let me tell ya. This here cajigger has the following steps to properly use the medkit.

-Step 1:
--Get hurt.
-Step 2:
-- Equip the FA:S Medkit just like you would a tool.
-Step 3:
--Either Apply a Hemostat to yourself or others for 30 HP (You have 2 of these per medkit use)
--Or Apply a Bandage to yourself or others for 10 HP (You have 4 of these pre medkit use)
--OR Apply a Quickclot to yourself or others for 20 HP (You have 2 of these that are accessed after you have used all of your Hemostats)
-Step 4: After you choose a procedure, you must wait a little bit for the animation to play before you are right back to where you can choose which healing choices you have.


You wanna know the best part? You ACTUALLY have to put your gun down to use a medkit! Incredible right? So, what do yall say? Let’s get rid of medkit spamming and finally make medkits a risky decision to use in firefights.


Thank you and have a pleasant flight.
#MakeLLGreatAgain

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[Image: n0LLhCI.jpg]
(This post was last modified: Sep 8, 2019, 08:56 PM by Doctor Internet. Edited 1 time in total. Edit Reason: formatting removal )
The following 5 users Like Soviethooves's post:
  • alan245, Arch.B, Skyguy349, Wesley Lawrence, Zeyon
BlackDog radio_button_checked
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#2
Sep 5, 2016, 03:11 AM
+Support

We need this ASAP, now, fast, quicklike, soon, please
[Image: 48d63884162a5acbea739f54e3909f3c.jpg]
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  • Markus, Wesley Lawrence
Toxic radio_button_checked
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#3
Sep 5, 2016, 03:13 AM
Don't forget the +20 HP QuikClot

+support
[Image: FhOfSGo.png]
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  • Markus
Soviethooves radio_button_checked
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#4
Sep 5, 2016, 03:17 AM
(Sep 5, 2016, 03:13 AM)Toxic Wrote: Don't forget the +20 HP QuikClot

+support

Just found out IG lol, will update.
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[Image: n0LLhCI.jpg]
BlackDog radio_button_checked
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#5
Sep 5, 2016, 03:18 AM
Essentialy We could make it so that upon useing each healing item, it then begings the process we have now, a heal over time.

Meaning it could take upwards to 10-15 seconds to apply a 30hp H.O.T, which sounds fantastic compared to the "Insta heal over time, spamfest" we have now, makes ya think or designate a combat medic during operations.
[Image: 48d63884162a5acbea739f54e3909f3c.jpg]
The following 2 users Like BlackDog's post:
  • Bambo, Dick
Dick radio_button_checked
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#6
Sep 5, 2016, 03:23 AM
(Sep 5, 2016, 03:18 AM)BlackDog Wrote: Essentialy We could make it so that upon useing each healing item, it then begings the process we have now, a heal over time.

Meaning it could take upwards to 10-15 seconds to apply a 30hp H.O.T, which sounds fantastic compared to the "Insta heal over time, spamfest" we have now, makes ya think or designate a combat medic during operations.


I like dat one.
[Image: EnzxzUF.png]
The following 1 user Likes Dick's post:
  • francysol3c
Bambo radio_button_checked
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#7
Sep 5, 2016, 05:29 AM
I always liked the animations in FA:S Medkit and the idea of having options.

+support!
[Image: elwbIh5.gif]
BlackDog radio_button_checked
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#8
Sep 5, 2016, 05:44 AM
An idea I had, is we can make it so that the medkit, if you have a fully stocked medkit, if you use every single thing of it on an injured person, it will bring them out of the injured state at 25% hp, this process could potentialy take 1-2 minutes to complete due to the animations and each step, this will allow people to bring people back up, potentialy during combat, but in NO WAY as effectively as calling a paramedic and in no way an unfair and insanely quick way that it would unbalance a firefight, it may prolong a firefight if a side can drag its people back behind the lines for treatment, but we all know a way to prevent that Smile

We also would need to FINALY enable the firemans ragdoll pickup ability to every other class, as this is far overdue.

Can anyone say they wouldnt want to have this kind of situation occur?

Skip to 5:10 and watch till 5:30
[Image: 48d63884162a5acbea739f54e3909f3c.jpg]
(This post was last modified: Sep 5, 2016, 05:47 AM by BlackDog.)
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  • Bambo, Murdoch Murdoch
Zeyon radio_button_checked
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#9
Sep 5, 2016, 06:42 AM
This sounds fantastic.

+Support
Project radio_button_checked
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#10
Sep 5, 2016, 07:42 AM
+Support
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#11
Sep 5, 2016, 09:19 AM
+support
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#12
Sep 5, 2016, 09:21 AM
+ support
it is needed. thanks soviet!
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D3ST radio_button_checked
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#13
Sep 5, 2016, 10:10 AM
+Support

Much neeeded
Steam
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SirWulf radio_button_checked
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#14
Sep 5, 2016, 02:49 PM
+support It is a good solution to the issues we are having with one player taking down an entire heavily armed squad by themselves.
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#15
Sep 5, 2016, 03:01 PM
+support
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