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Thread: Obama strikes again!
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10-31-11, 10:02 AM #41
No, I believe it's a Versus tactic, since the spawn times are greatly deduced compared to the regular Campaign AI and Director AI just isn't as smart as human SI.
You automatically regain 50 health (I think?) once the saferoom door has been closed and you start the next map.
So if you're limping into the saferoom at like 10 health, instead of having you take a medkit intended for the next map, your teammates kill you, then you revive anyway with 50 health. Your teammates are green, so they can just compensate the survivor bonus anyway by making it to the saferoom.
Yeah, the team will lose a few points, but you'll revive anyway with more health [than you had previously] and a "bonus" medkit; as opposed to green health and having... no medkit.
So in this scenario, you gain 60 health, and you have a spared medkit for the current session. As for the remaining 40, you use pills, react accordingly throughout the map, and then use your medkit if necessary.
Some people may not agree with this logic. However, you drag everyone down by remaining in red health just as you approach the saferoom instead of auto-regaining 50 health in the next map.
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10-31-11, 11:29 AM #42
I see your and IcyIggy04's point. I thought it might have had something to do with versus. A game I have very little experience with. I understand why it would have had an effect in the scoring system.
Of course using the versus rules, as you explained, is at odds with the skill set required in a campaign game. The whole process of getting everyone to the safe-room alive is the meat and potatoes of the campaign game.
The campaign game uses the same engine but is a different game.
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10-31-11, 03:31 PM #46
That's right... turn based where everyone starts at 100%. So I take it, if my memory serves, that killing a player in versus actually serves no purpose and would take points away from the team score?
Then it's back to these people being chicken-shit health-hogs with a ringer.
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