Blood Vial

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Sick Jargon

FNG / Fresh Meat
May 21, 2011
38
43
0
England, United Kingdom
I have to agree with Blockbot.

I think TWI would be quick to reject an idea that has too many complications.

The simplicity of giving the medic an exclusive alternative to the grenade with tactical advantages like diverting the enemy is good. That aside, people have been talking about what to give the medic. If you start giving it out to all perks, then we're back to square 1. 'What do we do for the medic?'
 

Aze

Grizzled Veteran
Mar 19, 2010
1,424
526
113
Just an idea:

I'd rather make it a buyable 1-weight tool, which all perks can use and then add an additional feature:

* When you hold the vial, keep the primary fire to throw the vial forward as normal (which breaks on any contact)
* Then SECONDARY FIRE pours the blood on yourself, so you become a tank (think of it as a "taunt"?), which would be mostly useful for the Medic and Berserker.
* Also keep it as a tool that increases in amounts only for the Medic (1 vial is the base limit, 3 is the max limit only for the Medic), and perhaps duration too?

This also makes the Medic keep the regular grenades, which are always useful (i'd really dislike if the Medic lost his grenades :/)
 

Blockbot

FNG / Fresh Meat
Jun 25, 2011
1,586
661
0
Just an idea:

I'd rather make it a buyable 1-weight tool, which all perks can use and then add an additional feature:

* When you hold the vial, keep the primary fire to throw the vial forward as normal (which breaks on any contact)
* Then SECONDARY FIRE pours the blood on yourself, so you become a tank (think of it as a "taunt"?), which would be mostly useful for the Medic and Berserker.
* Also keep it as a tool that increases in amounts only for the Medic (1 vial is the base limit, 3 is the max limit only for the Medic), and perhaps duration too?

This also makes the Medic keep the regular grenades, which are always useful (i'd really dislike if the Medic lost his grenades :/)


disagree.

I would give up my nades then giving up medic builds like mp7, Axe, LAR especially on HoE. Then people had to choose. personal builds or Vials. which would have decreased the use of vials. and decreased the value spent on this Idea.
 

Sick Jargon

FNG / Fresh Meat
May 21, 2011
38
43
0
England, United Kingdom
Just an idea:

I'd rather make it a buyable 1-weight tool, which all perks can use and then add an additional feature:

* When you hold the vial, keep the primary fire to throw the vial forward as normal (which breaks on any contact)
* Then SECONDARY FIRE pours the blood on yourself, so you become a tank (think of it as a "taunt"?), which would be mostly useful for the Medic and Berserker.
* Also keep it as a tool that increases in amounts only for the Medic (1 vial is the base limit, 3 is the max limit only for the Medic), and perhaps duration too?

This also makes the Medic keep the regular grenades, which are always useful (i'd really dislike if the Medic lost his grenades :/)

I like the second idea of you becoming bait, almost to lead the specimens in to a trap or something. Could provide more of a tactical approach.

However, I dislike the idea of turning it in to a tool which can be used by any perk. Even if each team member only had one blood vial thats 6 vials. It just becomes a little ridiculous. Also, I think it just suits the Medic more as an exclusive option.
 

limBo.::.DancE

FNG / Fresh Meat
Jun 27, 2011
72
16
0
Portugal
Great idea!
I agree to keep it simple, but i also support that the medic should have some advantage.

Maybe:
-Only medic have acess to vials and to a max of 2/3 on lvl 6
-Instead of absolute replacing the nades by the vials, you have acess to both on the store, but can carry only 1 of the items at a time.
-Magnet effect is good
-Besides the explosions and fire, Bloat vomit should also end the effect
 

Utopia-Phoenix

Grizzled Veteran
Mar 25, 2011
1,112
348
83
31
Qingdao, Shandong, China
I like the second idea of you becoming bait, almost to lead the specimens in to a trap or something. Could provide more of a tactical approach.

However, I dislike the idea of turning it in to a tool which can be used by any perk. Even if each team member only had one blood vial thats 6 vials. It just becomes a little ridiculous. Also, I think it just suits the Medic more as an exclusive option.

Each vial at 6 non-medics cost $1200. This is just too expensive to spam. Let alone that some players have full loadout,and cannot carry even 1kg more.
 
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Utopia-Phoenix

Grizzled Veteran
Mar 25, 2011
1,112
348
83
31
Qingdao, Shandong, China
Just an idea:

I'd rather make it a buyable 1-weight tool, which all perks can use and then add an additional feature:

* When you hold the vial, keep the primary fire to throw the vial forward as normal (which breaks on any contact)
* Then SECONDARY FIRE pours the blood on yourself, so you become a tank (think of it as a "taunt"?), which would be mostly useful for the Medic and Berserker.
* Also keep it as a tool that increases in amounts only for the Medic (1 vial is the base limit, 3 is the max limit only for the Medic), and perhaps duration too?

This also makes the Medic keep the regular grenades, which are always useful (i'd really dislike if the Medic lost his grenades :/)

Totally agree.

Losing grenades,this can be discussed,but the collision between vials and grenades are unacceptable.
 

Aze

Grizzled Veteran
Mar 19, 2010
1,424
526
113
Just an idea:

I'd rather make it a buyable 1-weight tool, which all perks can use and then add an additional feature:

* When you hold the vial, keep the primary fire to throw the vial forward as normal (which breaks on any contact)
* Then SECONDARY FIRE pours the blood on yourself, so you become a tank (think of it as a "taunt"?), which would be mostly useful for the Medic and Berserker.
* Also keep it as a tool that increases in amounts only for the Medic (1 vial is the base limit, 3 is the max limit only for the Medic), and perhaps duration too?

This also makes the Medic keep the regular grenades, which are always useful (i'd really dislike if the Medic lost his grenades :/)

Sorry for doubleposting, but just to clarify something:
How about this:
Primary could be an AoE effect that only distracts X number of smaller targets
Secondary could be an AoE around yourself, but it also distracts bigger targets (Scrakes and Fleshpounds)

And regarding the "uniqueness" of stuff, no weapon or tool is unique in this game for any perk (except for Firebug, the Mac10 burn and the flamegrenades, but that's a whole different issue). The Blood Vials would still be hard to obtain, as pointed out, since they are so expensive offperk anyway.
 

Blockbot

FNG / Fresh Meat
Jun 25, 2011
1,586
661
0
lol. just swap vials for granades for the medic. Click G to throw. having both granades and Vials for the medic, just makes the medic better for kiting purposes which is not team play. -.-
 

poosh

Grizzled Veteran
Jan 6, 2011
3,389
326
83
Giving Medic a new ability without any disadvantages = buff him. And this should be done only if you think Medic is underpowered (but I think - no), or else you will make him OP.

Aze's idea about attracting zeds to yourself is not bad, because it has also downside - you could become too attractive ;) But just giving Medic blood grenades - Hell NO!
 
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Blockbot

FNG / Fresh Meat
Jun 25, 2011
1,586
661
0
omg.

omg.

what is the diffrence between nades and vials.

nades kill trash.

vials distract trash.

its just the same. only that medic looses his fire power. and have to rely on another perk to finnish the zeds off. isnt that enough disantvantage?

but giving both 5 vials and 5 nades to a medic is like giving the medic 10 grenades. and having 10+ nades are support and demo's jobs.
 
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Utopia-Phoenix

Grizzled Veteran
Mar 25, 2011
1,112
348
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Qingdao, Shandong, China
what is the diffrence between nades and vials.

nades kill trash.

vials distract trash.

its just the same. only that medic looses his fire power. and have to rely on another perk to finnish the zeds off. isnt that enough disantvantage?

but giving both 5 vials and 5 nades to a medic is like giving the medic 10 grenades. and having 10+ nades are support and demo's jobs.

3 vials is enough. More than that result in overpower.
 

Utopia-Phoenix

Grizzled Veteran
Mar 25, 2011
1,112
348
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Qingdao, Shandong, China
lol. just swap vials for granades for the medic. Click G to throw. having both granades and Vials for the medic, just makes the medic better for kiting purposes which is not team play. -.-

You are referring to a blood grenade like the firebug's incendiary grenade. This is not a vial and need discussion.

Also,when using this one you cannot pour the blood on yourself...sucks.
 

Blockbot

FNG / Fresh Meat
Jun 25, 2011
1,586
661
0
3 vials is enough. More than that result in overpower.

don't care about the amount. just saying it would just be an adittion to the allready nades you got on before hand. which I would call "overpowered" because the vials are just like flash grenades. only that they stack the zombie at 1 spot -.-
 
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Utopia-Phoenix

Grizzled Veteran
Mar 25, 2011
1,112
348
83
31
Qingdao, Shandong, China
don't care about the amount. just saying it would just be an adittion to the allready nades you got on before hand. which I would call "overpowered" because the vials are just like flash grenades. only that they stack the zombie at 1 spot -.-

Your reason for taking away the grenades?

To stop the medics from vial-kaboom,alright? With the vial the medic can ALWAYS do this job,just carry a grenade launcher or call a demo to do the blowout. The only thing you can do is to lower the capacity to 3.

No access to other perks is nonsense. Unless you make it a buff to grenades there is no way to make unique weapons. And like body armor,this stuff can be demanded by other perks as well. (As long as they can afford the cost of $200 each)

If you want to make it unique,there is no way other than changing the grenades. And it sucks.

As for the overpower part,I seldom play medic kiting and know few info. But on HOE official map (for example Bedlam),running around the map is asking for trouble.
 

Blockbot

FNG / Fresh Meat
Jun 25, 2011
1,586
661
0
The Vial is supose to work like this?

only without that blowing up part :)


Yes -.- **** you andy. you showing that will prolly destroy the entier discussion -.-

now ppl are going to troll and say: "blood Vial is just like this game beeping bomb" and the idea is not getting through -.- -.- -.-
 

Blockbot

FNG / Fresh Meat
Jun 25, 2011
1,586
661
0
Your reason for taking away the grenades?

To stop the medics from vial-kaboom,alright? With the vial the medic can ALWAYS do this job,just carry a grenade launcher or call a demo to do the blowout. The only thing you can do is to lower the capacity to 3.

No access to other perks is nonsense. Unless you make it a buff to grenades there is no way to make unique weapons. And like body armor,this stuff can be demanded by other perks as well. (As long as they can afford the cost of $200 each)

If you want to make it unique,there is no way other than changing the grenades. And it sucks.

As for the overpower part,I seldom play medic kiting and know few info. But on HOE official map (for example Bedlam),running around the map is asking for trouble.

for ansvering you I will just quote this guy.


I have to agree with Blockbot.

I think TWI would be quick to reject an idea that has too many complications.

The simplicity of giving the medic an exclusive alternative to the grenade with tactical advantages like diverting the enemy is good. That aside, people have been talking about what to give the medic. If you start giving it out to all perks, then we're back to square 1. 'What do we do for the medic?'


Making a switch between nades and the vials will make it way easier to ballance, and making a unique style for the medic.
 

Blockbot

FNG / Fresh Meat
Jun 25, 2011
1,586
661
0
even so. I believe that tripwire just get more and more games. and this game just get older and older. and they will spend less time fixing this game because of it. so making it so simply as possible with make the chance of change bigger.

and that is what we want right. change?

and I don't see the problem if u say u can just use a nade launcher. why are you so against loosing some nades then? which is bugged anyways.