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Adamgotcha's avatar
4 years ago

Idea for Falck's Syrrete Pistol (Falck needs a buff)

The Problem...

I was bummed when they removed the ability to revive players from a distance with the syrette pistol but I understood why it could have been a nuisance/OP in the right circumstances (the ability to hypothetically revive 6 players in seconds could be pretty powerful). But I still liked the extra utility the gadget had when it could revive players. So with this in mind, I thought of a few things that could hypothetically make the idea work


The Solution...

The idea I want to put forth is making the syrette pistol take multiple shots to revive someone (there is more to it but its summed up with this). If you needed to land multiple accurate shots with a slow projectile that has some decent drop from a distance then I think the ability to revive people with it wouldn't be as overpowered.


The Details...

When I say "multiple shots" I'm not talking about a set number of shots either, I think the number of shots needed could increase with distance. for example, let's say it takes 2 shots from point-blank to revive someone, but something like 4 shots to revive someone at 25 meters (Just an example). Falck already has a pretty quick revive time so 2 shots at point-blank range isn't that much faster than just reviving them normally, but if they are on the other side of the road/room then taking the time to line up a shot (don't give it the magnetism ability it has for living players) then it could be worth the risk of taking some visible/audible shots across the room to revive them.

You could even visually show the player how many shots are needed by filling up the revive progress bar(circle) a set amount based on the distance. For example, if you are point-blank and need to use 2 shots to revive someone, then the first shot could fill up the circle by 50% signaling to the player that roughly one more shot should do the trick.

You could even balance this ability further by having the revive progress decay over time. An example of this could be that the player is point blank but only has 1 shot in the syrette pistol. They shoot their shot but now they need to reload, after a few seconds the revive progress could have maybe dropped to 45% so now the second shot will only get them to 95% (meaning the player needs to send out a third shot).

Another idea/function you could add on top of this that could make the gadget even more useful and cement Falck as the "healer" specialist is to make the revive progress from the Syrette pistol shots carry over to the manual revive progress. That would mean if a Falck shot a downed player and got them to 50%, then if they (or any other player) were to revive them it would only take half of the time. This could open the door for teamplay mechanics as well as individual tactics in the hands of a versatile Falck player


A lot of the other specialist's gadgets make them more dynamic/versatile in certain situations (flanking with hooks or wingsuits or helping teammates clear a room with a shield) but with everyone having the ability to carry a med-bag or healing syringe I feel like Falck's gadget (while still being immensely useful) doesn't have the same level potential.

 

This is just me shouting into the void, I don't think much will come from this but it would be super cool if this reached the relevant people since it could add some extra depth and versatility to a specialist that is pretty blunt (in terms of gameplay) at the moment.

With all of that said, sorry for the rant...

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