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Get Up augment makes no sense

It says 30% more hp given when revived, aka max health given would be 130 hp

Yet it still only gives 100hp............

Comments

  • Ominous_Ominous_ Posts: 12

    it gives an extra 30% health on revive allowing you to hold the revive button for a shorter period of time.

  • Ominous_Ominous_ Posts: 12

    i use this on all my medics. So i can drop health, jump into battle for a quick revive and jump out. Allowing them to get enough health to come back to where im holding. Its much safer for you as a medic when used this way

  • STARRYSOCKSTARRYSOCK Posts: 1,745

    @Ominous_ said:
    i use this on all my medics. So i can drop health, jump into battle for a quick revive and jump out. Allowing them to get enough health to come back to where im holding. Its much safer for you as a medic when used this way

    Helps for mercs who don't wanna get back into cover, which is pretty common. Sometimes I'll even use myself as a shield while I give them a full charge

  • K1X455K1X455 Posts: 1,892

    It's a bonus for Tap revivers and low tier-meh-dicks

  • GatoCommodoreGatoCommodore Posts: 4,388

    it doesnt give you +30hp of overheal

    Hammock - Oh the Bliss (Reinterpretation) | Far Cry 5
                                                                    
  • PtilouiPtiloui Posts: 530
    edited May 16

    @GatoCommodore said:
    it doesnt give you +30hp of overheal

    Yeah, it's 30 PERCENT bonus, not a flat +30hp. So a tap revive will give 39hp instead of 30hp, while a full charged will give 130hp. A half charged defib will give around 83hp, instead of 65hp.

    In fact, it rewards way more medics that fully charged the defib than those that only tap revive. And it works the same way with Phoenix's healing pulse and Potent packs augment.

    To go back on the first subject, XP rewards count the percentage of defib charge when reviving, not the amount of health given.

  • GatoCommodoreGatoCommodore Posts: 4,388

    @Ptiloui said:

    @GatoCommodore said:
    it doesnt give you +30hp of overheal

    Yeah, it's 30 PERCENT bonus, not a flat +30hp. So a tap revive will give 39hp instead of 30hp, while a full charged will give 130hp. A half charged defib will give around 83hp, instead of 65hp.

    In fact, it rewards way more medics that fully charged the defib than those that only tap revive. And it works the same way with Phoenix's healing pulse and Potent packs augment.

    To go back on the first subject, XP rewards count the percentage of defib charge when reviving, not the amount of health given.

    nonono...
    what i meant is if the full health of a merc is 100 you wont get 130 if you fully revive him
    it will still stuck on 100 because its not an overheal system like in TF2 for example.

    Hammock - Oh the Bliss (Reinterpretation) | Far Cry 5
                                                                    
  • PtilouiPtiloui Posts: 530

    @GatoCommodore said:

    @Ptiloui said:

    @GatoCommodore said:
    it doesnt give you +30hp of overheal

    Yeah, it's 30 PERCENT bonus, not a flat +30hp. So a tap revive will give 39hp instead of 30hp, while a full charged will give 130hp. A half charged defib will give around 83hp, instead of 65hp.

    In fact, it rewards way more medics that fully charged the defib than those that only tap revive. And it works the same way with Phoenix's healing pulse and Potent packs augment.

    To go back on the first subject, XP rewards count the percentage of defib charge when reviving, not the amount of health given.

    nonono...
    what i meant is if the full health of a merc is 100 you wont get 130 if you fully revive him
    it will still stuck on 100 because its not an overheal system like in TF2 for example.

    Oh, sure. Well, hopefully there isn't that kind of system here xD can't imagine a Proxy with Try Hard augment and an overheal system xD

  • GatoCommodoreGatoCommodore Posts: 4,388

    @Ptiloui said:

    @GatoCommodore said:

    @Ptiloui said:

    @GatoCommodore said:
    it doesnt give you +30hp of overheal

    Yeah, it's 30 PERCENT bonus, not a flat +30hp. So a tap revive will give 39hp instead of 30hp, while a full charged will give 130hp. A half charged defib will give around 83hp, instead of 65hp.

    In fact, it rewards way more medics that fully charged the defib than those that only tap revive. And it works the same way with Phoenix's healing pulse and Potent packs augment.

    To go back on the first subject, XP rewards count the percentage of defib charge when reviving, not the amount of health given.

    nonono...
    what i meant is if the full health of a merc is 100 you wont get 130 if you fully revive him
    it will still stuck on 100 because its not an overheal system like in TF2 for example.

    Oh, sure. Well, hopefully there isn't that kind of system here xD can't imagine a Proxy with Try Hard augment and an overheal system xD

    i can already see it

    Hammock - Oh the Bliss (Reinterpretation) | Far Cry 5
                                                                    
  • HadronZodiacHadronZodiac Posts: 326

    I thought you got 100xp because the refibs gave 100 hp (aka same hp->exp system healing abilities have)

  • HadronZodiacHadronZodiac Posts: 326
    edited May 16

    @STARRYSOCK said:
    100 XP, not HP.

    Get up does give 130 HP for a full revive, but for whatever reason Xp is based on the amount of time charging and not the amount of health actually given. You just don't get XP for that extra 30 HP.
    It's similar to how you can get 100 XP for reviving an 80 HP merc with a full charge, even though they only get 80 HP

    lmao ty, also thats actually pretty weird

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