Yes this is true, if you exist in a bubble world where nothing else factors into the loss of DPS. Those of us who are actually playing the game with a modicum of awareness of what is going on at a Major Arkbreak know that much more DPS time than that is lost in rezzing a downed player. To revive someone you need to stop shooting or tracking the Warmaster's right arm, revive the person, and then reacquire his right arm as a target, that can take more than 20 seconds total.
You also lose any spike or Overcharge time if those are running. Add the loss in time for the player crawling around on the floor trying to find someone to rezz him and the possibility that you'll get downed while trying to revive the other player and you're looking at what can easily be over 100,000 points in damage to the Warmaster (significantly more than that if the armor has come off - as in hundreds of thousands of points of damage in a worst case scenario).
An extracting player gets automatic EGO power regeneration, automatic spike placement regeneration and automatic stim use regeneration so he or she reenters the fight with up to an 80% boost in damage to make up for any lost time and can hit the ammo box on the way back if low on ammo. On the PC version it only takes seconds to extract so additional loss in time from slow loading holds no water for players on the PC servers but it doesn't stop them from crawling around as deadweight. The argument that you lose more DPS if you don't revive a downed player and the player promptly extracts instead is completely without merit which is why Trick couldn't defend it when it was brought up during a prior Live Stream session.



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