Downed and Revive

Downed and revive  
Downed at 0 HP
Bleed-out timer 360 s, draining at half speed (about 12 minutes)
Timer after a revive At least 30 s
Revive by hand 20 s hold, restores 10 HP
Resuscitator revive Restores 10 HP
Defibrillator revive Restores 35 HP
Medical Bag revive Restores 50 HP
Natural regeneration None outside Deathmatch (none found in the game code)

When a player’s health reaches zero, they are not dead yet. They are downed, and they have a limited time before bleeding out. In that time a teammate can revive them, or they can give up. This article explains the downed state and the items that heal and revive. Health and Damage explains how the health was lost in the first place.

Overview

A downed player is on the ground and cannot fight. Health does not drop any further while they bleed out, so the bleed-out timer is the only clock. If nobody revives them before the timer runs out, they bleed out and respawn at Headquarters. The tutorial text describes this as the critical state.

How it works

  • Going down. At 0 HP the player enters the critical state. The downed view is pulled to a fixed angle: the camera sits offset from the head, pitch is limited to 40 degrees and the player’s look input is ignored.
  • Bleed-out timer. The timer starts at 360 seconds. In the normal downed state it drains at half speed, so a player lasts about 720 seconds (12 minutes) unless helped.
  • Giving up. A downed player can choose to give up. The timer then drains at 240 per second instead of 0.5, so giving up ends the wait in 1.5 s.
  • Calling for help. A downed player can call for help, at most once every 5 s.
  • The dying screen. The screen blinks on a 5 s cycle and darkens and blurs as the bleed-out timer runs down.
  • Being dragged. A teammate can drag a downed player. Drag speed can be raised with a Medic skill.
  • Reviving by hand. A teammate holds the revive for 20 seconds with no equipment. The revived player comes back with 10 HP.
  • Reviving with a defibrillator. A defibrillator revives the player instantly to 35 HP. It needs a battery and a 4 s charge. The user cannot use it while downed.
  • Reviving with a Medical Bag. A teammate can revive a player with a Medical Bag, restoring 50 HP and costing 10 durability.
  • Reviving with a resuscitator. Resuscitators revive faster than bare hands. Each one is a single use. The revive restores 10 HP and is applied once at the end of the 2.2 s use animation, so the use takes about 4 s (derived). If the downed player is on the other faction, the revived player also gets a 60 s effect marked as revived by an enemy (see Status Effects).
  • Revived again. A player who is revived and then goes down again gets a bleed-out timer of at least 30 s. At half drain speed that is about 60 seconds. The data also stores a revive penalty value of 100 for this case, but no game code that reads it was found, so it has no known effect.
  • Revive boost. After a Medic reviews a teammate, both can get a short sprint speed boost for 5 seconds (see the skills table below).

Health comes back from items and revives, not on its own. No natural regeneration was found for infantry outside Deathmatch in the game code.

Numbers

Healing items:

Item Effect Time Notes
Bandage +35 HP 5.2 s on yourself, 4.8 s on a teammate Stack of 5
Individual First Aid Kit +100 HP 5.2 s (heal lands at 4.7 s) Single item
Medical Bag, yourself 35 HP over 5 s 7 HP per second Durability cost 25 per action, from a pool of 150
Medical Bag, teammate 15 HP over 1.5 s 10 HP per second The data lists a durability cost of 2 for a teammate heal
Enox +40 HP as decaying health 2.2 s Pool of 40; loses 5 HP every 5 s until empty
Adrenaline Pen No healing; unlimited tactical sprint for 60 s 2 s on yourself, 1.3 s on a teammate Stack of 3

Using any of the healing items also halves your movement speed while you use it.

Medic skills that change these numbers, where the data gives a value:

Skill Effect
Medical item switch speed Switching to medical items gets faster: speed rises to 1.2 times at level 2 and 1.4 times at level 4
Medkits have more uses Usage multiplier falls to 0.8, 0.7 and 0.6 at levels 2 to 4. The game code never reads it, so no change to the bag’s durability is found
Sprint boost after reviving (you) Sprint and tactical sprint speed rise to 1.2 or 1.4 times for 5 s
Sprint boost after reviving (teammate) The revived teammate gets the same boost for 5 s

The other Medic skills have names and descriptions in the skill tree, but no number exists for them in the game files and no game code reads them, so their size is not known.

Tips that follow from the numbers

  • Heal in a safe spot. A bandage takes about 5 seconds, and the Medical Bag’s healing stops if you move away.
  • Bring a Medical Bag for teammates. It heals a teammate at 10 HP per second, which is faster than it heals you (7 HP per second).
  • Use the First Aid Kit for a big heal. It restores 100 HP in one use, so it is the fastest way to get a badly hurt player back to full.
  • A downed player has time. With 12 minutes on the normal timer, there is usually time for a revive if teammates act quickly. Giving up is only worth choosing when no help is coming.
  • Plan for a second downing. A player revived once gets a shorter timer if they go down again: at least 30 s, which is about 60 seconds of real time.

Not yet known

  • What the Medic skills for bleed-out time and heal speed change in play. The game files contain no numbers for those skills, so their size is not in the data.
  • The resuscitator revive time is about 4 s by derivation from the item data; it has not been timed in play.
  • Deathmatch regeneration is 5 health after a 10 s delay with no damage. The tick rate is derived from the component’s 1 s setting.

See also

Sources