Scopes for Medics?

General discussion of the Project Reality: BF2 modification.
USMCMIDN
Posts: 981
Joined: 2009-07-25 16:32

Re: Scopes

Post by USMCMIDN »

Murphy wrote:I lone wolf with med all the time, it's my preferred kit as I can always help blue guys or get them to come revive me with mumble. The only downside I see is the lack of frag grenades, as anyone worth their weight can use iron-sights just fine.

If a particular faction has solid proof that medics in regular infantry are all supplied with ACOG I guess it would be feasible.
The US, and UK field optics to ALL COMBAT troops, this includes corpsman, and medics attached to infantry units...

http://www.docstoc.com/docs/8738974/Mod ... oad-Report pages 47-50 clearly explain the US Medic/Corpsman has optics on their weapons...I am sure there is a UK document out there too I just can not find one.



and Corpsman do go through a type of infantry training but not SOI per see... IDK about the USArmy Medics but I would guess they do go through some combat training.
Last edited by USMCMIDN on 2010-10-13 13:16, edited 3 times in total.
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: Scopes

Post by Murphy »

All good and dandy except for the Military Advisors for both of those factions...they might take some convincing.

Either way I'm fairly sure the dev's will strike a balance for this kit.
Image
ZiRo
Posts: 43
Joined: 2007-03-03 11:04

Re: Scopes

Post by ZiRo »

I suppose since medic kits are now limited, adding an acog or aimport to the medic kit isn't that bad an idea.
  • There's only 1 medic per squad
  • If all the conventional forces get the same treatment, all it means is that there'll be an extra player able to engage at range or without the clunky ironsight - depending on whether you give them an acog or aimpoint.
  • The ability to scale buildings and arrest civilians at range is arguably just as powerful, or not as being able to revive wounded team mates. (remember we've got the minute timer thing going on too).
  • Whilst the current ironsight encourages medics to be passive in firefights, and this is arguably a good or bad thing, giving medics a fighting rifle will make the role slightly more enjoyable than being (tonge-in-cheek) expected to almost run around with your medic bag out.
Daffy_Duck
Posts: 10
Joined: 2009-06-19 11:52

Re: Scopes

Post by Daffy_Duck »

ZiRo wrote:I suppose since medic kits are now limited, adding an acog or aimport to the medic kit isn't that bad an idea.
  • There's only 1 medic per squad
  • If all the conventional forces get the same treatment, all it means is that there'll be an extra player able to engage at range or without the clunky ironsight - depending on whether you give them an acog or aimpoint.
  • The ability to scale buildings and arrest civilians at range is arguably just as powerful, or not as being able to revive wounded team mates. (remember we've got the minute timer thing going on too).
  • Whilst the current ironsight encourages medics to be passive in firefights, and this is arguably a good or bad thing, giving medics a fighting rifle will make the role slightly more enjoyable than being (tonge-in-cheek) expected to almost run around with your medic bag out.
I couldn't agree more!
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Scopes for Medics?

Post by Psyko »

medics have enough on their hands when they are in a proper squad. any time im medic i dont have time to fire back, im too busy jumping on corpses, healing or searching for ammo to restock patches. and when i do eventually get the rifle out im spraying for suppression more than anything before i boot it outta there due to my entire squad having been destroyed.
Post Reply

Return to “PR:BF2 General Discussion”