Limited Medic kit&scoped rifles
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Outlawz7
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Limited Medic kit&scoped rifles
Right, so the my first idea would be to make a limited kit, called Medic, while still keeping the Corpsman.
A Corpsman would be issued a scoped rifle
and First Aid packages, since he should be able to heal more than a normal grunt with a field dressing. One first aid package (a minibox, reskinned field dressing can be a placeholder) should add 30% health. He should carry about 12-15 of these, so he can heal up to 10 grunts.
Corpsman wouldnt be issued shock paddles.
A Medic on the other hand, would not be issued a scoped rifle, instead he would have either an ironsight verison or carbine with 4 mags of ammo for self-defence.
He would be issued about 12 first aid packages (field dressings should be only for the grunts, IMO), 9 shock paddle batteries and a medic bag.
Limited to about 6-8 per team and ONE per squad.
This would actually make things more realistic, as medics would be the only ones capable of reviving someone from certain death.
Second idea:
Give the Rifleman, Light AT and Rifleman AA both scoped and ironsights verison of their rifles, so we can switch them if needed. Same thing as the slug and buckshot for shotguns, just switch the rifle from scoped to unscoped.
Maybe move the Riflemans shovel to another slot and put ironsights on 2 and scopes on 3, or give the shovel only to the Engineers.
A Corpsman would be issued a scoped rifle
and First Aid packages, since he should be able to heal more than a normal grunt with a field dressing. One first aid package (a minibox, reskinned field dressing can be a placeholder) should add 30% health. He should carry about 12-15 of these, so he can heal up to 10 grunts.
Corpsman wouldnt be issued shock paddles.
A Medic on the other hand, would not be issued a scoped rifle, instead he would have either an ironsight verison or carbine with 4 mags of ammo for self-defence.
He would be issued about 12 first aid packages (field dressings should be only for the grunts, IMO), 9 shock paddle batteries and a medic bag.
Limited to about 6-8 per team and ONE per squad.
This would actually make things more realistic, as medics would be the only ones capable of reviving someone from certain death.
Second idea:
Give the Rifleman, Light AT and Rifleman AA both scoped and ironsights verison of their rifles, so we can switch them if needed. Same thing as the slug and buckshot for shotguns, just switch the rifle from scoped to unscoped.
Maybe move the Riflemans shovel to another slot and put ironsights on 2 and scopes on 3, or give the shovel only to the Engineers.
Last edited by Outlawz7 on 2007-08-22 14:22, edited 1 time in total.

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$kelet0r
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1. Yeah I'd go for that . Although the medic would need corpses to stay longer than the time needed to respawn so that he can claim back tickets if a revive is not possible.
2. You cannot simply take a scope off and put it back on at a whim. Preferably if possible, would be to have an ironsight mode and a scoped mode for scoped rifles using the backup sights that are present on many modern weapon sights
2. You cannot simply take a scope off and put it back on at a whim. Preferably if possible, would be to have an ironsight mode and a scoped mode for scoped rifles using the backup sights that are present on many modern weapon sights
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Aljen
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Maxfragg
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Outlawz7
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AnRK
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I don't like the idea of the first aid packs. Seems a little too doom esq to me. To be honest I reckon it'd be better if you had to actually apply field dressings in some way or form. Like equip them and click and hold for a few seconds and then have some way of applying them to other people. Say have the first aid symbol on screen when your next to someone, to tell you your going to use it on someone else.
I like the idea in principle but I think it should be more along the lines of;
Corpsman - Scoped rifle+6 mags, armour, 4-6 field dressings, smoke, knife
Medic - Ironsights+2-3 mags, no armour, 8-10 field dressings, medic bag(perhaps limit the "ammo" for it so it's not some magical unlimited source), defibrillator, knife
I'd really like to see the field dressings being something you didn't just have to throw on the floor if possible. Not sure if this is hardcoded or not though.
I like the idea in principle but I think it should be more along the lines of;
Corpsman - Scoped rifle+6 mags, armour, 4-6 field dressings, smoke, knife
Medic - Ironsights+2-3 mags, no armour, 8-10 field dressings, medic bag(perhaps limit the "ammo" for it so it's not some magical unlimited source), defibrillator, knife
I'd really like to see the field dressings being something you didn't just have to throw on the floor if possible. Not sure if this is hardcoded or not though.
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Aljen
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That is true, but 30 first aid kits (and each heals 30%) is a bit extreme do not you think?Outlawz wrote:Well,Officers and current Medics have 3 field dressings, plus extra if ammo source nearby and you dont see that happen![]()
Bandages are weak so they do not posses such problem
Truth needs no law to enforce it
Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
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UncleRob199
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I like the general idea, But I think 30 packages is a bit much for a corpsman with a scoped rifle. I think maybe just 10 bandages is good enough. I like the second idea as well but maybe its slightly unrealistic to be able to switch from scope to no scope almost instantly. There needs to be some kind of longer delay as you attach or remove the scope. Incidentally I think the way you can instantly change the ammo of the shotgun is a bit unrealistic, as the shotgun is already loaded and it would take longer irl to take your slug out and load the buck (rofl that sounds kinky)
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Long Bow
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I like what your going for but think it needs a bit of a tweak.
If the corpman has a large amount of medic packs (30% health regen) and no medic bag he/she will be able to heal multiple people faster then the current system. To me this is a step back. I would think it would be better to keep the current medic bag for the corpman, increase the amount of field dressings from 3 to 6, drop the defib paddles, add scope and increase the smoke nades.
Then introduce your medic with as described but with a limited amount medic packs to avoid to much spamming of them or simply give them field dressings.
As for the ability to switch scopes to iron sight on the fly I don't like that. If you are going this route you have the issue of sharing the ammo between the "two" guns which is a problem. Second if you take a scope off and then remount it, you could have sight issues where it needs to be re-sighted. If you want a choice I would think the unluck kit would be the way to do this. Identical kits except for the sights used.
Sorry Outlaw, not trying to stomp all over your ideas
If the corpman has a large amount of medic packs (30% health regen) and no medic bag he/she will be able to heal multiple people faster then the current system. To me this is a step back. I would think it would be better to keep the current medic bag for the corpman, increase the amount of field dressings from 3 to 6, drop the defib paddles, add scope and increase the smoke nades.
Then introduce your medic with as described but with a limited amount medic packs to avoid to much spamming of them or simply give them field dressings.
As for the ability to switch scopes to iron sight on the fly I don't like that. If you are going this route you have the issue of sharing the ammo between the "two" guns which is a problem. Second if you take a scope off and then remount it, you could have sight issues where it needs to be re-sighted. If you want a choice I would think the unluck kit would be the way to do this. Identical kits except for the sights used.
Sorry Outlaw, not trying to stomp all over your ideas
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Aljen
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I still think that we would end with self-healing monster in bodyarmor armed with scoped rifle.
Sorry, but I do not understand what would be the reason for implementing a new Corpsman kit ?
Why is not medic kit enough? Because he has only iron sights? Or because it is unlimited/unrestricted kit?
:
Sorry, but I do not understand what would be the reason for implementing a new Corpsman kit ?
Why is not medic kit enough? Because he has only iron sights? Or because it is unlimited/unrestricted kit?
Truth needs no law to enforce it
Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
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Outlawz7
- Retired PR Developer
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Medic=limited, Corpsman=not limited
Corpsman=tons of field dressings, or first aid, Medic=medic bag and shock paddles->ability to revive, which Corpsman doesnt have...
Corpsman would be there just to keep the grunts alive for a bit, it would be the Medic, they'd need to patch them up or save them from death.
Corpsman=tons of field dressings, or first aid, Medic=medic bag and shock paddles->ability to revive, which Corpsman doesnt have...
Corpsman would be there just to keep the grunts alive for a bit, it would be the Medic, they'd need to patch them up or save them from death.

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Wasteland
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This cannot be done, because if you were able to do this the game would think you were a medic. So when someone requested a medic, everyone with a field dressing would show up on their minimaps as medics. Also, whenever someone died, everyone with a field dressing would see the little revive-lightning bolt symbol on their minimap.AnRK wrote:I don't like the idea of the first aid packs. Seems a little too doom esq to me. To be honest I reckon it'd be better if you had to actually apply field dressings in some way or form. Like equip them and click and hold for a few seconds and then have some way of applying them to other people. Say have the first aid symbol on screen when your next to someone, to tell you your going to use it on someone else.
I like the idea in principle but I think it should be more along the lines of;
Corpsman - Scoped rifle+6 mags, armour, 4-6 field dressings, smoke, knife
Medic - Ironsights+2-3 mags, no armour, 8-10 field dressings, medic bag(perhaps limit the "ammo" for it so it's not some magical unlimited source), defibrillator, knife
I'd really like to see the field dressings being something you didn't just have to throw on the floor if possible. Not sure if this is hardcoded or not though.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
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Long Bow
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Outlawz wrote:Uh no, I'd give the medic bag to the Medic, if Corpsman has the medic bag, how will Medic heal the revived ones with 6 field dressings?
And also edited the first post, about 12-15 first aid packs...not 30, lol
I was not suggesting that the medic not have the medic bag, I was saying that he would also have some field dressings to go with it.
I still stand by the corpman having a medic bag vs. 12-15 medic dressings. The current medic bag requires the medic and affected player to seek cover and takes time to heal. If he can heal you by throwing a few dressings on the ground the corpman is back in the fight quicker and the injured player simply runs over them and is back in the game. To me the corpman needs to be beside the player to "bandage them up", not throw a band-aid at him and keep going
I do like the no defib for corpman + scope and having a limited medic kit as you described.
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Aljen
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Ok as I see it, Corpsman would be able to heal much faster (even himself) and more people at the same time (he can spam tons of field dressings) and is a capable fighter too (maybe just as good as rifleman).
Medic is much worse in healing and in fighting, it is more difficult to get this kit (when you spawn at Sl or at com. truck) but he can revive.
If it would be possible to use bandages only for healing wounded soldiers to max 40-50% - only to stop bleeding (now they can heal you to 100% AFAIK) then would be medic more useful.
So either remove optic for corpsman rifle (and keep this kit unlimited) or make bandages only stop bleeding and not allow them to heal to max.
edited:
As I read LongBows post I think it could work.
No first aid kits or huge amount of bandages for corpsman but current medic bag.
So the only difference would be that more precious (limited) kit would be able to revive and worse rifle.
I so not think that corpsman should get scoped rifle as rifleman has - it would be too much as I believe
Medic is much worse in healing and in fighting, it is more difficult to get this kit (when you spawn at Sl or at com. truck) but he can revive.
If it would be possible to use bandages only for healing wounded soldiers to max 40-50% - only to stop bleeding (now they can heal you to 100% AFAIK) then would be medic more useful.
So either remove optic for corpsman rifle (and keep this kit unlimited) or make bandages only stop bleeding and not allow them to heal to max.
edited:
As I read LongBows post I think it could work.
No first aid kits or huge amount of bandages for corpsman but current medic bag.
So the only difference would be that more precious (limited) kit would be able to revive and worse rifle.
I so not think that corpsman should get scoped rifle as rifleman has - it would be too much as I believe
Truth needs no law to enforce it
Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
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Masaq
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Actually, that would be a pretty good work-around. Corpsman - scope + many many field dressings (for ease of simplicity), Medic - defib and medic bag, no scope.
The one drawback I can see is that if you give the Corpsman a scope, he becomes an instant hit with the lone-wolf community who can now engage people from up to 300m or so accurately and with a massive stack of first aid dressings.
So, you make them both limited, and one per squad, requestable with 3 people (SL + 2 Others) in the squad:
By having a corpsman in the squad, you get the benefit that he can heal all your squaddies a little bit when they just take a stray round or two, and who can act more or less as a standard rifleman with his scope.
By having a medic, you get the resusc option and a med bag that's slow but never completely empties, and a guy with ironsights for CQB.
By having them BOTH in your squad: you get the two healers which every good infantry squad should have, you can have people revived, you can have people with scratches patched up quickly, you can have bleeding wounds healed without wasting a ton of field fressings, and you have two guys whose weapons are ultimately the same but fufill a slightly different role within the squad.
To recap, I suggest:
CORPSMAN (Could be removed as a "medic" class so they didn't appear on the Minimap. Maybe.)
Limited kit, 9 per team, 1 per squad
Limited Kit, 9 per Team, 1 per Squad
The one drawback I can see is that if you give the Corpsman a scope, he becomes an instant hit with the lone-wolf community who can now engage people from up to 300m or so accurately and with a massive stack of first aid dressings.
So, you make them both limited, and one per squad, requestable with 3 people (SL + 2 Others) in the squad:
By having a corpsman in the squad, you get the benefit that he can heal all your squaddies a little bit when they just take a stray round or two, and who can act more or less as a standard rifleman with his scope.
By having a medic, you get the resusc option and a med bag that's slow but never completely empties, and a guy with ironsights for CQB.
By having them BOTH in your squad: you get the two healers which every good infantry squad should have, you can have people revived, you can have people with scratches patched up quickly, you can have bleeding wounds healed without wasting a ton of field fressings, and you have two guys whose weapons are ultimately the same but fufill a slightly different role within the squad.
To recap, I suggest:
CORPSMAN (Could be removed as a "medic" class so they didn't appear on the Minimap. Maybe.)
Limited kit, 9 per team, 1 per squad
- Knife
- Scoped Rifle with team-appropriate magazine quantities
- ~10 x Field Dressings
- 3 x Smoke Grenade
- 2 x Frag Grenade
- Binoculars
Limited Kit, 9 per Team, 1 per Squad
- Knife
- Ironsight Rifle, team appropriate magazines
- Medic Bag
- Defib with 6 charges
- 5 x Smoke Grenade
- Binoculars
Last edited by Masaq on 2007-08-22 18:34, edited 1 time in total.
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Deer
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VipersGhost
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Inregards to the CQB element missing...thats because the guns themselves are unrealistically accurate as their MOA's are not present as well as a number of other nasty things (ie Proning). I'm hoping that will be changed in .7 and CQB/MG will be a little better.[R-CON]Deer wrote:About scoped riffles, currently it is pretty fun and it works. But as close combat fan im missing fights where is no snipers/scoped riffles at all, those can be very very very fun sometimes, at least bigger and longer firefights, machine guns would be more usefull too and bunkers and fortifications![]()
As for a medic with 15 bandages and a scoped rifle. Dude that doesn't sound good. EVERYONE will be using that kit. It has no drawback except maybe no nades. Hell infantry can already get full heath from a couple magic bandages, be completely 100% revived and healed in 15-20s...battle ready etc etc. There's no need to keep us alive any longer as we already get enough second chances. It will only promote more risky, unrealistic tactics by players who know they have a zillion bandages in their pocket to heal themselves after a massive rambo run. Reviving isn't the problem here...its the crazy bandages given to a corpsmen who now has a killing scope...seriously its just a scoped kit for extra killing ability and Unreal Tourney health packs (literally). The corpsmen don't get a scope IRL iirc. I'm 100% against this, though I don't mind the medic kit being looked at for improvement.
Last edited by VipersGhost on 2007-08-22 22:33, edited 1 time in total.
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Celestial1
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I think it would be a lot of intricate work to keep up with the team there, Requesting a medic kit every chance you can when spawning to keep your team alive just to have the current medic's capabilities and creating a rifleman with some bandaids for the spawn kits. Maybe with the reduction of spawn capabilities anyway, it may be more useful.
Aesthetic idea: Perhaps change the Defibby models to something like a scalpel and gauze (neosporin anyone?) with limited uses, or maybe "hands" to kind of simulate picking up your wounded team mate and dragging him to safety with maybe unlimited uses but very low health so he needs urgent healing instead of neglecting him for a while, instead of MAGICAL DEAD-NO-MORE pads that heal bullet wounds.
Aesthetic idea: Perhaps change the Defibby models to something like a scalpel and gauze (neosporin anyone?) with limited uses, or maybe "hands" to kind of simulate picking up your wounded team mate and dragging him to safety with maybe unlimited uses but very low health so he needs urgent healing instead of neglecting him for a while, instead of MAGICAL DEAD-NO-MORE pads that heal bullet wounds.
