un-nerf medic

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pasfreak
Posts: 645
Joined: 2007-07-13 01:50

un-nerf medic

Post by pasfreak »

Medic is one of the most important, yet underplayed kits so far.

heck, I'd even pick up an engie kit now before medic, which i would never have done before .6

this should be fixed, maybe by giving a nade to the medic kit, or more field dressings, or anything else to make it more attractive to the player
*PAS*
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."

"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
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Rudd
Retired PR Developer
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Post by Rudd »

Nerfed? For one, its a class that can heal itself...

It's meant to work in a squad not be "medic rambo"

Medic Ftw! :razz:
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Ragni<RangersPL>
Posts: 1319
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Post by Ragni<RangersPL> »

Dr2B Rudd wrote:Nerfed? For one, its a class that can heal itself...

It's meant to work in a squad not be "medic rambo"

Medic Ftw! :razz:
Amen to that!!! :thumbsup:
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youm0nt
Posts: 4642
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Post by youm0nt »

I play medic most of the time, it is true that it is often underplayed. Though, you're a medic, so do your job. The medic kit is fine as it is.
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Ghostrider
Retired PR Developer
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Post by Ghostrider »

Medics can no longer heal themselves. Among other things, it prevents the medic-rambo type of play. It is fine as it is.


-Ghost
Ragni<RangersPL>
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Post by Ragni<RangersPL> »

[R-DEV]Ghostrider wrote:Medics can no longer heal themselves
They can't? I didn't noticed :shock: I do it all the time :razz:
ImageRANGERS LEAD THE WAY!!!
:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
Rudd
Retired PR Developer
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Post by Rudd »

[R-DEV]Ghostrider wrote:Medics can no longer heal themselves. Among other things, it prevents the medic-rambo type of play. It is fine as it is.


-Ghost
?? stand up, look down click...

is this a new bug then? I heal myself all the time 2
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[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Post by [uBp]Irish »

i want to say they left that as intended, but i play medic all the time. If i'm on basra and not flying people around in the merlin from spot to spot, i'm medic makin sure people stay alive.
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[T]Terranova7
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Post by [T]Terranova7 »

[R-DEV]Ghostrider wrote:Medics can no longer heal themselves. Among other things, it prevents the medic-rambo type of play. It is fine as it is.


-Ghost
... You're telling me you devs never knew you can just stand up, look at your feet and proceed to heal yourself with the medic bag?

In any case... I think the medic should in many ways be a valuable and powerful position on the battlefield, but I don't think it should be available in large quantities. I'd like to see it replaced by some sort of "lifesaver" kit (discussed previously) in the spawn menu. With the medic becoming a limited kit.

However... the limited medic class would have more function by being capable of raising his/her team's ticket count by making consecutive revivals. By that I mean reviving critically wounded players before being incapacitated themselves. Something like 5 revivals earns the team 25 extra tickets, 10 revivals gives 35 tickets, 15 revivals gives 45 tickets and 20 gives 55 tickets and so forth.

Another... somewhat different idea would be to have the CO deploy a field hospital. Which would be a tent similar to the ones seen in Al Kufrah Oilfields (U.S Main) with a medical cross on it. It could also be the only place a medic kit can be requested from.
Juba
Posts: 194
Joined: 2007-04-29 19:57

Post by Juba »

I'm pretty sure they know about it.. or atleast one of them does? I would hope.
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Rudd
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Post by Rudd »

Terranova wrote: Another... somewhat different idea would be to have the CO deploy a field hospital. Which would be a tent similar to the ones seen in Al Kufrah Oilfields (U.S Main) with a medical cross on it. It could also be the only place a medic kit can be requested from.
I like that idea- but there would have to be a system where the enemy would be discouraged from destroying it by direct means.

I don't like the idea of medic being requestable, but having a limit on medics per squad might be good "blah blah because of squad limitations"
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youm0nt
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Post by youm0nt »

Maybe they removed healing yourself as medic with medic bag in the new patch? I'm not sure, I didn't check.
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Sgt_Canadian_Floss
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Post by Sgt_Canadian_Floss »

Na, they kept it
hoc_xfirestormx
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Post by hoc_xfirestormx »

the scope is the problem. medics are in the wide open with a lot of the new maps with no way to defend themselves. since bf2 has the draw problem where from long distances you can see figures but once you zoom in its a sand dune with someone behind it, it makes things very hard for medics.
[T]Terranova7
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Post by [T]Terranova7 »

Dr2B Rudd wrote:I like that idea- but there would have to be a system where the enemy would be discouraged from destroying it by direct means.

I don't like the idea of medic being requestable, but having a limit on medics per squad might be good "blah blah because of squad limitations"
A lot of people would be hesitant to see a kit become limited. People didn't initially like it when Sniper, Light AT, Grenadier and Support kits became limited either. But I think overall it would be better for game play, especially if the medic has more features and capabilities on the battlefield. As it is, the need for a medic comes out of convenience... a few guys get wounded and the squad leader asks someone to spawn in as a medic.

With my suggested system, the medic kit would be replaced by a lifesaver kit. Which would sport extra field dressings and/or a redundant medic bag (which could heal somewhat slower than the standard medic's medical bag). However it would have no defibrillator. The regular medic would come equipped with extra field dressings, standard medical bag and defibrillator.

With the ability to earn extra tickets for their team by doing their job, the medic kit would be in many cases in high demand. The need for not only medics, but good medics would become essential in a team's war effort. Not only that, but medics would be doing their best to both heal and revive friendlies, and keep themselves alive. I mean if you look at medics in game now, most of them play just as aggressive as other players do. Many of them taking point, running carelessly through hostile gunfire etc. I would rather see medics play much more conservative, keeping low and out of sight during most engagements and doing what they're supposed to do.

Anyhow... I guess a mild ticket penalty and/or negative score could be associated with the destruction of enemy field hospitals should they be added. The proper way to remove an enemy field hospital could be to simply have several players with shovels or something to demolish it (Maybe this could simulate the team sparing or capturing the wounded while getting rid of the enemy field hospital). Or they could take a hefty penalty for destroying the hospital with explosives and/or small fire.
Rudd
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Post by Rudd »

In the interest of realism I could understand changing the "magic defibulators taht can fix anything" for somthing, but a whole new healing class may unbalance a squad's offensive ability- an offensive ability that current medics rely on to protect them while they accomplish their task.

If the true medic kit was to be requestable, and the lifesaver kit was implemented (which i must admit is a cool idea and warrents further thought) I'd love a medic car (yes there is another thread on that someplace) so the requestable kit can get around the battlefield efficiently in order to use the magic defibulators.
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daranz
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Post by daranz »

If there is a lifesaver/combat medic kit to be added, then it better offer something to encourage people to use it, like a scope on the rifle. Otherwise, it's just gonna be a stopgap measure until the squad's dedicated medic can get his hands on a limited medic kit (which means either right after he spawns, or a couple of minutes later, if the QM is being bitchy or he spawns directly on SL).
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[T]Terranova7
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Post by [T]Terranova7 »

I see this benefiting PR more than anything. From a reality standpoint medics aren't that common on the battlefield anyhow. From what I understand you only find one or two in a platoon. Gameplay wise what I hope to achieve with this system is -

- Players placing further value on their lives. As the medic kit would be somewhat harder to come by to the point where the SL can't just have a dead squad member instantly spawn in medic, revive and heal a teammate and go about their day.

- Conservative play style for medics. With medics being capable of earning tickets for their team, there would be much more emphasizes on staying alive and reviving and healing friendlies. Because in this system they serve their respective teams much better in doing their tasks than going about as rambo-medics.

- Dedicated Medics. I think medic is just one of those roles that needs to be a specialty. Right now, medics are spawned out of immediate need. With medics being limited, and their role in the game much more important you'll actually end up with more people who do nothing but play medic, and enjoy doing so. May even end up seeing specialized medic squads.
pasfreak
Posts: 645
Joined: 2007-07-13 01:50

Post by pasfreak »

maybe we could give the medic a or 1.5x or 1x reflex sight, instead of the 4x one that the regular rifleman gets?
people would definitely want to play medic more, like they should and you would usually have one or two per squad on average, but it wouldn't make the kit a whole lot better. just more fun to play.
*PAS*
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."

"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
.:iGi:. Eggenberg4Ever
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Post by .:iGi:. Eggenberg4Ever »

I have witnessed no nerfing of the medic. It's fine the way it is at the moment, well balanced between mobility & self heal which counters lack of armour.
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