un-nerf medic

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hoc_xfirestormx
Posts: 464
Joined: 2007-02-15 23:11

Post by hoc_xfirestormx »

Dr2B Rudd wrote:Oh and the extra zoom idea? No, just no. I wouldn't go up to and engineer and say "well mate, you don't seem to be as good as a rifleman in a ranged encounted, here have a M249"

"Hey crewman?!! fancy a M24?" while we're at it, might as well give the HAT a nice juicy gun 2.
because engineers and crewman are not really infantry... did you seriously not know that? im just curious. and wtf does fancy mean!?

you see, medics are a necessity. engineers, crewman, heavy at and light at all have offensive functions that they must fulfill, therefore, offensively they are equipped well. a medics job is to heal and support the squad -- a defensive function. how does he do that without the ability of self defense? theyre the most important part of the squad. if we want to bring realism into it, i doubt that the military would leave medics ill equipped. but whatever. when you need health and no one is around to heal you, you know who's fault it is.

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im pissed.
pasfreak
Posts: 645
Joined: 2007-07-13 01:50

Post by pasfreak »

so am i.

:beer:
*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
mammikoura
Posts: 1151
Joined: 2006-09-19 04:26

Post by mammikoura »

hoc_xfirestormx wrote: you see, medics are a necessity. engineers, crewman, heavy at and light at all have offensive functions that they must fulfill, therefore, offensively they are equipped well.
I've always concidered the engineer to be more of a supportive kit than an offencive one. What are you going to attack the enemies with? Shovel? C4? Mines? Yeah, c4 and mines work on lone wolf apc's etc. But being able to fix vehicles and block areas with mines is much more important. (IMO)

hoc_xfirestormx wrote:a medics job is to heal and support the squad -- a defensive function. how does he do that without the ability of self defense?
for the 3rd time already. Why are people saying they have no ability to defend themselves. They have a freaking assault rifle! Assault rifle! You understand? If you can't defend yourself with an assault rifle then the problem is in the way you play.
Warmagi
Posts: 299
Joined: 2007-09-17 12:14

Post by Warmagi »

mammikoura wrote:Why are people saying they have no ability to defend themselves. They have a freaking assault rifle! Assault rifle! You understand? If you can't defend yourself with an assault rifle then the problem is in the way you play.
Totally agree with u. Maybe US rifle is sh#t, too big recoil, burst not full auto, too fat ironsight but its an assault rifle for Gods sake! You know what, yes, medics with a rifle dont have abillity to defend themself. Lets give them two rocket lunchers and 4 mini guns and all of that carried simultaneously with auto aim abillity. That should do!!!!!!!

PS: Im a medic lots of time and many times Im the only one to survive, then I kill those ******** that wiped out my squad. Sometimes its more than 1. Im able to do that cause they dont know anyone survived their atack. Then Im bringing my friends to life. You all "medics dont have means of self defense" guys probably wondering how it is possible to kill 2, 3 or even 4 regular infantry guy with a medic class. Well, maybe Im just holding the USELESS rifle on the muzzle and hitting them with a butt (back of the gun).

:-x :-x :-x
Red Halibut
Posts: 543
Joined: 2006-08-10 16:45

Post by Red Halibut »

Just to point out that a medic has at least three excellent weapons, the Scoped rifles of his squad leader and at least two of his squadmates! They are the ones who should be covering and acting defensively while the medic does his job. :)

I understand - and to a certain extent sympathise with - the frustrations of those who find themselves in a medium to long-range engagement with no way of effectively returning fire, but there is no substitute for good team-play.
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"It is not the responsibility of a defender to leave the objective unguarded just so his opponent sucks less."
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Post by Ragni<RangersPL> »

The main problem of this discussion is: "There are not enough medics on the field because it is not attractive to a player".

It's all the matter of players behaviour or attitude in my opinion. If someone wants to play as a medic he will be doing it even with a knife in his hand (I would).
You can give a better equipment to a medic to attract more players to play with it, but... Will they do their job as a medics? Or will they play as a medics only to use better equipment and self heal ability? Those are very important questions.

The only thing that i would like to see in medic kit improvements is increasing a number of field dressings (5 or 6 field dressings in a medic kit would be nice).
Last edited by Ragni<RangersPL> on 2007-09-24 13:22, edited 1 time in total.
Reason: text correction
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:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
j5mello
Posts: 15
Joined: 2006-11-09 05:01

Post by j5mello »

Can we get a definitive answer in regards to self healing with the med bag?

If the above is no I would request 2-3 extra dressings. On the basis that since your using those as spot heals for your teammates in fire fights, when you eventually get hit (and you will) you'll have none for yourself esp. if you are the lone medic in your squad.

If yes then maybe an extra one is all thats necessary.

the only other thing i would want is something thats probably uncodable so ill skip it.
Red Halibut
Posts: 543
Joined: 2006-08-10 16:45

Post by Red Halibut »

...a "sewing" mini-game on your hud instead of your medic bag to see if the heal was successful? ;)
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"It is not the responsibility of a defender to leave the objective unguarded just so his opponent sucks less."
Heliocentric
Posts: 115
Joined: 2006-06-30 21:44

Post by Heliocentric »

Red Halibut wrote:...a "sewing" mini-game on your hud instead of your medic bag to see if the heal was successful? ;)
get your DS game out of my fps!
Red Halibut
Posts: 543
Joined: 2006-08-10 16:45

Post by Red Halibut »

Well I was thinking more like the "hacking" mini-game in Bioshock actually, but I take your point.
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"It is not the responsibility of a defender to leave the objective unguarded just so his opponent sucks less."
hoc_xfirestormx
Posts: 464
Joined: 2007-02-15 23:11

Post by hoc_xfirestormx »

Warmagi wrote:Totally agree with u. Maybe US rifle is sh#t, too big recoil, burst not full auto, too fat ironsight but its an assault rifle for Gods sake! You know what, yes, medics with a rifle dont have abillity to defend themself. Lets give them two rocket lunchers and 4 mini guns and all of that carried simultaneously with auto aim abillity. That should do!!!!!!!

PS: Im a medic lots of time and many times Im the only one to survive, then I kill those ******** that wiped out my squad. Sometimes its more than 1. Im able to do that cause they dont know anyone survived their atack. Then Im bringing my friends to life. You all "medics dont have means of self defense" guys probably wondering how it is possible to kill 2, 3 or even 4 regular infantry guy with a medic class. Well, maybe Im just holding the USELESS rifle on the muzzle and hitting them with a butt (back of the gun).

:-x :-x :-x
someone give this man a blowjob. not only did he surpass all expectations that when executing the laws of grammar and utilizing proper spelling, he was also successfully able to bait his entire squad and then kill the "********" that wiped out his squad. teamwork ftl. ill mail you some brownies, warmagi.

do you know what the words "balance issue" mean? ive been playing medic since 1942, i know when a medic gun is underpowered. obviously it shouldnt be the same as an assault / rifleman gun. hence why im not saying that they should get 4x scopes, but 2x scopes instead. take away self heal and you have an even defense / offense balance.

and an engineer is definitely offensive in that he can harm the other team. medics have their guns and they heal their team. thats all they have. engi's have mines, c4, wrench, gun. crewman have their tanks and apc's. hat has a beast gun that will take out anything. rifleman have 4x scopes, nades, and ammo. medics have a medic bag and a gun... and the ability to stand up straight and self heal (not really smart to stand up in the middle of... anywhere). that seems even.

and someone deleted my adorable cat picture. sorry if thats not allowed.

because the cat was deleted, my "im pissed" probably came off as serious. i was not serious.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

pasfreak wrote:you could just give them a nerfed susat with 1.5 zoom or something.
So Rifleman/Officer/Grenadier 4x zoom, while the rest 0.# (wouldn't zoom too much)

Everyone gets optics and it stays balanced, I like the sound of that. :D
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hoc_xfirestormx
Posts: 464
Joined: 2007-02-15 23:11

Post by hoc_xfirestormx »

Outlawz wrote:So Rifleman/Officer/Grenadier 4x zoom, while the rest 0.# (wouldn't zoom too much)

Everyone gets optics and it stays balanced, I like the sound of that. :D
THANK YOU. ^^this is what im talking about fo sho! i just think that medics need optics for offensive ability. i dont care if they give em to everyone, as long as the medics get it, its fine with me. help distribute kits better so not everyone is a friggin rifleman.
Warmagi
Posts: 299
Joined: 2007-09-17 12:14

Post by Warmagi »

Im not going to talk with you on this topic anymore. Its just pointless. Its like the discussion mine is bigger. "Real" man ego. No argument is good. Say what you want, ask for anything for a medic class, even a pink vibrator and anal balls if it make you play better with it. I dont care. END
mammikoura
Posts: 1151
Joined: 2006-09-19 04:26

Post by mammikoura »

hoc_xfirestormx wrote:help distribute kits better so not everyone is a friggin rifleman.
I believe that was one of the points in giving the scope to only riflemen. To make more people use the rifleman kit.
IRL most infantry guys are just riflemen, it's not like 50% of them are medics. Don't know what the actual ratio is, but in pr any organized squad has at least 1 medic, often 2. Again, no idea what the % of medics is in the real word armies but I doubt it's higher than what we already see in pr. (which would be somewhere between 17% and 33%)
hoc_xfirestormx
Posts: 464
Joined: 2007-02-15 23:11

Post by hoc_xfirestormx »

Warmagi wrote:Im not going to talk with you on this topic anymore. Its just pointless. Its like the discussion mine is bigger. "Real" man ego. No argument is good. Say what you want, ask for anything for a medic class, even a pink vibrator and anal balls if it make you play better with it. I dont care. END
lmao, i guess i win then. +20 magic defense on my armor helped defend against the war magi. i also picked up "pink vibrator of fortitute" and "anal balls of the badger".

also, youve never seen me play. so how do you know what would make me "play better"? so if i understand you correctly, "real" man ego is not how big your member is, but instead how well you play medic in pr. LADIES FORM A LINE! lol, ill remember that next time im in a bar -- "so, hey, whats up? i gotta say, you are a perfect 10, which also happens to be my kdr". man, i cant wait.

i would also like to say that mine is bigger, since we are on the topic.
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Post by Ragni<RangersPL> »

hoc_xfirestormx wrote:lmao, i guess i win then. +20 magic defense on my armor helped defend against the war magi. i also picked up "pink vibrator of fortitute" and "anal balls of the badger".

also, youve never seen me play. so how do you know what would make me "play better"? so if i understand you correctly, "real" man ego is not how big your member is, but instead how well you play medic in pr. LADIES FORM A LINE! lol, ill remember that next time im in a bar -- "so, hey, whats up? i gotta say, you are a perfect 10, which also happens to be my kdr". man, i cant wait.

i would also like to say that mine is bigger, since we are on the topic.
:shock: :? :|
:29_slaps:

No further comment.
ImageRANGERS LEAD THE WAY!!!
:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

hoc_xfirestormx wrote:THANK YOU. ^^this is what im talking about fo sho! i just think that medics need optics for offensive ability. i dont care if they give em to everyone, as long as the medics get it, its fine with me. help distribute kits better so not everyone is a friggin rifleman.
Well, all infantry have optics IRL, but we have ironsights in PR to keep it balanced. So if the kits with iron sights get a scope with smaller zoom, we are 100% accurate and realistic on rifles while still being balanced. S

Secondly, scopes have a bigger field of view than iron sights. And the big fat pinpoint thingy in the middle ruins my day when aiming.
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hoc_xfirestormx
Posts: 464
Joined: 2007-02-15 23:11

Post by hoc_xfirestormx »

Outlawz wrote:Well, all infantry have optics IRL, but we have ironsights in PR to keep it balanced. So if the kits with iron sights get a scope with smaller zoom, we are 100% accurate and realistic on rifles while still being balanced. S

Secondly, scopes have a bigger field of view than iron sights. And the big fat pinpoint thingy in the middle ruins my day when aiming.
same here man. doesnt even have to be 2x scope, im just saying they should get some scopes for sure no matter what amount it is. if they must balance it out, take self heal out. my two cents.

(ie, im pretty sure im done posting in this lol. its been fun)
pasfreak
Posts: 645
Joined: 2007-07-13 01:50

Post by pasfreak »

so how about we move PR into the future and give more kits optics, just not zoomed optics?

you can still give most kits cool (realistic) gadgetry and keep it very balanced.

all medics could get 1.5x, 2x, or 0x reflex sights

and contrary to what I have seen on these forums, NO, there aren't 2-3 medics in every squad, even in organized ones.

yes, even in organized ones.

Its more like 1 medic per 2 squads, or 2 medics per 3 squads.

as in about 3 or 4 on a team of 32.

which is not enough.
*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
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