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Posted: 2007-05-04 16:24
by arneboe
i was a medic in the norwegian army.. on my person i had maybe 3 or 4 field dressings.. pluss maybe 10 or 20 in my medic backpack.. so the 3 field dressings the medic can just pop out isn't that far off.. only thing i think he should be able to resupply without havin a rifleman give it to him...
Posted: 2007-05-04 16:36
by MadTommy
I play medic alot, there's really 2 in a squad.
I like the changes alot. But i do think this 'looking straight down' is a bit of nerf. (i'm not sure if this desgined or an accident) but body armour and 3 bandages is plenty IMO. At least it will stop medics taking fire runing around with their bags out (i do it).
Its about time we got rid of the medics who only go medic to heal themselves.
Looking forward to testing the new fighting medic..

Posted: 2007-05-04 16:52
by Zodiaccup
Wattershed wrote:Ever heard about a thing called teamwork?
Erm, this is what i'm talking about dude.
Every Lonewolf riflemen is able to heal himself infinte without playing in a squad...so no need for teamwork.
Posted: 2007-05-04 17:11
by Fenix16
While thats true, I would much rather have a medic with me than lone wolfing it as a rifleman. I mean, sure, if your all alone in a corner with nobody near you, the tactic of resupplying yourself with field dressings works. But if your in a situation with enemies closing it, it takes way too much time to get all of your ammo packs out and then wait for the actual resupply of the field dressing to occur. Especially if you are already blurry from bleeding.
Posted: 2007-05-04 17:57
by SGT Impaler
One of the first things they teach us about buddy aid is to always use the wounded man's field dressing and not your own. After all, you need that one in case you get hit!
The Army also has a thing called the Combat Lifesaver and trains one out of every 7 non-medical soldiers in the discipline just in case a medic isnt around. The typical combat lifesaver bag (read: medic bag) contains 5 bandages of varying lengths and types, not counting the little strip style bandages and compression wraps (like when you sprain an ankle).
Posted: 2007-05-04 18:06
by jackal22
the stupidity is the gimpy assult medic is now better then the medic and therefore there will be no more medics.
Posted: 2007-05-04 18:22
by SethLive!
will people only choose rifleman? no
medic will be used alot
Posted: 2007-05-04 18:31
by Long Bow
Medics are important in PR. They now are going to have to be played using different tactics. We have had it good in PR with the ability to heal ourselves. We don't need two medics in a squad as already stated there is a "bug" to heal ourselves. Even if it wasn't there you still don't need two medics per squad. You just need different tactics now for the medic in your squad, plus 3 field dressings will give you back almost 50% of your health. Im glad they have more bullets and body armour. I hate the 4 mag limit curently.
Medics can't heal themselves ahhhhhhhh the sky is falling

Posted: 2007-05-04 18:57
by Outlawz7
Guess, that bug will be exploited...but on the bright side, you have to look DOWN...so combat awareness is minimal then...
Posted: 2007-05-04 19:00
by zeroburrito
so you're saying the medic pack still works on himself as long as he is looking down? wow this is a huge buff to the medic class. body armor and extra mags, plus more bandages....sweet!
Posted: 2007-05-04 20:26
by Hx.Clavdivs
I will not lie. When I saw the changelog and that the medic no longer could heal oneself, I got real worried.
Just read this one, if anyone, just read it through.
Joint Operations: Reality (hence JO:R) did the same move. Medics could not heal oneself. They did not have medipacks. The result? Absolutely NOBODY played medic. With exception of those that did not care about score, but keeping the others safe and help them statspad.
Reminds me, there where 3 females who went medics (in JO:R, the rest did not give a fig and went support).
When I read this I thought this would be the end of medics. Period.
Ok. So you give us armour. About time.
You give us 3-4 medipacks. Nice. To bad we use it to get folks "unstuck" from the enviroment.
My real fear is that even less people will use the kit. One of the reasons why I chose medic is because of the heal function when a poor noob. It is unfair to say that we "idiots" choose it to run in rambo then run and hide and heal up. We have to run in like idiots to save those who actually think they are Rambo. When we run and hide to heal up, we pretty much don't have anywhere to hide. And when we do, we are extremely (!!!) vulnerable to counterattacks.
For those of you who play medics, how many times have you died with that medicpack in your hands?
According to my stats? Only 456 deaths are when I had my defibs in my hands. Of 10 000. How many with my medipack? I would dare to say, about 50%. No stats on that, but only my experience.
It will be a change. Sure of it. How it will effect the gameplay? Let's see. We already had a steady decline of medics in the last two "patches". Hell, even I think "f... it. I aint gonna help some other smuck to get that 'best killscore ever' because of MY account, and then just leave me to die."
And that, gentlemen, is a reality.
Feel free to discuss and prove me wrong. I'll just take notice of your tags, and see what kit YOU play out in the field.
Posted: 2007-05-04 20:35
by Nephrmuus
I've always wanted a more external than internal medic. I often play as medic, when I'm not an officer, and definitely feel I should be a fighter first, then a healer of my comrades. If some people want to be a healer first and fighter second then that is also fine. The reason I tend towards the former is that I'm supposed to be a rifleman with paramedic training, not a paramedic with rifleman training. It is also about situation: As a "medic", I'm a shooter in a firefight but a healer in a lull.
What I really don't want a medic to be is just a self-healing fighter or a pure-healer. Both of these options make me queazy: The former being horribly gamey and promoting lone-wolfism and the other not being what a squad-based medic would be doing, since reducing the firepower of a 6-man squad unnecessarily would be crazy.
Others have said that if these changes are made, then those wanting to be self-sufficient will just be riflemen using ammo/field-dressings. This isn't too much of a problem for me, since then I won't have the problem of the "selfish medics", who will ignoring calls of aid from the injured (I'm not talking about "sensible medics" who refuse to rez/heal people when there is a 90% chance they will die trying, of course). If someone plays a medic after this, then I will know that they are commited to helping other people and because of that, I'll be commited to trying to keep them alive (when I'm not playing as one, of course). So, I do think that half as many medics who are all committed will actually be more productive that only half of the current medics being committed.
Whether these planned changes in 0.6 are the best way to improve the medic class remains to be discovered in the beta, of course, but I really do think it is pushing in exactly the right direction.
**EDIT**
To those that say they can't act just the same as a 0.6 medic as they could as a 0.5 corpsman, I think that is entirely the point. They are redifining a role, rather than rebalancing it.
Posted: 2007-05-04 20:37
by Hx.Clavdivs
Nephrmuus, you have an impossible name to spell correct, but you have some good points.
My questions are, how many medics now do you know of that are not dedicated?
Posted: 2007-05-04 20:50
by Nephrmuus
Hx.Clavdivs wrote:My questions are, how many medics now do you know of that are not dedicated?
Well, since I only play on public servers, and therefore mostly with pick-up groups, I can say I've seen a fair few but I must admit that that could be said of all the classes on such a server (e.g. no ammo provided by riflemen, etc) ;P Sorry if this wasn't obvious from the earlier post - I recognise that clans playing on a public server or completely private games are completely different.
I do have to admit that even when acting as a medic myself, I feel quite tough knowing that I can just jump behind a rock and heal myself at any time. That sort of thing is not something I feel comfortable doing in a game that I play primarily for the team-work aspects (I wouldn't play BF2 engine for other reasons, would I?). I also feel guilty when I refuse to run out into the open, in the middle of a gunfight, to rez people and yet I would consider myself a committed medic. Maybe the changes, which would prove that anyone taking medic must be altruistic (or just mad) would make me feel more comfortable in those sorts of situations!
Posted: 2007-05-04 21:15
by daranz
Hey, nice thing about medic being able to heal themselves: you can jump out of a moving APC to heal a sniper that just jumped out of it a second ago, and still live through it. I had to do it once.

Posted: 2007-05-04 21:16
by Nephrmuus
Actually, while I am thinking on this subject, here is a suggestion: In trying to push the squad medic/corpsman more towards being a soldier, why not also add a limited "doctor" kit (2 on each side for 64-player server?) which was more heal-focused, maybe with just a pistol for self-preservation, to keep the people that want to do that sort of thing happy? This would also open up more choices for squads. Do I make the decision to take a single doctor as my "squad special" (instead of a SAW or whatever) or do I want 1 or 2 medics? Do I want to start a dedicated medical squad just providing medical support for the team?
If you want to go even further, you could make the doctor work for the neutral Red Cross/Cresent, be completely unarmed and there be a ticket penalty for shooting one (like insurgent civilians).
Both of the suggestions I've made are probably completely unrealistic, but I don't think that is necessarily a good reason not to consider them. Ah well, almost certainly been suggested before, but still, I think either of these suggestions would go far towards keeping all of the people happy all the time - hehe!
Posted: 2007-05-04 23:18
by Hx.Clavdivs
Nephrmuus wrote:Well, since I only play on public servers, and therefore mostly with pick-up groups, I can say I've seen a fair few but I must admit that that could be said of all the classes on such a server (e.g. no ammo provided by riflemen, etc) ;P Sorry if this wasn't obvious from the earlier post - I recognise that clans playing on a public server or completely private games are completely different.
I do have to admit that even when acting as a medic myself, I feel quite tough knowing that I can just jump behind a rock and heal myself at any time. That sort of thing is not something I feel comfortable doing in a game that I play primarily for the team-work aspects (I wouldn't play BF2 engine for other reasons, would I?). I also feel guilty when I refuse to run out into the open, in the middle of a gunfight, to rez people and yet I would consider myself a committed medic. Maybe the changes, which would prove that anyone taking medic must be altruistic (or just mad) would make me feel more comfortable in those sorts of situations!
Love your response.
I might respond as a clansmate (the line is so blurry, hell if I know anymore) ... I think a great player don't define them self as a clanplayer or a public server gamer. That said, you got me thinking.
I as a gamer have done some pretty stupid things for the sake of my clan on a public server or gamers that I know. Hell, I jumped of a roof, healed myself, ran straight in front of an APC, threw smoke and saved my SL
just (or squad mate) because I knew and cared for that player. And in the same process said (as macho as a female could) - "leave no man behind".
But I always felt very vulnerable.
The rule "1 corpsman mean 10 kills" is always in the back of my mind. I never feel more vulnerable except when i'm playing medic. There is always that thought in the back of my mind that "one shot, one kill" means me. If I just had that body armour I would make it.
I like that thrill. When to make that rez, or not. Thats the whole point of being a medic. Making the right call to rez. Or not. I admit, I am not that great player, so I mess up. Alot. But when you get it right, it gives you a feeling of a accomplishment. You did right, you did not just f... up.
Maybe you are right. 0.6 will weed out those who think that no bullit will stop them. But for me, I am basically scared every step I take, anywhere I go. My job, if I don't mess up, is to get those few up on their feet at that crucial moment.
You raise a good questions. How do you play?
Posted: 2007-05-04 23:47
by Vicktor Vauhn
I can say I never get that rambo feeling from my medipack, because any decent player isn't gonne leave me alive to run off. One well placed burst and the medic is dead anyways. Most medics who are trying are probably gonna have more deaths then most anyways, as no one ever revives us and we are constantly running into bad situations.
Some people DO exploit the class, but much like problems with kit requests, capture groups, ect the problem is the players not the game.
Posted: 2007-05-05 00:54
by arneboe
i will continue to play medic! i am a medic!