'[T wrote:Terranova7;665480']So if I'm having trouble dealing with armor, I sacrifice one guy to take an AT kit, maybe another with ammo. Still doesn't change the fact that the other half would be medics. But that's really only on maps where armor can be a pain. Maps like Fool's Road, Assault on Mestia, Qwai River etc. are all maps that make infantry movement easy and effective, and also maps where such a loadout would be strong.
On a map like Kashan, you need a LAT and HAT. 1 for APCs, and 1 for tanks. And as you said yourself, ammo has been pretty much nerfed except for yourself, so you might need 2. That limits your squad to 1-2 medics.
On maps like Fool's Road, Mestia, and Qwai, rifleman are more effective because they have nades. Nades are crucial on those maps for clearing out enclosed areas like the Gov Office on Qwai, or Bunkers on Mestia or Train, Warehouse, and Estate on Fool's Road. Medic self healing is only effective after a firefight and if you want to stop mid battle to throw a med pack down, then you are likely to get overrun or fragged. Medic is not the end to all kits.
This is where I just flat out disagree. The grenades aren't that powerful, it's been addressed in previous threads too. You have to roll a grenade very close to your opponent to actually kill them or heavily wound them, and usually such moments are rare. In most infantry on infantry engagements, a good 90% of the deaths are usually from small arms, grenades really don't make a major impact.
Are you sure you are playing PR? Everyone who has nades gets 3 and they are usually thrown by a group of people. I have never seen a game where frags are not being thrown like candy. And if a nade lands right next to you, you maybe able to jump out the way if you see it in time, but you are also likely to be wounded. Infantry on infantry engagements usually come down to nades unless they are at long ranges and who has a SAW since everyone has scopes in most engagements.
Even in an urban environment, it's much more faster and effective to set your rifle on burst or automatic, and rush around the corner or into a building to aquire a CQC kill as opposed to trying to use grenades. Nade spam is really only good for softening up a group of targets than it is to kill them.
You are dead wrong there. Nades take a second to get out, but they are easy kills. The firearms ingame have to settle and if you are engaging multiple targets, you are probably going to end up getting killed by 1 after the other is killed. Nades solve that problem.
About the ammo bit, it's unlikely that would be a major problem. Even then, you can sacrifice one player to hand out ammo, but that squad would still have four other medics. Though, point, accurate fire is still usually the preferred method of killing opponents (And in many was, is still more effective than suppression fire in PR). This means lots of single shot rounds being fired, and generally not a lot of ammo being spent.
A squad of medics would be useless against a squad composed of Officer, SAW, LAT, Grenadier, Rifleman, and Medic. There is more firepower in the SAW alone than those 4 medics. A squad with an automatic rifleman will own most other squads. Grenadier? Long range nade spam. LAT? A missle.
How is a group of medics going to have an advantage against them? I don't care if they can heal themselves, they won't survive a point blank nade or LAT shot or a burst from the SAW.
I simply guarantee on a map that's not dominated by armor, having 50% or more medics in your squad is going to give everyone in it an outstanding KDR. Not only will the scopes help them acquire kills with relative ease, but that fact that most their squad mates will possess the ability to revive them will help decrease the amount of deaths.
I've seen that in prior PR versions and all that happened was a bunch of medics medicing each other while getting slaughtered. I would like to see someone try that in this version. They would be wiped out. And if they are reviving each other, how will they have time to fight?
And even if we're going on the realism argument of medics having scopes. Truth is medics aren't that common on the battlefield anyhow. The fact that they're underplayed sort of represents that general lack of medics. I mean personally, I don't mind giving it a scope, but there's no reason a medic should be unlimited and other, more common roles on the battlefield such as LAT, Grenaider, Automatic Rifleman remain limited, to me that logic is somewhat awkward.
A medic in a real military is far better trained than some random pubby in a game.
Those "common roles" are still going to be played. Having more bandages and a medic bag is no substitute for firepower.