Re: Medic kit rework
Posted: 2013-08-18 10:06
Overall I disagree with the suggestion made by the OP - mainly for the reasons brought up by SaXoni and Nayo.
However, if this was to be implement I would rather it still be limited to some degree, I think that the amount of non-medic kits with the ability to actually revive should be limited to two kits, three at a push.
Aside from medic obviously the first kit to gain this ability should be the squad leader kit, my reasoning for this, and I expect some to disagree, is because generally speaking irl they have more combat experience and are often in a position to take control of the situation and make a sound call on how to help wounded men etc, in contrast to a fresh recruit, as well as allowing him to virtually get more hands on if his medic is struggling with a revive. (This is more just justifying this kit as one of the limited few, again I would sooner it just be kept as medic only)
The second kit I feel should be included in this limited few is the standard Rifleman, although possibly going against my reasoning for the SL to have the ability I feel there is often a lack of 'just riflemen' many times in game I have seen a full squad grab every kit under the sun and within 3-4 minutes of the first engagement be asking for ammo to find everyone else is carrying a limited kit too. I feel that giving an already useful but underused kit another supporting role would 'kill two birds with one stone' per say, and squads would now have additional revive capabilities and more ammo.
My main reasoning behind wanting it limited is for these kind of scenarios; a two man squad on a hill top somewhere one with a sniper kit, the second with a HAT kit, and if everyone has the ability to revive and one get shot and has no worries about being revived as his buddy can just pen him right back up. I know they can't fully heal each other but it gives the person who has been revived chance to run to any ammo crate to throw patches at himself for the next 3-4 minutes. If they have a crate nearby nothing really changes, they can still request a medic kit so that point is unaltered and so if they have full logistical support then they can still continue on. - if you're going to kit whore without taking a medic it should be a risk, one which involves having only one 'life'.
Again, just to emphasize, I don't want any changes to be made to the amount of people being able to revive but if they were to be changed the above would be my preferred way of doing so.
Feel free to hate.
However, if this was to be implement I would rather it still be limited to some degree, I think that the amount of non-medic kits with the ability to actually revive should be limited to two kits, three at a push.
Aside from medic obviously the first kit to gain this ability should be the squad leader kit, my reasoning for this, and I expect some to disagree, is because generally speaking irl they have more combat experience and are often in a position to take control of the situation and make a sound call on how to help wounded men etc, in contrast to a fresh recruit, as well as allowing him to virtually get more hands on if his medic is struggling with a revive. (This is more just justifying this kit as one of the limited few, again I would sooner it just be kept as medic only)
The second kit I feel should be included in this limited few is the standard Rifleman, although possibly going against my reasoning for the SL to have the ability I feel there is often a lack of 'just riflemen' many times in game I have seen a full squad grab every kit under the sun and within 3-4 minutes of the first engagement be asking for ammo to find everyone else is carrying a limited kit too. I feel that giving an already useful but underused kit another supporting role would 'kill two birds with one stone' per say, and squads would now have additional revive capabilities and more ammo.
My main reasoning behind wanting it limited is for these kind of scenarios; a two man squad on a hill top somewhere one with a sniper kit, the second with a HAT kit, and if everyone has the ability to revive and one get shot and has no worries about being revived as his buddy can just pen him right back up. I know they can't fully heal each other but it gives the person who has been revived chance to run to any ammo crate to throw patches at himself for the next 3-4 minutes. If they have a crate nearby nothing really changes, they can still request a medic kit so that point is unaltered and so if they have full logistical support then they can still continue on. - if you're going to kit whore without taking a medic it should be a risk, one which involves having only one 'life'.
Again, just to emphasize, I don't want any changes to be made to the amount of people being able to revive but if they were to be changed the above would be my preferred way of doing so.
Feel free to hate.