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Re: Scopes

Posted: 2010-10-13 13:06
by USMCMIDN
Murphy wrote:I lone wolf with med all the time, it's my preferred kit as I can always help blue guys or get them to come revive me with mumble. The only downside I see is the lack of frag grenades, as anyone worth their weight can use iron-sights just fine.

If a particular faction has solid proof that medics in regular infantry are all supplied with ACOG I guess it would be feasible.
The US, and UK field optics to ALL COMBAT troops, this includes corpsman, and medics attached to infantry units...

http://www.docstoc.com/docs/8738974/Mod ... oad-Report pages 47-50 clearly explain the US Medic/Corpsman has optics on their weapons...I am sure there is a UK document out there too I just can not find one.



and Corpsman do go through a type of infantry training but not SOI per see... IDK about the USArmy Medics but I would guess they do go through some combat training.

Re: Scopes

Posted: 2010-10-13 18:29
by Murphy
All good and dandy except for the Military Advisors for both of those factions...they might take some convincing.

Either way I'm fairly sure the dev's will strike a balance for this kit.

Re: Scopes

Posted: 2010-10-13 18:55
by ZiRo
I suppose since medic kits are now limited, adding an acog or aimport to the medic kit isn't that bad an idea.
  • There's only 1 medic per squad
  • If all the conventional forces get the same treatment, all it means is that there'll be an extra player able to engage at range or without the clunky ironsight - depending on whether you give them an acog or aimpoint.
  • The ability to scale buildings and arrest civilians at range is arguably just as powerful, or not as being able to revive wounded team mates. (remember we've got the minute timer thing going on too).
  • Whilst the current ironsight encourages medics to be passive in firefights, and this is arguably a good or bad thing, giving medics a fighting rifle will make the role slightly more enjoyable than being (tonge-in-cheek) expected to almost run around with your medic bag out.

Re: Scopes

Posted: 2010-10-14 16:26
by Daffy_Duck
ZiRo wrote:I suppose since medic kits are now limited, adding an acog or aimport to the medic kit isn't that bad an idea.
  • There's only 1 medic per squad
  • If all the conventional forces get the same treatment, all it means is that there'll be an extra player able to engage at range or without the clunky ironsight - depending on whether you give them an acog or aimpoint.
  • The ability to scale buildings and arrest civilians at range is arguably just as powerful, or not as being able to revive wounded team mates. (remember we've got the minute timer thing going on too).
  • Whilst the current ironsight encourages medics to be passive in firefights, and this is arguably a good or bad thing, giving medics a fighting rifle will make the role slightly more enjoyable than being (tonge-in-cheek) expected to almost run around with your medic bag out.
I couldn't agree more!

Re: Scopes for Medics?

Posted: 2010-10-14 17:09
by Psyko
medics have enough on their hands when they are in a proper squad. any time im medic i dont have time to fire back, im too busy jumping on corpses, healing or searching for ammo to restock patches. and when i do eventually get the rifle out im spraying for suppression more than anything before i boot it outta there due to my entire squad having been destroyed.