Wolfe wrote:Medics are designed to save lives, not take them. Giving medics the ability to kill more easily (scopes) is no different than giving riflemen the ability to heal more easily. And as for an increased medic running speed, that's like a 3 a.m. infomercial "...and if you act now, we'll throw in increased running speed, absolutely free!". It's a stupid gimmick that serves no relevant purpose. Besides, increasing one kit's running speed will be exploited for uses other than running to save a teammate.
Medics are also given a weapon for personal defense, so why shouldn't they have the same kind of personal defense as everyone else since he is in the thick of it as well? What if the whole squad gets wiped out from afar on a map like Kashan. Some will say, "smoke", but settings can effect smoke and distance as well. So why shouldn't he have the same personal defense as the rest? Remember the HAT with the pistol? Look how well that worked out. Not many went HAT because they were at such a disadvantage at times.
And you keep saying things will be exploited, but how exactly is a kit going to be exploited that is designed for healing? Even if you give the medic a scope or run boost, how is that going to make them a killing machine when everyone else has those capabilities or ones of their own? This game has checks and balances you need to acknowledge. Medic doesn't have a HAT, LAT, nades, 4x zoom, pistol, a LMG, etc. Can that medic magically heal himself ala vanilla BF2 while firing his weapon behind a position of cover all at the sametime? No, he will get shot.
If you want medics to be more viable, then you have to provide more opportunity for medics to do what they're designed to do. At present, there is little opportunity for medics to heal/revive because:
- The "man down" time of 30 seconds is too short. It's actually faster (and safer) to just die/respawn than for medics to revive/heal.
- Locating a man down is to too difficult.
- Shock paddles have too few charges.
- Headshots (un-reviveable kills) are too common.
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I have addressed locating the man down before, but headshots are not going to change, nor the amount of shock paddles (you say too few, but they changed it specifically because there were too many before), and the man down time is not worth upping because if the medic dies or no one is medic, you wait longer. (unless there is no death time afterward, which varies greatly)
IF a squad is engaging a bunch of enemies from a distance, why shouldn't the medic be engaging them as well? If none of them are currently hurt, then the medic is just dead weight and many players begin to feel this way on huge wide open maps or even smaller maps. And some say that medics should be healing instead of fighting, but if your medic doesn't know when to seperate himself from the two when necessary, he is definately not going to be any different with or without a scope.
Unfortunately people want other players to be more careful but don't want it applied to themselves; They want to run fast and kill quickly but hate when it's done to them. They want medics to revive, but don't want to wait more than 30 seconds for it. As the original poster stated, people ARE too care-free in-game and it's evidenced by players running around like respawnable players, instead of running around like realistic soldiers.
Yea, because everyone who plays this game is supposed to be militarily trained? Because you can apply very realistic tactics in this game? Wrong.
And if these players wanted long, drawn out tactics and battles, they would be playing ArmA right now. This mod combines the best of both worlds and was not designed for 1 more than another. I could care less if a player lone wolves or goes off on their own because I still know that my squad has no problem taking out those very people on the other team and once they figure out it is not worth it, they will either join a squad and try, or leave the mod. If a player is too care-free, they die plain and simple. Don't try to force them to do something they do not want to do.
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If you want people to be more careful with their life, then you have to make them fear death. And the only way is to make the spawn time so uncomfortable that players would rather hide behind cover, retreat, or do anything to preserve their life than run the risk of losing it.
Yea, so tkers, snipers, tankers, vehicle gunners, helicopters, jets, or campers could rule the battlefield? No thanks.
If a player is too "care-free", he dies plain and simple. It is either his fault or the squads fault. Don't like it? Kick him from the squad and find someone else. Don't punish anyone else just because the game is not going your way.
When people say that a 30-40 second spawn is "ok" and "fine", that should immediately tell you that it's not fine. People should never be "ok" with the spawn time in a game where you want players to fear death. The spawn time should be feared. It should be hated. And suddenly, your life matters and medics become the game's #1 asset.
This mod isn't about fearing death, it is about having the best tactics, squad, CO, and team to win by pushing them back, not how much you make the other team fear being killed. What happens when people fear being killed? They hide and wait or get an unfair advantage like armor, jets, or helicopters plain and simple.
Want life? Fear death. It's that simple. Until that happens, no amount of gimmicks, incentives, effects, or fancy rewards is going to change it.
No. Has that worked for CSS? No. Does that work for COD4? No.
Just get over the fact that not everyone is going to play this game the way you want it to be played. Not everyone knows military tactics or can even employ them in a game, so they will do what they have to do to survive which are within the game's set limitations.