Page 1 of 3
medic kit suggestion
Posted: 2007-02-26 20:13
by Rdin
i never liked the medic kit, you just pulls it up and magicly heal everbody, like some kind of fairy.
is it possible to change the funtion? so it works like the wrench?
Posted: 2007-02-26 20:21
by eggman
yeah will probably do thet (if we can) to help avoid guys constantly running off... with a sprinting medic behind them healing them..... if we can make it work like the wrench it will not work when sprinting so you will have to duck for cover and give the medic some time to heal you.
Posted: 2007-02-26 20:55
by M.0.D
Can you also make the medic with the shock-padels a requestable kit with only a PDW and just leave the combat medic with the medic-pack?
Posted: 2007-02-26 21:04
by El_Vikingo
what tool would one use as a wrench to healing people?
Posted: 2007-02-26 21:05
by [DVB] TRIggS
M.0.D wrote:Can you also make the medic with the shock-padels a requestable kit with only a PDW and just leave the combat medic with the medic-pack?
not a bad idea but i think that the combat medic should have a medpack with limited supply, if possable, and maybe 4 charges with defib. Then make a limited field surgeon/medical specialist kit (gussy it up howvever you want its still a medic) with unlimited medpack and 10 charges. Im not sure what equiptment he should have. You can disscus that yourselves.
Posted: 2007-02-26 21:12
by {GD}StevenGarcia
Also, the Medic's ability to heal himself should be removed. I've been seeing Medics using their medpack to drop off roofs and other high structures that would cause other classes to bleed out.
Posted: 2007-02-26 21:54
by Sneak Attack
yeah, i do that all the time. i like the requestable medic defib thing.
but if the wrench way is going to be implemented i say just use the wrench itself to heal people, it would look funny and its a magic wrench so it makes sense.

Posted: 2007-02-26 22:04
by Mongolian_dude
Am i right saying that a Proper medic takes an aoth not to kill? And the guys people shout 'medic!' for, who are carrying rifles are Corpsmen? Could be utter BS but i think i may have heard summin like dat lol.
I'd like to see the addition of other medical equipment too:
Morphine(stops blurryness, but induces bluryness when pumped into anyone who dont need it lol)
Some kind of cast or summin so people retain their sprint function.
More than one field dressing so he can stop those bleeding quickly and then work his way down the ladder of most serious wounds.
Take away medic Defibs and give them the field serg.
Serg has large amounts of medical equipment but lacks for combat, if he is even allowed a weapon at all(except 'survival' knife or summin).
I dunno, im just dreamin or summin lol. Whatevers realistic, ya know?
...mongol...
Posted: 2007-02-26 22:11
by NavalLord
Just make it like the BF1942 medic where you have to click to heal people, and you can only heal the person you are looking at. That way the medic isn't an aurora of Jesus.
Posted: 2007-02-26 22:35
by [uBp]Irish
i was thinkin too exactly of 1942 where you had to click to heal and look at them. The whole requestable kit idea is too far fetched imo. I still say it, but whenever you think of making this game better, think of how a noob/retarded person could make the gameplay worse for the rest of the team. By taking defibs away and putting them on a requestable kit... you'd pretty much have to make the kit unlimited request, since if it got into the hands of the wrong person, they would have no idea what to do. Also, the medic would then turn into the Doctor on the insurgent maps, and not many people play those anyone, since the appeal is gone (via the lack of defibs). The defibs are the backbone of a squad along with a good SL and a rally point, since they pretty much determine if ths squad can survive. ( dont criticize me for that opinion, i just think that good SLs/Medics/Rallypoints can determine how a squad functions). Take that away and stuff will just breakdown since stupid people can ruin good things quickly.
I know we are all here voicing for "MORE TEAMWORK!" in the PR picturesque world, but it's not going to happen anytime soon since vanillabeaners from vBF2 will continue to come over to PR and not give a **** about anything the game has to offer.
Posted: 2007-02-26 22:47
by 00SoldierofFortune00
I think that doing all of that except for a few of the suggestions that Mongol made could be bad for the medic class. I mean, they already have 6 defib shocks, carry no frags, and have limited amount of ammo. You really think someone is going to play as a medic if you nerf it or make it more complicated? People want to play as medic to help people out, but they still want to be able to fight as well.
Posted: 2007-02-27 00:08
by Raniak
Give him only one (+ the one in his gun) ammo magazine, so he is not a killing machine, only a guy that use his gun if he really need to !
Posted: 2007-02-27 02:04
by Rick_the_new_guy
00SoldierofFortune00 wrote:I think that doing all of that except for a few of the suggestions that Mongol made could be bad for the medic class. I mean, they already have 6 defib shocks, carry no frags, and have limited amount of ammo. You really think someone is going to play as a medic if you nerf it or make it more complicated? People want to play as medic to help people out, but they still want to be able to fight as well.
You described the situation at hand.
There are two polarites.
1. The more real life medic.
Found one/per Infantry Platoon in real life (limited kit 4/32 players).
Stays low and reacts to wounded teamates (Role Playing here).
Can only focus on one person at a time (Reduce healing orb).
Has a limited amount of equipment to heal and tend to criticaly wounded teamates (limited amount of healing and reviving; althought would be nice if they could go to a Supply crate or APC and reequipe.
2. Status quo medic in .5.
__
I lean more to the first polarity.
For example, two medics/squad is annoying. Granted, it is wise for the arcade nature of the game, but I like to see the game continue to approach realism. For some, this may be too realistic, but not for me. As far as I am concern, as long as the game allows unlimted respawns, it is no way close to a sim.
__
P.S. We can not let the vanillia "retard" players effect how the mod is made. Blank them. As I have said before, the players on the server make the game (any game) what it is.
Posted: 2007-02-27 06:03
by Cyber-Couch
'[R-MOD wrote:Mongolian_dude']Am i right saying that a Proper medic takes an aoth not to kill? And the guys people shout 'medic!' for, who are carrying rifles are Corpsmen? Could be utter BS but i think i may have heard summin like dat lol.
I'd like to see the addition of other medical equipment too:
Morphine(stops blurryness, but induces bluryness when pumped into anyone who dont need it lol)
Some kind of cast or summin so people retain their sprint function.
More than one field dressing so he can stop those bleeding quickly and then work his way down the ladder of most serious wounds.
Take away medic Defibs and give them the field serg.
Serg has large amounts of medical equipment but lacks for combat, if he is even allowed a weapon at all(except 'survival' knife or summin).
I dunno, im just dreamin or summin lol. Whatevers realistic, ya know?
...mongol...
The stuff in bold would be great if it could be put in game PLEASE! Put those things in and make it so the most a medic can do is stop the bleeding, no more magically healing wounds. Realistically speaking you can get your foot shot off and the medic can stop the bleeding, but can't put it back on.
Posted: 2007-02-27 07:15
by eggman
The only current changes planned for the Medic are to require that they "fire" the medic kit like the Wrench. The intent of these changes is to avoid them healing when sprinting and, possibly if it works the way I hope, avoid them healing themselves (tho they carry a field dressing and can use that).
Posted: 2007-02-27 07:31
by Scout-R
If you want you might want to have them carry a quikclot bag and pour that to heal (in reality it's used to clot wounds and then covered by a field dressing). You could make the bag have a limited amount, before needing to re equip. Maybe in the future I would like to see the medic utilize more tools to keep people alive. Morphine, Quikclot, Dressings, IV (that's where the rifle comes into play they are used as IV poles also), AED/CPR (sometimes the AED will ask you to start cpr as in real life). If you want to go more serious then we could make the wounded into a litter and transfer them to a med det.
Medic's and respawn times are the key to making people play more cautiously.
I realize what I ask is a lot of work and right now as the prior post suggests it won't be done, at least not now. I just wanted to throw that out.
Posted: 2007-02-27 11:54
by Rdin
another idea, if you are critical wounded, a combat medic can't fully restore your health, but he can stabilize your condition, you don't lose life, but still everything is blurry and you coughs.
then you have to find something like
this, or a medical tent in home base, to get fully recovered.
Posted: 2007-02-27 13:06
by strima
The problem with the Battlefield Ambulances (BFA) is you'll always get one noob that can't be bothered to walk so will drive off to the front then dump it right in the line of sight for the enemy.
Maybe retreat to a spawn point for full health restoration, this would encourage SL's to deploy them more carefully and slightly closer to the action.
Posted: 2007-02-27 13:20
by Mongolian_dude
00SoldierofFortune00 wrote:I think that doing all of that except for a few of the suggestions that Mongol made could be bad for the medic class. I mean, they already have 6 defib shocks, carry no frags, and have limited amount of ammo. You really think someone is going to play as a medic if you nerf it or make it more complicated? People want to play as medic to help people out, but they still want to be able to fight as well.
Yeah, i have to say i thought that too and that there was a string chance i was babbling on lol and was kinda reluctant to post it.
Perhaps instead issues him an extra couple of field dressings?
...mongol...
Posted: 2007-02-27 13:20
by Aljen
BFA would be the prime target for spawnrapers.
I think medic should be able to heal himself (maybe not to 100%) but there should be only 1 in a squad.
Limit charges for defib is a bad idea as I often use 3+ on one downed soldier. Reviving is for me much harder in PR then in vBF2 for some reason.