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About the Medic class in 0.6

Posted: 2007-05-04 14:41
by Burning Mustache
So according to the changelog found here, the medic won't be able to heal himself anymore in 0.6.

What exactly is the idea behind this ?
The way I see it, for a squad to function properly, in 0.6 at least TWO medics will be required per squad. In case one medic gets shot, he will be forced to retreat and get another medic from his squad (for lack of proper communication between squads) to his position in order to get patched up. Playing with less than two medics per squad would be ridicolous, but on the other hand, that leaves us with 2 / 6 players in a squad (or 1 / 3) playing as a medic.

1 / 3 of all players in a server playing as combat medics ?
Do you really think this is such a good idea ?

Posted: 2007-05-04 15:03
by arthuro12
i dont like it..

Posted: 2007-05-04 15:08
by SethLive!
uhh...
medics have three feild dressings, and riflemen have infinite ammo...

Posted: 2007-05-04 15:09
by James2785
I can certainly see the point of eliminating an 'invincible' target class. Think about it, you pop a few rounds at a medic, he runs behind a wall and heals and comes back fresh. Thats not such a great thing to have going on.

However, through all of my first aid/SABC and other miscellaneous 'medic' type training for my jobs and the military, being able to treat ones wounds and injuries is fairly high priority. But if the injuries are bad enough its very unrealistic that anyone would be healing themselves like that. Who heals the other squadmembers when they are near death? The medic. So who heals another medic when he is near death (and obviously to the point where he can't perform self aid on his own)? Another medic.

Its going to place a lot more emphasis on protecting your medics and having wounded squadmembers come to the medic, rather than the medic to them.

Posted: 2007-05-04 15:15
by Dyer |3-5|
I think it will be ok, but I would prefer him to have 5 field dressings. He is a medic afterall.

Posted: 2007-05-04 15:16
by Zodiaccup
I don't like the idea that a medic can't heal himself, but a riflemen can do it with his fielddressings, no matter how often it's necessary. Please sort that out.

Posted: 2007-05-04 15:26
by Dyer |3-5|
Zodiaccup wrote:I don't like the idea that a medic can't heal himself, but a riflemen can do it with his fielddressings, no matter how often it's necessary. Please sort that out.
Medic can heal himself w/ field dressings

Posted: 2007-05-04 15:30
by Zodiaccup
Dyer |3-5| wrote:Medic can heal himself w/ field dressings
Of course he can, but not infinite like the riflemen. I just think
it's wrong that the riflemen can do it without any limitations.

Posted: 2007-05-04 15:32
by Wattershed
Zodiaccup wrote:Of course he can, but not infinite like the riflemen. I just think
it's wrong that the riflemen can do it without any limitations.
Ever heard about a thing called teamwork?

Posted: 2007-05-04 15:33
by SethLive!
three feild dressings is enough for any injury, then, just get you squad to replenish those field dressings with their ammo bags. see, it encourages squadplay

Posted: 2007-05-04 15:34
by Dyer |3-5|
Zodiaccup wrote:Of course he can, but not infinite like the riflemen. I just think
it's wrong that the riflemen can do it without any limitations.
Keep in mind he will only get one at a time, and it will take him a little while to get fully healed with them using the ammo bags. Thus taking him out of the fight. Meds get three and will be able to re-supply fairly easiliy due to the amount of rifleman that will be out on the field.

Posted: 2007-05-04 15:43
by causticbeat
get over it. this is project reality, even having a medic is a pretty big boon

Posted: 2007-05-04 15:44
by Burning Mustache
I would honestly rather see a system where the field dressings (which every class gets) can only stop bleeding, but don't heal hit points, and the medic (with his medic bag) can replenish a soldier's hit points (including his own).

Squad members can utilize their field dressings to stop a bleeding (which all soldiers are probably trained to do anyway, I suppose), but need to look for a medic to get their health bar patched up fully again.

A medic can stop his own bleeding with one of his (multiple) field dressings, and fill up his health bar with his medical bag afterwards (just as he'd do to with other squad members).

Denying his ability to treat his own wounds with the bag though will just force each squad to deploy 2 medics, on average, which in turn will lead to 1 / 3 of all people playing on the server playing as a medic.

I don't see the point of limiting certain kits (such as sniper, support) in order to get realistic proportions of each weapon class on the battlefield, when on the other hand, you force 1 / 3 of all players to play as combat medics.

EDIT:
On another note;
I can see that you obviously want to limit the medic's capabilities with this change, but, honestly, compared to most of the other classes you will usually find in a squad, the medic is pretty limited anyway.
He gets a standard issue assault rifle without scope (as opposed to the PLA's rifleman, for instance), he doesn't get any grenades (as opposed to most other combat classes), he doesn't get any other nifty equipment to fight enemies -- in fact, his only advantage over the other classes is the ability to heal himself and his teammates, and a medic who is actually helping his team will be further limited by the fact that he will spend a good amount of time of the round hiding in cover, medic bag in hand, patching up teammates, where he is pretty vulnerable and unable to engage in combat.

Long story short, I believe you are crippling and limiting a class which, at least I feel, doesn't need any limiting to begin with, and moreover encouraging one third of all players in the server to play a single class again.

Posted: 2007-05-04 15:47
by Cheesygoodness
Burning Mustache wrote:I would honestly rather see a system where the field dressings (which every class gets) can only stop bleeding, but don't heal hit points, and the medic (with his medic bag) can replenish a soldier's hit points (including his own).

Squad members can utilize their field dressings to stop a bleeding (which all soldiers are probably trained to do anyway, I suppose), but need to look for a medic to get their health bar patched up fully again.

A medic can stop his own bleeding with one of his (multiple) field dressings, and fill up his health bar with his medical bag afterwards (just as he'd do to with other squad members).

Denying his ability to treat his own wounds with the bag though will just force each squad to deploy 2 medics, on average, which in turn will lead to 1 / 3 of all people playing on the server playing as a medic.

I don't see the point of limiting certain kits (such as sniper, support) in order to get realistic proportions of each weapon class on the battlefield, when on the other hand, you force 1 / 3 of all players to play as combat medics.
To further that point. I don't know what the bleeding system is like but perhaps change to field dressing to something designed to stop bleeding, and make the first-aid kit not stop bleeding. Then give the medic 5 or so of the field dressings. That way he is still hampered by the fact that even if he runs back for healing he has to use one of his field dressing kits to stop his bleeding. It'll cut back on his invincibleness because though he'll have to choose where and when to use the field dressing kit itself.

This idea isn't thought out for balance purposes so feel free to shut it down either with a witty comment or expand on it.

That might be how you were going but I just wanted to get the medic kit no blood fixer point in clearly.

Posted: 2007-05-04 15:56
by Burning Mustache
Cheesygoodness wrote:stuff about bleeding
This is a very good idea actually and pretty much what I had in mind.
The medic will need a rifleman in order to keep his field dressing stock up, and he is the only one in the squad who can actually heal hit points.
At the same time, if he is out of field dressings and gets shot, he will need to get to a second medic or ask other squad members for field dressings anyway.

I believe this would be a better approach.

Posted: 2007-05-04 16:01
by daranz
1. Shoot the medic
2. Revive the medic
3. Pick up his kit
4. Heal him

I guess we'll just have to wait and see what happens. I'm probably going to keep playing as a medic a lot, but I guess I'll have to wait and see if I die a lot more now.

Oh, mythical Teamwork, we, mortals, beg you to come down upon us and endow us with your mighty powers, so that we might play PR properly.

Posted: 2007-05-04 16:07
by gazzthompson
remove the shockpaddles !!!!

and this hole medic thing , good idea!

Posted: 2007-05-04 16:09
by fuzzhead
ok so i already had a lengthy discussion about it, so i aint gonna bother posting here but feel free to read the discussion here:

http://www.tacticalgamer.com/battlefiel ... eview.html

bottom line:

Medic gets 3 field dressings, body armor, extra mags (7 total). He CAN heal himself but he has to be looking straight down to do so, this is a 'bug' that could also be called a feature.

Will medics have to play differently? Absolutely. Will it be better for gameplay? the devteam thinks so, and the devteam is usually right hehe ;)
we will find out in open beta

Posted: 2007-05-04 16:11
by jerkzilla
Well I doubt the BF2 engine can do bleeding as suggested, though it would be great if it was possible.
I also seriously doubt 1/3 of the players will play as medic mostly because of the word mentioned by others, teamwork, or more to the point, the lack of it. Seeing that some squads don't have ANY medics, in public servers at least, I don't think this will have much of an impact. And so what if the medic can't heal himself? He just uses his field dressings if hit and deals with the threat. If there are too many enemies, or he just can't shoot to save his own life then he should run for ammo and/or other friendlies. If he can't do that , then it's his fault for getting in that mess.

Posted: 2007-05-04 16:17
by Outlawz7
How about having the medic heal himself twice as longer as other teammates?
At least they couldnt just jump behind a wall, get healed and fire back...idea would be, that patching yourself is a bit harder then others, since you cant reach all of your body, lol..not sure, that a lot of people can reach their backs with their hands, or even treat themselves that way..

Altough this does encourage teamwork and at least now medics will need to be protected, at least when they players find out, how valuable they are...dont know about smacktards, they'll probably think they can heal themsleves or will TK the medic, cos they are too lazy to come to him...