Best medic fix.


(Rast Brattigan) #1

Fair enough. Bad Idea, Move along.


(Szakalot) #2

one revive per life = no medics are used in the game. ever.


(watsyurdeal) #3

Yea…I already don’t like playing Medic…I’d never play it again if this was added.


(heavyRaven) #4

Yeah as an experienced FPS player, I tend not to die alot(I try not to anyway) especially when I am sawbonez… i’d feel pointless playing medic if this was implemented.


(animatedFrog) #5

Are you talking one revive per Medic life, or one revive per downed player life?


(Gi.Am) #6

I suggested something similar a while ago. It could work imo but finishing would need to go away or atleast made considerable harder (knife, headshots and explosions only) to pull off to compensate. Because with a one revive per life limit (or a 30 sec cooldown) you would need to ensure that more people actually stay revivable.


(Rast Brattigan) #7

Downed player ofc lmao. 1 revive per your life play as a medic would be very dumb.

It seems some people didn’t understand this.
Even though I said, Like battlefield.

Basically this makes it so you actually have to think.

You see a rhino go down. You revive him, but you didn’t help make sure the area was clear.
He dies again and is forced to a normal respawn and your input wasn’t very useful.

Same situation

You see a rhino go down. You revive him, you and the team kill or push back anyone in the area, you revive him, he lives. You and the team did a good job.

It just feels very stupid being able to just get people up over and over and over till they ether get killed in a manner that causes a force spawn, or they have no ammo and are just useless.

At the moment there is way to much in the way of reckless play.
Players never stop to think about their actions.
You can just hold a location almost for ever.
Think about the spawn camping where even if you kill 2 people they just come back on the spot over and over.

The revive system is a total joke at the moment.
And as I said, this is coming from a medic player.


(Rast Brattigan) #8

Maybe you misunderstood. I edited the main post. I wasn’t saying you could only revive one person during your life.
I was saying that people have one revive when they are downed.
You staying alive a lot doesn’t stop you being able to help the team, just you and the team need to be more careful with the lives you have.


(GregHouseMD) #9

Battlefield also doesn’t have gibbing. I don’t know if there’s any need to say anything beyond that. It might bear mentioning that there are tons of ways of dealing with revive trains, none of which involve breaking the game. Especially since the last update, this just shouldn’t be much of a concern, except maybe in, I don’t know, exceptionally messy 8v8s?

EDIT: Also, Execution mode would surely be dead in the water.


(watsyurdeal) #10

Honestly, a smarter fix would be allowing all explosives to gib under certain circumstances.

Like naders nades deal at least 72 damage, gib. Same thing with fletchers bomb. Explosives should counter revives, but currently they don’t.


(avidCow) #11

For the love of…

Leave medics alone. Revive mechanics were NERFED already in the last patch.

edit
Because I can just run in zap everyone, raise and army of invincible people and then repeat when they die.

What are the OTHER TEAM doing while you just “run in” and “zap everyone”? Standing around with their fingers up their arse? And no, you do not have an army of invincible people. That’s plain wrong. If you can’t get this simple shit right, don’t suggest more nerfs for medics.

btw the ‘one revive’ idea is total garbage and you will never see it


(Rast Brattigan) #12

[quote=“avidCow;33192”]For the love of…

Leave medics alone. Revive mechanics were NERFED already in the last patch.

edit
Because I can just run in zap everyone, raise and army of invincible people and then repeat when they die.

What are the OTHER TEAM doing while you just “run in” and “zap everyone”? Standing around with their fingers up their arse? And no, you do not have an army of invincible people. That’s plain wrong. If you can’t get this simple shit right, don’t suggest more nerfs for medics.

btw the ‘one revive’ idea is total garbage and you will never see it[/quote]

If you can stay out of sight, they can’t hit you, you can revive from cover and so on.
When you revive someone they are invulnerable to damage for a short time.

Also don’t get salty over a suggestion.


(Temporary) #13

Welcome to the internet :stuck_out_tongue:

Honestly the main suggestion is just a really bad idea, changing shock paddles/revivr to have a CD (similar to ET/ ET:QW/Brink) would be more appropriate but that will tick off so many players it just wouldn’t be worth the effort due to the inevitable backlash.

Don’t get me wrong I think it needs to change because of all of the stupid revive spam that happens which depletes your ammo but not in the direction you’re thinking - making downed players easier to finish off would in all honesty be the best solution.


(subtleLemon) #14

This game has many problems right now but i agree with the first post that medics do need a change. Medics in their current state are very much game breaking and they need some tweaks to their kits.

To start they have the best kits in the game at the moment with their speed, strong weaponry, instant revives, incredible healing and the ability to revive infinitely. Most of these traits are pointed at Aura however the other medics have some of these problems also.

Aura for instance has one of the strongest shotguns, high speed to hop and dodge with ease, a healing station which might as well make you invincible as well as instantaneous revives that can be used infinitely.

To correct this, just as the OP said, put a cooldown of some sort of revives. It shouldn’t be extremely large but enough to make a player have to think about reviving as appose to just spam reviving.

I 've encountered many situations in which I’ll have dropped several players, and do to the time it takes to finish a downed player with a gun, an Aura can simple run by and revive them all making what should have been a clean sweep into the exact opposite.


(subtleLemon) #15

Another solution could be to draw from other mercs and make revives an inventory type ability like Nader. A medic starts out with, lets say 3 revives and can do it instantly and nothing else changes. After that point it’ll function like Naders launcher, you will have a cooldown which will stack back up or you can use it every time you get one back up. This will also stop the spam of revives and put more emphasise on strategy. Should you keep your heal on cooldown or save up for a big push and revive multiple people at once to ensure you take an objective.

Now as for weaponry i feel that shotguns should be moved off the medics and onto the heaver Mercs. It is to strong to put a highly powerful weapon, that rely’s on a player being in close with an enemy, on a Merc with some of the highest speed in the game. A weapon like that should be reserved for the Mercs that are tanky and whose role it is to sit back and defend or form a wall for their team to push forward. Swapping shotguns with subs will put medics back into the role they are meant to be in, a supporting class. As of now they simply have to much going for them and I frequently see medics, especially Aura, heavy teams that are nigh unkillable, do to them reviving each other infinitely and also have the damage to slaughter an enemy team.


(subtleLemon) #16

These are my feelings for how to properly balance these two aspects of medics but there are many other tweaks that should be made on them individually. This is also not to say they are the only problem; the lack of effectiveness of some Mercs like Arty, Kira, and Fragger, oveverall gun balancing, minor map tweaks and bug fixes this game has much left to work. The balancing of the medics however should be the Developers first priority.


(subtleLemon) #17

Edit: Re-post of previous comment removed.


(Gi.Am) #18

[quote=“subtleLemon;33298”]…
Now as for weaponry i feel that shotguns should be moved off the medics and onto the heaver Mercs. It is to strong to put a highly powerful weapon, that rely’s on a player being in close with an enemy, on a Merc with some of the highest speed in the game. A weapon like that should be reserved for the Mercs that are tanky and whose role it is to sit back and defend or form a wall for their team to push forward…

the lack of effectiveness of some Mercs like Arty, Kira, and Fragger, oveverall gun balancing, minor map tweaks and bug fixes this game has much left to work. The balancing of the medics should be the Developers first priority. [/quote]

Sorry but you kinda lost me there. It makes zero sense to move a specalized weapon like the shotguns, that needs you to get close, away from the classes that actually can manage that unto classes that not only can’t do that but whose job is to kill people in any situation and distance. It is no mistake that the slower shotgun users in this game both have a ahnuhld as their standard one.

Also Arty Kira and Fragger not effective enough is a very dubious claim (ok most will agree on Arty I know).

Just to be clear here Medics are balanced combat vise and they provide important support for their teams. It is just that the way the mechanics work, can lead to surreal situations (revivetrains). Changing the mechanic or tweaking it to make revivetrains less likely need to also adress compensation for the medics or they will become obsolete.

Personal I think that the revive animation is a ok solution (not my prefered) and revivetrains will only occur when you have a good dedicated medic on the field and that is awesome medic skill right there.


(subtleLemon) #19

Perhaps your right about shotguns not being on the heavier classes but I do still believe they do not belong on medics. Being extremely kill effective should not be their goal, assisting the team to victory as a supportive Merc should.

Many of the posters here and you think that such a changes to the medics will make them obsolete but that simply isnt the case. There are many games where medic or supportive classes aren’t very kill focused and still get a lot of play to the style appealing to players who like it.

As the game is currently many Mercs just dont match up to the kits of the medics and a few others leaving the game grossly imbalanced. Why would you ever play; Fletcher, Arty, Kira, Fragger, Vasselli and to some extent Skyhammer when a team with 2 Auras, a Sparks, a Rhino and Nader can do everything better. In fact under current balancing I see no reason to not just stack Auras and Sparks while on the offense and maybe throw in a Rhino or two on defense.

The overwhelming power these two Mercs leaves no room for the others and the fact teams frequently get stacked with these shows they are currently too strong.


(cornJester) #20

[quote=“subtleLemon;33430”]Perhaps your right about shotguns not being on the heavier classes but I do still believe they do not belong on medics. Being extremely kill effective should not be their goal, assisting the team to victory as a supportive Merc should.

Many of the posters here and you think that such a changes to the medics will make them obsolete but that simply isnt the case. There are many games where medic or supportive classes aren’t very kill focused and still get a lot of play to the style appealing to players who like it.

As the game is currently many Mercs just dont match up to the kits of the medics and a few others leaving the game grossly imbalanced. Why would you ever play; Fletcher, Arty, Kira, Fragger, Vasselli and to some extent Skyhammer when a team with 2 Auras, a Sparks, a Rhino and Nader can do everything better. In fact under current balancing I see no reason to not just stack Auras and Sparks while on the offense and maybe throw in a Rhino or two on defense.

The overwhelming power these two Mercs leaves no room for the others and the fact teams frequently get stacked with these shows they are currently too strong.

[/quote]

The fact that you think Fragger, Skyhammer, Kira and Fletcher (ESPECIALLY Fragger) are outclassed by just medics and Rhinos (you also said Nader which is acceptable) says a lot. Every single one of those mercs have powerful explosive abilities that can wipe many enemies* indoors (Fragger is king, Nader is Queen) and out, Fletcher* is of course more skill based of a merc with his explosive use but as an engi helps the team balance a lot.

A balanced team with those mercs and some medic support can easily do as well as lolz medic and Rhino spam, most likely better. Fragger is easily one of the best mercs in the game and very much on par with Nader. If you get good with cooked nades and his guns then you will be a menace, end of story.