Changes To Currently OP Medics


(subtleLemon) #1

This game has many problems right now and the most blaring one currently is medics. 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 as well.

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 i suggest that the Developers put a cooldown of some sort on 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 ill 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.

Another solution could be to draw from other Mercs and make it 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 heals 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.

In order to bring the game into a more stable environment these changes should be made to properly balance these 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 on. The balancing of the medics however should be the Developers first priority.


(Azure Emulation) #2

“Lack of effectiveness of Fragger”
lolno.

Normally I would disagree with Medic Mercs being OP but…

“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.”

…this sounds totally reasonable. However, this change shouldn’t be given to Sparks as her Revive Gun, and the way it works now, is the only thing she has going for her. It has a charge time and sort of battery power associated with it, which are already reasonable limitations. It wouldn’t be a bad idea to make defibs function like melee-ranged Revive Guns either; wouldn’t change much except fix the spam problem as you pointed out.

Also, disagreed with removing shotguns from Aura. Even though it’s a powerful close-range weapon (how it SHOULD be), you’re punished harder for missing with one. If you do better WASD dodging the shotguns will be fine; decently skilled people prefer SMGs over shotguns for a reason.


(subtleLemon) #3

I bring up the effectiveness of Fragger do to the fact his grenades cooldown is far longer than that of Naders launcher and that leaves him in an awkward place where she simply does his job better. Also looking at his weaponry, that also doesn’t set him apart, as Rhino does that better as well. With these two Mercs and several others outclassing him I dont really see him being as effective as the other Mercs, as they’re just better at their base.

As for medics I agree such a change would not work on Sparks and my option is mostly geard towards Aura and Sawbones revive system.

I do like your idea though about them functioning like Sparks gun, where they would have to charge their defib first, is also a good solution.


(metallicCandle) #4

I like the idea of the recharge on the defib’s, and I personally agree that the medic should not have one of the most powerful shotguns. Medic should be a support class. Yet I consistently see aura running around flanking with that shotty one shotting ppl and using med station when hurt. They don’t revive, just go for kills. Spark however has a weak gun and low health requiring her to stay close to teammates and depend on them.


(metallicCandle) #5

I agree with the charge time, and say “take away that shotty!” Too many times I’ve seen aura constantly flanking and one shotting ppl from behind, not reviving anyone, just going for kills and using med station when hurt. Doesn’t that sound more like a scout? If she’s support class, medic, at least give health more like sparks.


(Mr-Penguin) #6

Aura has the same health as Sparks. And what would she use if her shotties were removed?


(subtleLemon) #7

Sub machine guns like Sparks uses.


(avidCow) #8

“OP Medics”

Medics don’t dominate and are not “OP”. You just don’t like how they function and change the meta. Ironically, Fragger is still one of the top picks along with Sawbonez as support.


(umberInlet) #9

SMG > Shotgun unless it’s the Blishlok (arguably). If you can land your shots on the head, the SMG will outdps a Shotgun, and at a longer distance to. Shotguns are just easy body shooting.


(fetchingSeahorse) #10

Shotguns are only good at close range, and then only if you have good aim. If your getting flanked and killed, instead of crying OP, maybe try and develops better battlefield awareness?


(metallicCandle) #11

“Better battlefield awareness” is nice, but doesn’t help me with spark and a shotty nub jumps around the corner. Spark weak smg vs blishlok at very close range? Awesome!
One shot kill.
But my point is simple: this isn’t tf2, and aura isn’t scout…or is she? Honestly if I have a problem with auras constantly trying to flank I go rhino and cover flank. Usually rack up 15-18 kills b4 they try something else.
Aura is a medic, she should act like it and her current load out isnt.