[QUOTE=Humate;408321]Sure
Yes ofcourse, its designed to hold its own so that it can full-fill its traditional role.
Its combat efficiency, is in proportion with its importance to the team… and the enemy’s target priorities.
If the class was nerfed, it wouldnt stand a chance in direct engagements, which would urinate on the overall revive count.
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Well, as the non-rambo medic I would look for some ppl to be around… about the number of revives. I guess it will be increased then, as medic would not be that powerful… what still does not mean it would have no chance in combat, as well as soldier does not have 200 hp, medic’s MP would not make 1 damage/hit… It would be still playable for that “selfish” style ppl, yet it would have not only the advantages. Why shall it beat any other class in real combat? Paper, scissors, stone and medic? Being weaker in combat, it would be more prone to stick with the rest of the team, right where it’s needed.
The current approach - second chance in combat at no cost - is not contributing to the game’s balance improvement
About the space of possible classes… I guess we should start calling it like that… I agree with the argument, that what should make the difference is who plays the game, not what bunch of perks that person would buy for XP or whatever. As I said before - clear, easy interface and the deepness coming out of the in-game possibilities, not from some “artificial” perks. Trick-jump shall be trick, not perk. Aim shall be aim, not bot points to buy for XP. Why XP whoring should make the difference?
montheponies
Nice post. Excluding rambo apology, and attack on CvOps, I agree. The game should be simple in use, and where it have to get complicated is it’s battlefield, where bunch of simple classes with their gadgets combined forms the fairly complicated situation, no need for players spending time in the forest of perks and “skill-points”… That;s kind of things that sounds cool yet in practice they’re just not.