Dedicated Medics and Support XP


(Beermachine) #1

Just a quick poll to see what people think about how much Support XP is given out.

I’m definitely on the too low side, especially given the shortage of medics in pubs and the overabundance of the more flashy skyhammers and Kiras. Objective XP falls from the sky on any attacking EV side or multiple plants maps for both with an Engineer. Combat XP also seems to be very easily acquired for any assault class.

Dedicated medics who cover the team, keep them topped up with health with high battlesense so they stay alive with any push seem to get the short stick, and only really top the scores if they go rambo medic for loads of combat xp also, which isn’t really supposed to be there job!


(Szakalot) #2

Considering that ammo support xp was buffed and feels in a good spot (I definitely noticed an increase in FOPSES giving out ammo since), it would definitely by nice to increase healing xp; by, say 50%?


(NeroKirbus) #3

being able to receive over 200 EXP from a single ammo pack is pretty ridiculous… Medic’s can only receive 100 EXP max from a full revive or medkit throw… There’s a huge disparity there. the revive should be 100 EXP max plus half the max hp of the person you healed in exp, however, this would promote pocket medic-ing in pubs which should be discouraged, since you should be trying to help the entire team as much as possible. but this would mean…

light classes you would get 140-145 exp
medium classes you would get 155-160 exp
assaults you would get 175-200 exp

that would even out the disparity a ton.

Here’s what I recall for total support EXP for FS and medic’s. There will surely be a few errors.

so the exp range a FS can receive from a single ammo pack is 60-220 (70 - 230 for direct hits). A medic’s exp range for a medkit or healing station is 1-99(11 - 109 for direct hits), then a revive is 35-100. Not sure about these values, since I have always used the get up perk which a tap is 47, so i’m sure it’s in the 30’s range. Anyhow, a medic deserves more exp as they perform the most dangerous job of all. I think there is a bonus 30 exp total for direct hits, but I cannot recall it very well.


(AssortedStuff) #4

Not sure about Medics but XP for field ops seems a bit too high.
I usually either get 1st or 2nd place on my team if I just keep handing out ammo and do a few killings.
Yes, that’s what Field Ops are for but it seems a bit too much XP. Especially considering that most times I won’t be setting up the objectives if I’m a FO, just supporting from the ‘sidelines’.


(Szakalot) #5

[QUOTE=AssortedStuff;531068]Not sure about Medics but XP for field ops seems a bit too high.
I usually either get 1st or 2nd place on my team if I just keep handing out ammo and do a few killings.
Yes, that’s what Field Ops are for but it seems a bit too much XP. Especially considering that most times I won’t be setting up the objectives if I’m a FO, just supporting from the ‘sidelines’.[/QUOTE]

why is that a problem?

I have no problem with overrewarding ‘nice’ behaviour, regardless of where it puts you on the scoreboard. The only concern is how much easier does it make farming.


(Beermachine) #6

[QUOTE=NeroKirbus;531065]being able to receive over 200 EXP from a single ammo pack is pretty ridiculous… Medic’s can only receive 100 EXP max from a full revive or medkit throw… There’s a huge disparity there. It should be 100 EXP max plus half the max hp of the person you healed in exp, however, this would promote pocket medic-ing in pubs which should be discouraged, since you should be trying to help the entire team as much as possible. but this would mean…

light classes you would get 140-145 exp
medium classes you would get 155-160 exp
assaults you would get 175-200 exp

that would even out the disparity a ton.[/QUOTE]

Thanks for the information, explains a lot.

IMO an ammo pack should NEVER give more XP than a full revive, especially given that healing / reviving is the only tool in a medics box while a Skyhammer / Kira also has access to a metric ton of potential combat and objective XP from their AoE abilities.

Always finding the Waterboy mission the hardest despite being a hard-core ET medic who wasn’t a self injecting drug addict!. Looks like it’s best to not play as the dedicated support class but become Skyhammer No 4 (many of them don’t give ammo anyway) to fill those missions rather than choosing to be the only medic on the team :frowning:


(NeroKirbus) #7

[QUOTE=Beermachine;531070]Thanks for the information, explains a lot.

IMO an ammo pack should NEVER give more XP than a full revive, especially given that healing / reviving is the only tool in a medics box while a Skyhammer / Kira also has access to a metric ton of potential combat and objective XP from their AoE abilities.

Always finding the Waterboy mission the hardest despite being a hard-core ET medic who wasn’t a self injecting drug addict!. Looks like it’s best to not play as the dedicated support class but become Skyhammer No 4 (many of them don’t give ammo anyway) to fill those missions rather than choosing to be the only medic on the team :([/QUOTE]

That’s exactly how I do waterboy missions and it’s not as beneficial to the team as a medic would be 90% of the time. Having two archetypes be able to finish the mission is not a problem, but when it promotes FS over medic, that’s when it is pretty stupid.


(jazevec) #8

I’m pretty sure you even get xp for giving ammo to fieldops classes, who can supply ammo for themselves.


(Szakalot) #9

thats fine too. Medics can heal other medics as well.


(Protekt1) #10

I think even with this discrepency, I think medics still gain more support xp than field ops. Maybe closer to even now.


(poiuasd) #11

I think they mentioned on a dev stream that they’re looking into making the support xp missions easier as they are easily the most time consuming missions. But yeah support xp for doing medic stuff is way too low compared to spamming ammo packs considering how much more important healing is.


(Runeforce) #12

All the xp missions are still unbalanced, in time used, compared to the other missions. Less to most; game, combat and support.

On the support, you could f. ex. change the payout of the tiers to 1500, 2250 and 3000.


(Amerika) #13

Waterboy (support) is by far the most screwed up one. As Field Ops or Medic you still get a very low rate of incoming XP compared to doing game mode and especially combat XP. I finish the combat XP 1000 credit mission (22.5k xp) in about 4 typically quick objective mode matches. Waterboy can take double to triple that depending on how each match plays out. If I go medic then I have to get tons of revives and revive sprees. But sometimes you simply can’t do that due to how the game plays out unless you want to hinder your team and not heal, let them die and revive quickly. And as FOps you can’t get XP that quick since a lot of people are already playing that class and don’t need ammo and some maps/areas do not allow you to easily use your strike/beam/artillery.

Of course the same gripe can be made for game mode as some maps are REALLY good for it (EV repair/escort especially) but if there is somebody else doing the same thing then you won’t be getting game mode XP. You can even let somebody defuse a plant you didn’t plant, kill them and plant another just to get the points that goes with it.

I am cool with the missions but I think some more thought needs to be put into how to do them and how to even things out and reduce some of the cheesy things I’ve mentioned.


(Beermachine) #14

Did some testing as I’ve never played a FO as there’s always enough of them anyway, and confirmed NeroKirbus’s figures are pretty spot on.

The most obvious discrepancy I noticed was that just topping up you team mates at spawn (all figures halved due to XP weekend) with direct hits = 60+10*4 = 280 support XP (76 for the big guy), the equivilent of 2.8 full revives (sprees excluded) before any action has even happened, lol. Full ammo restoration netted a LOT more. During my limited testing as a decidedly mediocre FO, my average round XP doubled compared to when I was at the top of my game as a Medic, and waterboy becomes a hell of a lot easy (especially with Rhinos, those eat ammo packs as a snack).

So as well as having no cool toys, being the most unappreciated and moaned at class of all with no flashy glory moments like FOp’s or Engineers they get a lot less XP for doing their job well than all the other classes…

Not surprisingly I’ve dropped my medics like a sack of hot potatoes, but please don’t inform the chumps, ah, dedicated team playing medics on the pubs of this or else seeing one especially during double XP weekend will be as likely as the Loch Ness Monster, Big Foot or a Yeti :wink:

@Amerika_KC, Agree with everything you said except for FOp’s having a hard time completing waterboy (or rather a MUCH easier time than medics). Even with a few other ammo dropping FOp’s, racking up a nice amount of support xp with little effort is still not that hard. When your the only one dropping ammo regularly , never firing a shot with a random +25XP airstrike every now and then will probably guarentee you top of the scores (an exaggeration, but not by as much as you would think). This is acceptable to me as it encourages more balanced teams with players filling crucial roles that are lacking.

The same though is definitely not true when being the only medic, where mid table is about the best (unless rambo) you can hope for on a semi decent team while humping your arse off performing a load of revives, sprees, miracle workers, heals and assists.

@Szakalot Agree completely that it’s far more beneficial to overpromote unselfish team play than underpromote it, for the overall good of the game experience.

Hopefully this discrepency is just an oversight by SD and will be rectified sometime before medics in pubs, or rather ones that aren’t only rambos, goes the way of the dodo.


(jazevec) #15

But when a medic heals medic, it often saves his ass, especially revives. When I throw a medpack at a wounded Aura, she doesn’t have to reposition her station and reclaim it. You rarely die because you’re out of ammo, and if you do run out, you can max out in a few seconds by eating your own packs and have peace of mind for several minutes.

In short, healing someone solves a much more urgent issue than restocking him, and it’s much easier to run out of health than out of ammo. Imagine Field Ops being able to refill CLIPS of teammates instead of giving them extra clips. That’s how useful medics are.