this is how healing works! no fancy magic going on
Do you like the current med pack mechanic or want changes?
I never liked the idea of medkits that grant regen, and am more of a fan of instant amount gained. To combat against rambo medics, couldn’t they implement a mechanic where using a kit on yourself uses more energy or has a higher cooldown? I also am not a fan of the trend in recnt times to have regen at all. What happened to taking damage and dealing with the damage taken until healed?
Maybe an adrenaline boost serigue (one only) also for medic
That could armor up 100% the patient (adrenaline is bad stuff :P).
Could be usefull in delivery mission if they dont use weapon while carrying
Wouldn’t discourage the rambo-medic, it will make them even be more tight with handing it out to others.
Instead you need a system that rewards healing others, which doesn’t happen either right now.
I like the new way of doing it, means i cant cheap out on running away into a pile of medic kits and then slamming the other guy.
I used to run into combat, get it wrong and dump medikits as i ran away, it worked far too much of the time, i should die… or not think about survival and shoot back.
1 medkit to heal me but it takes some time means i can revive, dump medkit, rush round the team pushing everyones health back up… but if **** hits the fan or a dude takes a bullet my priority becomes to take that dude down / revive. NOT to dump medkits on my team mate while he takes down the other guy. I like this new way of playing, it feels much more free-form.
To slow and you muddy it, too fast it might as well be the old style. Maybe supression stops healing… or pauses…but doesnt halt like getting hit…
So for me, it halts cheap saves where you use dumped medkits.
I use them on my team more than me - because i havent thrown all of them at myself to survive a situation
Once placed on me or teammate my guns back out covering them/me till they are healed.
I can rev, heal and get back to the fight
No dumping from safety onto a guy in combat…
I like it.
Normally if you start throwing some randomly in front of your teammates eyes, or even ammo packs, it acts sort of like a reminder and i guarantee the place will be full with packs in under 2 minutes 
Depends also on if the game is more on the moving or if it is stuck and teams fight over some key locations.
I’m more in favor of the 25 upfront 50 over time can only have 1 HoT/Health pack at a time. Damage does not break the heal affect.
What about a logarithmic regen rate instead of linear on pack pickups. Rapid for the first 25%, then slowing sharply? That would seem more natural than a sudden point jump to me, both sides win. Just changing the linear speed wouldn’t really please all sides.
Collecting a pack at 100% could provide a decaying over heal, perhaps? Not available to medics themselves, maybe.
I voted for the old way.
I thought a nice idea would be to have your own packs heal a SMALL amount on yourself and when you give someone else a pack it heals them to 100%. This way you’d see more medicing others and less rambo players in publics. (I hope!)
As I explained in another thread (and why) use the current system (health regen, plus interrupted when taking damage) when the medic is feeding himself, and use the old (classic) system when the medic is feeding others.
Medic is already under the cosh with the limited weapon damage - so wouldnt apply any different rules to the standard mechanic, also just makes things far more complicated than it needs to be…
As it stands i like the current system of regen to 100%, with interruption if damaged. I’d remove auto-health regen though as this reduces the key aspect of the medics role, similarly you wouldnt have auto-ammo regen in a game that’s meant to promote class dependant teamwork.
Yeah the auto-regen needs to go, just like the ammo from weapons, it only undermines the class roles.
[QUOTE=potty200;435356]I voted for the old way.
I thought a nice idea would be to have your own packs heal a SMALL amount on yourself and when you give someone else a pack it heals them to 100%. This way you’d see more medicing others and less rambo players in publics. (I hope!)[/QUOTE]
This this this, with nerfed or disabled self-heal. Or make it a new specialisation and balance the rest of the medics out against this one.
That could make it worse as he would need to use all his med packs on himself and not have any left to give out to anyone else which was pretty much what was happening before the current method was implemented.
So heal yourself by healing others ? I think someone called this ‘magic’ and if i understood correct he meant that this misses the logical connection. How would this work. I mean it is a game, you can make everything work, but it has to be modeled after somekind of empirical logic or some kind of experience and make sense. Maybe a spiritual thing, so that you heal yourself by your own good will by healing others ? 
P.S. hope i understood correct, if not forget this post 
I’m willing to accept magic if it allows for deeper gameplay. It shouldn’t be completely ridiculous but realism only gets you so far in gameplay incentives.
Brink had tons of really cool abilities. The structure sucked but the abilities themselves were cool. I want more of that, I’m especially a fan of passive perks, like this pay-back on healing others.
