I like the new med packs. It took a while to adjust, but being able to fully and quickly heal multiple friendlies is great and as it only takes one med pack to self heal, greedy medics haven’t gobbled them all up on themselves. The latter being the biggest benefit. The downside is not being able to heal people under fire. Would there be a way of deducting the amount of damage inflicted from the amount of regen rather than stopping it completely?
Do you like the current med pack mechanic or want changes?
It’s one possibility. Personally I’d like us to look at creating a new Medic character who specializes at in-combat healing compared to the other Medics, to fill the gap that remains.
Cool, that could work out.
Slightly related, have you guys considered making more traditional character templates - standard classes based on RTCW/ET, each with very similar weapons (rof/spread/damage), health, speed, and with familiar abilities etc - for comp play or just for people who know what they like and want more of the same? You could then go as out there and experimental as you like with the rest while keeping the hardcore happy.
just do it like you did it in quake wars …
there was a great balance (keep stroyent to health out of your mind)
med packs should restore a number of HP, not that much as before but something around 20 HP or something and give the medic 5 or 6 medpacks with instant restoring HP
would be the best way i think.
but the idea of using 2 medics one with that full reg and the other one who can use infight reg packs is not that bad… but i think one of this two medic types will be useless… there are 2 options:
- full reg packs are much better than infight reg ones so infight reg is not good enough, remember that we should have a quite fast game here so the medic isnt able to change them situativly --> that would make infight reg packs useless / never used cause in the average full reg packs make more sense
other option is the opposite of option 1
- infight reg packs reg good and even fast enough that its also okay for using then in outfight situations, that will make the usual reg packs useless…
–> best solution for me:
create medpacks that restore 20 HP instant, give medic 5 6 of em
The medic with the med packs that allow healing through damage would just fulfill a different role than the one with the current med pack mechanics. I would see the fire fight one being favorable on rush maps or attacking teams in general, while the current mechanic one would be favorable for defense/stall teams.
I would like to see how this would play out.
Bumping for a medic loadout where:
-Medic can’t self heal
-Medic has a good combat rifle
-Old medpack mechanics
-Improved Regen
You can kill things, but your picking the class to support your teammates. You aren’t bound to pure support though.
[QUOTE=INF3RN0;436974]Bumping for a medic loadout where:
-Medic can’t self heal
-Medic has a good combat rifle
-Old medpack mechanics
-Improved Regen
You can kill things, but your picking the class to support your teammates. You aren’t bound to pure support though.[/QUOTE]
Bumping for not wanting the above 
Punishing good medics because of medics who play selfishly isn’t the way to go about it. It’ll just make the medic’s job more basic and less interesting.
He’s getting a good gun and regen. If he’s not playing selfishly already then how’s that punishing him?
Because a medic hiding behind a wall while his health regens isn’t much good for the team. Sometimes, particularly when attacking, the best thing a medic can do for his team is heal himself up quickly. And also for consistency’s sake. Med packs work for everyone bar one class? Or can the medic pick up other medics health packs? What if we have a more attacking focussed medic variation that can pick up health packs? Either way it’s confusing.
Neither is a medic that keeps using packs on himself. A good medic is one that is careful with his health and a regenerative system rewards that better than the ability to self-heal.
And don’t worry man, Inferno (and I) aren’t arguing to take away the self-heal completely, but it’s just something that belongs with the other speciality (along with slow healing packs). We just believe that the above suggested is much more in the spirit of a team-supporter.
There are basicly 3 mechanics:
- Medpacks (W:ET)
- Permanent damage (CS)
- Healthregen (CoD/BF)
With the first method the other classes need to rely too much on the gameplay of the medic class. Also sometimes there are no medics available (death/too far away) so running around with 10 hp after a firefight is pointless.
That’s why I think that permanent damage or healthregen for all the classes is more balanced. Especially with the current weapons I think that healthregen is the best method from the three tbh.
I think that’s a trap. You enter a spiral of making healing less necessary and with that you reduce the regularity at which medics heal further increasing the need for independence.
It’s a cycle that keeps going on for multiple classes now and it stripes the game of any identity.
Agreed. My point is that the traditional med pack is the most versatile and interesting, from gameplay point of view, option. The downside in giving a medic such a useful tool is that it’s easily abused if they decide to go rambo. With great power comes great responsibility 
And players just can’t be trusted with that. Therefore you either give them team-mate-only instant packs or self-usable less powerful packs (but perhaps with a greater supply?)
Or you just give the med 1 mag, take out the ammo racks, and have no ammo drop on bodies so he can’t rambo.
[QUOTE=tokamak;436996]I think that’s a trap. You enter a spiral of making healing less necessary and with that you reduce the regularity at which medics heal further increasing the need for independence.
It’s a cycle that keeps going on for multiple classes now and it stripes the game of any identity.[/QUOTE]
It’s not a trap toka, we can also ask the question why the medics always need to have medpacks? Instead you can replace medpacks with something completely different like a riot shield for example. I can only imagine that the defibs are needed in a objective based shooter.
Sure I’d like to see them being able to support their team in more ways. But that’s not what you’re talking about, you’re talking about reducing the dependence on class abilities and that’s a downward spiral from there.
Does absolutely nothing for his role.
remove health regen so people need him, reduce his stuff so he needs his team.
Not exactly, I think you misunderstood me. Gameplay is not class ability.
With gameplay I mean the case when the medic decide to play rambo + selfheal.