Dude, you just did it again 
I’m outta here o/
None of those points are worth addressing if I can’t see where you’re coming from. I’m way more interested in what you think playing a medic should be about.
I’ve repeatedly said what I don’t like about your suggestions. And what I do like about them. And what I think a medic should be able to do and why. Infact, you may just be the world’s most subtle and best troll by suckling me in again!
To sum up in as few a words as possible. I think being a medic should be about keeping your team up and running when the **** hits the fan and that success in doing that should hinge on having to make very quick and difficult calls.
And do you think the difficulty of that calls need to lie in the amount of resources he has at his disposal? Because that’s the only way I can see self-healing being an interesting game mechanic in that way. The amount of self-heals eat into team-heals and thus you may ‘write off’ other players in order to keep yourself alive.
The question then is, do players always use the self-heal in order to heal others?
And to that all I can say that it’s very obvious that this doesn’t happen. And it makes sense. Killing others and feeding the ego resting on a high k/d ratio is simply more gratifying to some than healing others. So here I think that this philanthropic medic that heals himself in favour of others so he can heal more others is a rare thing in this game and definitely not what self-healing is used for.
It’s not the amount of resources at your disposal, it’s the difficulty is in judging the situation and how best to react. Do you make a lemming rush to pick up the engineer? Do you let the field ops die and help yourself?
To touch on your last point - I agree. The selfish medic is an issue - and one that’s become more of a problem as the balance between classes has been lost and the maps have lost focus. Reign that in and give us maps that promote attacking/defending teamplay and that stops becoming an issue.
Are we in agreement that the traditional med pack is the most suitable tool for the job - both in terms of team support and interesting gameplay - it’s just that you find it too open to abuse?
If resource-management is not what you value then what is it about healing through medpacks you value? I agree that medpacks are the best tool for healing team-mates. I don’t see how medpacks are the best tool for keeping a medic alive now we’ve brought other means of self-healing to the table. Because yes, self-healing through medpacks is not just open to abuse and makes the medic stronger than he should be, it also directly compromises what a medic should be doing.
what if med could heal theirselft in certain time like (airstrike, concussion ) after that they will have to wait to use it for personnel use.
But could be heal by another med .
each pack could give 25% of healing to anyone .
tbh Im a bit confuse right now, how is the current set up
Yeah that would come in the shape of a self-injector. It’s the easiest way to regulate the medic but I personally think that just giving the current regeneration process exclusively to the medic is way more elegant and stops the self-heal from being a chore.
Depends on the map because the same choke points for defense are not the exact same on the other side leading into it. The way you set up on defense differs from how you attack on offense. I am going to chalk this up to you have to play a lot more to see the different areas where this is true. An example would be the building adjacent to the defensive spawn on Camden. The defense sets up in a smaller room of the building which is more subjective to grenade spam and possible flanks. But, it is a funneling and important control point to stifle attackers getting first objective. If all maps were linear then sure. We’d have gimped survivability versus gimped survivability.
This is not a comparison of healing mechanics, but rather pointing out a game where the medic is not able to heal himself directly, yet has several tools to survive (including invincibility). This survivability is non-existent in DB without medics being able to use their own packs.
I personally don’t like regenerating health as a game mechanic. At all. Health should be dished out my the medic. I also don’t like the idea, purely from a consistency in design standpoint, of med packs that work for some classes and not others. If forced to choose an alternative it would be an injector/needle of some kind and no med packs at all. Something like the medic having two energy bars - one for healing teammates and one for healing himself. Both would start full. Left clicking with the injector would heal teammates and deplete the former, second function would self administer and deplete the latter. Only healing and reviving teamates would fill the self heal bar.
Indeed, I had another long-winded reply typed up, but you can’t argue with the theory-crafters around here and the thread is pointless anyway because there have been a couple of patches in the meantime and the problem we’re debating doesn’t really exist anymore.
We’re ‘theory-crafting’ because we’re talking about ideas that haven’t ever been tried by any shooter. Constantly saying ‘just play wolfenstein’ is starting to fall on deaf-ears now because you’re clearly not interested in pushing the genre onward.
We’ve heard you already. Yes, Wolfenstein ‘worked’. However, it’s so incredibly easy to just keep on dismissing any ideas that could trump an old system simply for the sake of nostalgia. It’s a conservative attitude and when you’re talking about developing a new game, an alpha for crying out loud, the best place to try new systems and keep innovating video gaming then this reactionary approach is just jarring.
A self-injector on cooldown would be a good compromise in what we want then. I think it will make the gameplay slightly bloated but I can live with that as long as the principle of keeping self-healing and team-healing separate stands.
Closing the thread, it’s been a good debate but it’s run its course. For now we’re happy enough with the system as it is, and their seems to be no clear consensus about what would be better among you folks anyway.
We’ll tweak the game some more (map flow, more characters etc) as well as balancing it and then maybe revisit it once things have changed.