No regen. Instead this crates like QW.
Do you want health regeneration?
Honestly I could see replacing the field ops ammo kits with a deployable supply crate. It’d be a good way at creating some sort of focal point for teams, which is really lacking right now.
Heck, you could have Field Ops deploy supply stations that give out ammo (unlimited). Soldiers could augment it to provide 5 grenades, medics could augment it to give out 500 health, covert for 30 seconds of heartbeat sensing, and engines could repair it.
That sounds way more fun than health regen, and it’d be more team oriented than giving the medics yet another ability. (it worked great in Quake Wars, but Dirty Bomb needs more team elements)
Health regen for MEDICS ONLY. This way they are less likely to use their packs on themself and more likely to help the team!
Yeah but with the inhability to use packs then, because if not it’ll create a too powerfull class IMO.
Yeah but with the inhability to use packs then, because if not it’ll create a too powerfull class IMO.
Worked fine in ET.
I’m torn on this one and think the more classes DB has the more important health regen is. Without it most people will play medic (unless the class gets big nerf and who wants to play a service class? - see TF2’s medic). Given the choice I’d have just 3 classes and no regen, but seeing as we have 5 it probably has to stay for them to be viable - unless we start getting more supply areas like in Camden or some kind deployable supply crate like acutepuppy suggested.
From what I’ve seen this weekend the number of Medics is huge by comparison to other classes at present. I’ll check the stats when I’m back in the office but if that is the case it makes me feel even more strongly that players want their own health topping up more frequently than they don’t.
Also going to find out if we can track the percentage of health packs that go to the Medic who dropped them 
Well it kinda seems like the medic has the best of everything, regen, can drop packs and starts with a decent amount of ammo. I remember playing ET and the LT’s would be slamming some ammo packs down as they left spawn and the medics would scramble for them, there doesn’t seem to be a need for that atm.
^ agreed. There’s so much ammo about and with the airstrike being so situational there’s barely a need for the field ops at the mo.
I think the percentage is going to be shockingly high!
I’m not so good at killing so I like to play the medic as support class, and so far it feels like it works a bit better with the changes in the last patch - but I’m not sure if that’s the regen changes itself or players just being better to handout and pickup packs in the right places.
Someone said it is hard to find the right place or time to throw out packs in DB, but in my experience it’s improving while we learn the maps and gameflow better - there are plenty of places already where it’s relatively safe to throw packs for your team, so they get used more often.
Better visual and/or audio notifications could help a bit tho - for example play a little “friendly pack hit’s the ground” when a pack miss the player himself.
The packs can also be quite hard to see in many places - especially around all those garbage cans and bags.
I still like the idea of giving medics a “share” of packs being used, to make them focus more on safe deliveries rather than using packs themselves.
Some other thoughts about medics:
-
It would be nice if the incapped player indicator could indicate how far away that player is from respawn, to make it easier to prioritize who to revive first. Shrinking or fading out the indicator or something like that.
-
Might be tricky technically, but how about letting the medic get a tiny share of health regen and/or xp for the time a player he revived stays alive. Again, to make them focus on the more “useful” revives.
Might be silly ideas, just food for thought 
This is actually a really interesting idea. Having less classes so they’re all necessary, and a disproportionate amount of dudes don’t need to be medics to answer the huge demand for health.
Medic: healing, reviving, the recon abilities of Recon, nades?. Theme for further items: organizing and being focal point for their teams
Engy: engy duties, heavy explosives ie satchel or panzer. Theme for further items: traps and defense
Field-Op: his AOE’s, giving ammo, the large magazine guns. Theme for further items: very large area denial and offence
This was just what came into my mind instantly, but I would prefer something like this over regen. Unless it would somehow be horribly unbalanced of course. This would also perhaps enable bigger weapon banks, that’s pretty “old school”. Of course they shouldn’t be able to carry everything at once but couple so they can change tactics quite quickly.
[QUOTE=Anti;424272]From what I’ve seen this weekend the number of Medics is huge by comparison to other classes at present. I’ll check the stats when I’m back in the office but if that is the case it makes me feel even more strongly that players want their own health topping up more frequently than they don’t.
Also going to find out if we can track the percentage of health packs that go to the Medic who dropped them :)[/QUOTE]
When we could only play with soldier1 I only played as medic, however now when soldier2 is the selected soldier class I’ve gone back to playing soldier all the time. The health regen + soldier2 wep2 do make them a very strong class, but as it was in the previous patch I didn’t really see a reason to use soldier1 over medic, so might be good that they are as strong as they are.
Also, even though the health regen does make the soldier stronger, I don’t think it really takes away that much from the usefulness of medics, as it still takes quite a long time to wait for full HP
For the med packs I dont like the BF3 way … and the comp scene is really not so big and die quick …
We do a lot of matchs in squad rush, but he horrible net code and a “kikoolol” community move us away …
http://bf3stats.com/stats_pc/llll-BOMBA
I like the way it is in WolfET or ETQW you have to manage your packs and you dont need to stuck at the same place.
The BF3 way is a campers way … dont need that
[QUOTE=Anti;424272]From what I’ve seen this weekend the number of Medics is huge by comparison to other classes at present. I’ll check the stats when I’m back in the office but if that is the case it makes me feel even more strongly that players want their own health topping up more frequently than they don’t.
Also going to find out if we can track the percentage of health packs that go to the Medic who dropped them :)[/QUOTE]
I don’t think medics are going to be less frequent even when people get their health back more often. The fact that medic can heal himself quickly whenever will always make people want to play as a medic whenever it is possible. Because the timing of it is what’s important in a fight.
Only ways to change this is to either nerf medics battling skills, but this would not result in fun. The other way is nerfing the ability of medics to heal (themselves) quickly, which in it’s simplest form in practice means that medics should be either denied some access to med packs, or have the med packs somehow give health more slowly for them or everyone in general. That’s the main issue when it comes to people playing medic, that’s what’s in every medics mind in a firefight, “can I disengage for 2 seconds to heal?”. And people have said that it worked in ET, but I personally do think that medic was too prominent of a class, both in pub and comp. And SD has said it’s supposed to be more of a support class in DB, and this is the only way I can see that happening.
It would also help if there were less classes, or the other 4 classes would actually have more relevant and viable powers
the others class are fun to play to !
But the comp scene like in Wolf ET or ETQW use a lot of medics and a major part of the people over here wanna play comp even if it’s just for fun like us. So there is not really a pub public this days
Nerf the medic ability and nerf the medic gun is not the solution imo. at this point the medic have the ability to heal themselves but the primary weapon of all the other class kill faster and are really more powerfull. so the deal is kind of effective for me.
Nothing much more needs to be said here until the regen packs idea gets implemented for testing if you ask me.
[QUOTE=Anti;424272]From what I’ve seen this weekend the number of Medics is huge by comparison to other classes at present. I’ll check the stats when I’m back in the office but if that is the case it makes me feel even more strongly that players want their own health topping up more frequently than they don’t.
Also going to find out if we can track the percentage of health packs that go to the Medic who dropped them :)[/QUOTE]
Was wondering if you checked the stats out…and if you could see the percentage of health packs going to the medic himself? Feeling a lot of FFA mentality going on.
True that, I often go medic myself even if I’m not super usefull just to keep my mates going on, because many many medics I played with simply do not throw pack to others, and reviving is also out of the question most of the time…
I’m sure many psychologists and economists would fight each other over such data.
Economists love MMOs for testing / studying economic theories since it’s a (mostly) closed system where the “work = reward, more work = more reward” basis is pretty solid and simple.
I wonder if any psychologists are interested in studying the social habits of mercenaries in the DB environment? 