Do you want health regeneration?


(SockDog) #141

[QUOTE=tokamak;425402]I’m not sure about this. I mean, I agree with that it will eventually result in this type of thinking. I’m only wondering whether this kind of thinking is actually a bad thing. I personally can’t really conceive of a scenario where this attitude becomes a problem.

You give two examples but I don’t find them all that feasible. As far as I’m aware you can’t really block players or influence them otherwise. In other words, there’s very little a medic can do to get his team-mates harmed when they’re not.[/QUOTE]

If it’s going to lead to bad behaviour why even look at it as an option when there are better ones on the table. As for feasible, team mate ducks out of cover, takes a bullet, ducks back in, gets healed by medic. Now put your meta games to one side and consider what a load of BS that is. Players actually wanting to get damaged so that another player can heal.

Basically this is going to solve a problem by introducing more. We then end up with rules on top. Maybe an incentive or two to reinforce those rules. Hello complicated mess. Keep it simple, keep it logical and don’t do anything that’s going to just push the problem elsewhere. Right now I like the idea of a medic inducing regen with a pack, get the timing right on that and they have no reason to waste the rest of the packs or great benefit from ducking round a corner. That in my book sounds like it’s worth a try.


(tokamak) #142

The desire might be there but the means to actually put your team-mates in harm’s way are very limited.


(SockDog) #143

You’re modifying a primary element of a class to revolve around your team mates getting damaged. Your defence lies only in the game then compensating to remove any negative aspects that may come from it. Talk about painting yourself into a corner and then tying your hands behind your back.


(tokamak) #144

Look, I agree that a perverse incentive exists. And that’s never pretty. And yeah, the only way I can see it still standing is that I don’t see any means for players to act on that incentive.

Another way to keep the idea is to compromise. A lower effectiveness on self-healing compensated by heal bonuses on healing others, you can shift the ratio of this in any way you please. It’s just that I think a 0% self-heal and 100% heal bonus for a medic really doesn’t seem to come with any major issues.


(INF3RN0) #145

Here’s a random idea that just popped into my head. What if medics started with a low ammo count, but replenished ammo by healing teammates instead of getting ammo drops from kills?? Thoughts?

-Also medics could not gain ammo from healing other medics (as a means of preventing full medic teams)


(tokamak) #146

Yeah I’d think that be a good idea but it seems to encroach on the field ops function. From the perspective of keeping roles distinctive you may not want certain classes to become self-sufficient on areas that need to be taken care of by other classes.

It’s definitely the right way to think though. The combat effectiveness of medics needs to be connected to the support they lend to their team.


(INF3RN0) #147

I agree. It just seems like a very simple solution to the problem of selfish medics without completely forcing them into support-only mode, as well as getting a more even distribution of classes and team interaction. Maybe something like medics spawn with 2 active clips of 30 bullets, and then gain 5 ammo for each health pack given to a non-medic teammate. Fops would still serve the purpose of giving ammo to everyone else, but medics would be much more reliant on staying with other teammates in order to maintain a stable ammo count in comparison.


(amazinglarry) #148

[QUOTE=INF3RN0;425431]Here’s a random idea that just popped into my head. What if medics started with a low ammo count, but replenished ammo by healing teammates instead of getting ammo drops from kills?? Thoughts?

-Also medics could not gain ammo from healing other medics (as a means of preventing full medic teams)[/QUOTE]

Could even make it a more general mechanic, like having field ops regain a bit of health for supplying a medic with ammo.

So whatever benefit a class provides, would grant whatever bonus in return. I don’t know what engineers / assault / covy’s could provide but… it’s definitely an interesting idea.


(Breo) #149

Maybe max. amount of packs you can use for yourself (as medic) in 1 life and after that you still have the health regen like the other classes? Allthough I’m not sure if this a good idea :confused:


(nailzor) #150

voted no, but i do think that a medic should have a sort of health regen, say 5hp per tick?

med packs seem ok with the limited time i’ve played, maybe over time as they are going to expire they do not heal for as much - so if the pack is picked up quickly then it gives the normal boost to hp, but if it is about to expire its “lost its punch” and doesnt heal for as much


(BomBaKlaK) #151

after reading all of this i’m a bit afraid.
Medic is nice to me, I love kick in the fight and revive my mates, drops packs to help a plant etc …

For me the major point is that the other classes dont have enough advantages, and I really think the others classes need some more stuff to do and some usefull tools

Engie got Turret + Plant = usefull
Medic got Revive + Heal = Usefull
Soldiers got nades + MG = fun but not really effective
Support got ammo + airstrike = Bit useless cause you can grab ammo everywhere on bodies and airstrike only usefull for EV
Sniper got Heart beat sensor + Snipe = Fun to play for the snipe but a bit useless to

And I really think people play a lot medics because others class dont have enough capabilities.
I remember the cover ops of Wolf ET that was a pleasure to sneak around with the charge and the ability to disguise was so fun. In ETQW you got a real radar the 3rd eye and also disguise the drone was really fun to. and the disguise was usefull to open some backdoors etc … not only snipe.
Soldiers in wolf ET got big and various weapons and was really resistant like ETQW. (hyperblaster / Panzer / flamethrower etc …) really fun when you need to break a massive defense.
Fields ops were really needed cause you really run out of ammo or you need to switch weapon on dead bodies might not your favorite weapon, but not just pick a pack of ammo.


(Dthy) #152

I have a feeling something like this will make the medic almost pointless in a competition vision. (coming from a QW compe scene at least). The medic being able to heal himself and other made him the class to play in QW on promod. I can understand having more classes (it will make the other classes more relevant) but I personally wouldn’t like to see a too drastic change. (sorry it this doesn’t make sense, about two bottles of vodka will ruin the way you type).


(Hundopercent) #153

I feel if you change the med packs to heal over time and you can only have 1 active until the heal over time ends. That would be a solid nerf to the medic class without making them entirely worthless. It’s worth testing.

Starting with 1 less clip would help as well since ammo is quite easy to get right now.


(Bloodbite) #154

ammo/health racks like in W:ET… for those times when an engie or covie goes lone wolf on a decoy flanking maneuver . The racks worked for that as well as helped to counter the feeling of being griefed when pinned down at a spawn/choke point.

Didn’t mess with class mechanics, and I think it actually encouraged people to get off their fat arses and MOVE FORWARD instead of accepting defeat by letting the defending team pin them down at a completely useless choke point.

Remember the Fuel Dump pubs where that first bridge was an arty/mortar/airstrike spamathon… mines everywhere, snipers on the hill, engies throwing rifle nades across the map… and you’d encounter those matches where the offensive team couldn’t even make it to the spamfest party, they let themselves get pinned down in their spawn cabin.

If you want to regen your health without the aid of a medic, I think you should have to work for it. Fighting your way to a resupply rack will put hairs on your chest!!!


(BomBaKlaK) #155

Ressuply rack is missing your right ! Like it in WolfET. Rack become some hot point meeting add a layer of fun :wink:


(tokamak) #156

A passive regeneration also lowers the need for spending medpacks on themselves but it also increases the rogue combat potency of the medic, which is exactly what we want to avoid. We will end up having players who will see the passive generation as a nice perk and still be selfish with their medpacks and only use them as something to fall back on in emergencies.


(zenstar) #157

We’re trying to define the medic role as an actual medic who heals others and can’t rambo the map.
Reducing his damage will prevent rambo’ing (well… reduce it) and making it known that you only get xp for healing others is a hint that you should be keeping team mates up.
Even if it isn’t so well known, coming last on the XP list while other medics way outstrip you will result in people figuring it out either through experimentation or FAQs or asking other players.

Some people will ignore the xp. Some people won’t. Extra hints to help outline your expected role are not bad. Plus it’s an easy change that doesn’t require redesigning how everything works.


(nailzor) #158

I definitely do not want players to be selfish. I am huge on teamplay as that is my strong suit. But I feel that a Medic is truly a Medic… they know how to heal others and they know how to heal themselves… Right?? The tick of regen does not have to be huge but if it is there it “makes sense” doesn’t it?


(tokamak) #159

It solves the issue of the medic cannibalising his own supply but with an external effect that is less desired.


(nailzor) #160

Honestly, if a Medic ‘cannibalising’ their own supply they may not be the best team player when it comes down to it :wink: