So I had a bit of a thought about mercs and the liklihood of us getting another Medic.
Javelin will be the 5th Fire Support merc, so what will the 5th Medic be like? What the hell could they possibly bring to the table?
So I had a bit of a thought about mercs and the liklihood of us getting another Medic.
Javelin will be the 5th Fire Support merc, so what will the 5th Medic be like? What the hell could they possibly bring to the table?
Brainstorming… brainstorming… let’s see…
Goddammit, now I have to come up with unique abilities for 20 new assault, fire support, engineer, and recon mercs so that there is enough room for all of these brilliant medic ideas. >:(
@SzGamer227 you’re a genius, mostly because we have very similar merc ideas, I have been working on a number of merc abilities for months
Buffing medics (speed, HS resist, etc.).
Ranged healers.
High mobility, single target temporary heals (think health station, but short duration and single target)
I’d really like to see a “tanky” medic : a medic with a rather high hp value but more focused on preventing you from getting damaged rather than healing you up. The kind of guy that could wield some kind of particle shield.
A healing grenade could also be a thing. Or a revive grenade, let’s be crazy.
There’s also the good old TF2 style medic.
[quote=“SzGamer227;176531”]Brainstorming… brainstorming… let’s see…
I’d like to see heal grenades that charge up like phoenix’s healing pulse. They can revive, you get 3 of them and they behave like a fragger grenade. This merc doesn’t have access to defibrillators.
Decoy healing station that harms enemys and heals the closest teamate.
If an enemy steps in the radius he will be hurt for a few seconds after he leaves or its destroyed, heals teamate while its hurting enemy.
at hoovy … stahp. … - In all honesty, i’d just be glad with another medic with more than 100 hp other than sawbonez. - Fletcher direct sticks ruin any other medic. (Also, we’ve yet to have a longer-range medic for healing, since sparks lost some of her long-range potential.)
(edit for clarity: Healing - not reviving.)
Revive/Healing Grenades sound awesome. You could have two grenades, one for healing and one for reviving, and if you charge it up, your reviving/healing radius increases.
[quote=“derpypenguinz19;176592”]Buffing medics (speed, HS resist, etc.).
Ranged healers.
High mobility, single target temporary heals (think health station, but short duration and single target)[/quote]
Yeah, we could have those support types. Just like TF2’s soldier buff banner and other equivalents, which buffs speed/defense/resistance.
I’m thinking either revive station or healing grenade. Because revive grenade really makes no logical sense, and would be outclassed by Sparks anyway.
What if we got a merc tha can heal and provide ammo? Can throw small ammo packs (1/2 clip each) and throw heal / revive grenades that are worse than phoenix at healing.
Problem with revive grenade is the cooldown of it. All medics have fast stuff to revive, almost always ready. If the only way to revive someone is on cooldown, you can’t revive anyone during this time. And reviving only one merc will not be efficient because you will use your ability for 1 merc and then it will not be usable during its cooldown.
Maybe have a cooldown dependant of the radius of the revive (changed with cooking) or the number of mercs revived.
revive grenade is not very viable. it is not often that you have multiple bodies lying in one spot, and if that indeed is the case, its easy to quickly
defib/sparks everyone.
im down for a tankier medic, e.g. without any healing whatsoever but defibs, and maybe some passive self-regen
or a medic that is designed to keep just one person alive, like a TF2
or a medic that gives people fast hp regen for a limited time, perfect for the pushing pointman
or a medic without reviving, but more significant heals.
ideas are cheap : )
Imagine revive/heal grenades with a sticky bomb capacity and cool down. That would be perfect.