Heres a thought>>.....


(petlion) #1

theres so many people complaining on the \kill and the rAmbo meds

i dont really mind the \kill but i do mind the rambo meds.(sord of…)

I do notice this, a soldier with smg is considered stupid(i agree)…

but a soldier should be the backbone of an army…

heres an idea… how about giving a soldier WITH ONly smg as primary weapon 170 hp or

something like that.

this would totally change gameplay(i hope) more people would be running around killing

people as soldier with smg, which in turn is the best cover… i would love to see soldiers

gain respect not pain in the ass meds …

what do you guys think??? :wink:


(Cerebrate) #2

Why do you mind rambo medics?


(sniser) #3

Yes. I don’t know where I’m exactly going with my “mod” (I may break too much stuff so don’t count on a release heh), but the soldiers would definately be very strong (and a bit slower, too), ie. high base health, get most out of the “team medic bonus”, VERY high max health cap… and able to carry more SMG ammo and grenades. One thing that puzzles/annoys me however: if you want to give the soldier better SMG handling skill0rz on higher levels too, that would be increased by using heavy weapons! Ack. Maybe keep light weapons stuff separate, but give a basic bonus for being a soldier? Yeah… The medic would prolly be quicker and have even higher regeneration than now - but a base health of say 60 and a cap of 100… I like the idea of the medic “powering” the other classes… and the other classes protecting them. Maybe the medic could have a light weapons accuracy penalty, too? That would still allow them to defend themselves in close combat.

Oh, and you would still see medics owning soldiers. Being a medic rewards “skills”/good reactions. Don’t flame me, it’s true… a lot of surviving (= living to do damage later) has to do with knowing when to retreat (best example: you step around a corner, and notice a still standing soldier with a readied PF facing you from far away… the same goes for an engi holding a nade launcher :D)… this is important for all classes, but obviously being good at this has a much larger effect when being medic.


(Cerebrate) #4

I suppose you could make medics unable to use their own medpacks, but keep the regeneration. This would be more balanced, but it would change the game quite a lot and take out some of the elements that I really love about ET. Going on a fragging spree as a medic is just arousing. :slight_smile:


(pgh) #5

Whats the point? Id somewhat feel hell of alot more safer if a Medic was my backup/cover. You know you can rush into things all ways and all guns blazing and still come out alive nearly 90% of the time be it by, Killing the NME, Killed then Revived or Healed in general… dito for when I play rambo medic. I usually always stick nearby team m8s providing fire and health consistantly letting Engys Build or Mine and/or Fops spamming etc…


(L2|B4tt3rY) #6

i think thats dumb, how are they sposed to get there heavy weapon levels up, and how is the soldier helping the team by killing, why doesnt he go engineer and kill and win the map?


(sniser) #7

Well, what’s the point of rambo medics? Mind you, that’s what I quite often play as, too, and yes, I still make a point of healing teammates, because even a rambo medic is stronger with backup. But I like the idea more of picking a soldier with an SMG to go rambo, and having high base health (possibly a “kevlar west” against bullets, too) but no regeneration, and lots of grenades… I think it would make the game more interesting, or at least I would like to try it out. Right now the SMG soldier is a wasted class - medics dominate close and FO’s longs range combat (because they can afford to spam bullets). Class differences is what makes RTCW/ET so appealing, so why not play around with them? There will be so many mods with game changes many people will hate, really, why even start arguing against it. If you don’t like it, don’t play it…

Id somewhat feel hell of alot more safer if a Medic was my backup/cover.

So medics who tend to hang around in the back instead of the front would just increase that probability.


(sniser) #8

Uhm, by using heavy weapons? You know, soldiers are known for being able to use lots of weapons and change between them…

how is the soldier helping the team by killing

Maybe because dead enemies rarely kill teammates or complete objectives?

why doesnt he go engineer and kill and win the map?

Why doesn’t he go with an engineer and a medic and makes winning the map possible?


(sniser) #9

Well, going on a fragging spree is what is exciting, not the fact that you do it as a medic. It’s just that as a medic it tends to last longer :smiley: But I’d guess without “distractions” like watching your health/charge bar, deciding when to use adrenaline or if you should heal or fight, it would be even more intense… if it lasted longer, that is.

Speaking of adrenaline… maybe that could be enhanced a bit… a bit longer duration, slightly higher SMG accuracy, whatever… so medics could still go on short rampages after using it. Make it use 75% charge bar, but only allow use when you have 100% charge. Let it make the knife 3 times more damage :smiley:


(pgh) #10

Tbh, I feel as if the SMG’s are only under soldier for the purpose of its level 4 heavy weaps. If you werent to get an SMG upon lvl 4 then there wouldnt be a choice to select it. Seriously tho, whats the point in going Soldier/Smg. Even if they were to have ‘high base health’. Why not take the risk as a Fops/Medic or Engy with the lower health but makes it up for it with numerous extras. Eg, Artys, Mines and Reviving/Healing. Though, coming to think about it, I said last post Ill play rambo medic and keep back but then realised its a defensive kinda medic I play, not rambo… at least until I get to lvl 2/4 of first aid and lights then were talkin… :]


(MuffinMan) #11

that’s the point pgh, I see it the same way - at low levels a medic is not very powerful and best thing to do is revive and heal teammates as it takes all his attention at this level, at higher levels medics are really hard to kill, that’s sure but they run out of ammo, in a fight 1 on 1, if I am field ops and the other is medic I would always let them use up their ammo then bust them, they are not god-like!

in fact a good player will always kick a noobs ass, which, I really have to say it, everybody who talks about rambo medics is. no matter which class every has a very own strategy to play with advantages and disadvantages.
these discussions are going on since ages, be it the panzer, the rifle grenade or medic so doing a mod for that demands could be maybe successful, however I won’t play it

I wanna see these people complain about rambo’s when I revive them in middle of an airstrike obliterating myself to help them, after running through a bunch of enemies, only surviving because of the special abilities a medic has!


(Psycho Al) #12

What’s the definition of a rambo medic? I play medic and I’m often forward killing people/trying to acheive objectives (if it’s a map where I can) but I’m also constantly healing & reviving people (as best I can). Alternatively I’m on defense, slapping out the med packs, gunning down the incoming, running around as best I can - reviving people I see on the way. There are people that do all this much better than me but I try my best.

I’m not sure what people who complain about rambo meds would rather they did. Most high-XP medics I see are gaining that XP as much through healing & reviving as killing. Do people want us never to draw arms and just lurk behind advances until people die? Isn’t it better if we’re slap bang in the middle, killing as many as we’re healing? :???:


(pgh) #13

Basically, a rambo medic imo, is a person playing Medic for kills and light weapons xp. They run about main ents killing every nme they can see only stopping to heal themselfs and no one else. They wont stop until dead (usually panzer ;)) and even if they die theyll wait till that very last second before clicking out. Theyll camp corners using lean with health packs pre dropped incase they take a slight piece of damage and grenade round every entrance/exit they see. :slight_smile: A good rambo medic for example is one whom can holw the Oasis CP as Axis when postioned at the lower caves. (Where CP is, you go down small cave thingy to the left, Medic sitting there leaning round the corner with predropped healths is nearly unstoppable if you dont know hes waiting.)

Fair enough its good when your playing one decently and wiping out waves of 3/4 nmes at a time, dito if a team m8s doing it but it usually puts too much dependency on them and the team will fail if the medic fails. The only dependency on a medic should be the fact he should ALWAYS be willing to drop everything hes doing in order to help others, unless ofc, hes 1 on 1 and going to win.


(senator) #14

maybe you should switch from ET to CoD ? Or UT ?

and rambo-medics… as long as he still revives/heals his teammates I’ll never complain if he kills a few enemies, too :wink:

So I say: don’t change anything, if you want to pay soldier pick a heavy weapon, if you want to use the SMG, go Medic, FldOps or Eng.


(pgh) #15

CoD is fun. Its like a RTCW meets CS.

Thought, as you said, if you want to go Soldier then aye, use a Heavy Weapon, but if you want an SMG, drop your heavy and pick one up… :wink:


(evilsock) #16

Moment of truth time - I have to admit that as a HPB (high ping bastard) - quite often I will play maps through in the role of ‘rambo’ medic- mainly because the advantages of a med offset to some degree the disadvantage I have going into a firefight with a ping of 300ms vs. a LPB of anywhere between 30ms and 90ms - Single biggest advantage of the low XP med is his durability against explosions that would insta-gib other classes imho - and yes, as a low XP med I spend a lot of time running around reviving and generally sticking with the main attack group until my XP is high enough to get sneaky and find alternative ways to cut the enemy off and provide a counter-offensive to busy-up the enemy and give my team-mates a chance to say lay dynamite. AFAIK Allies generally ain’t smart enough on pubs to launch two offensives - take FuelDump for example - the best advice I ever heard for that map was from here - I forget who, but someone pointed out that you can skate over the frozen river and get in behind the Axis when .they are defending the bridge - I’ve broken up countless Axis defences as a medic with that bit of advice - nice one.

The biggest issue I have with ET though is the way the map works. In RtCW I play with the ‘long team information’ displayed- that means that not only do I get the the players names displayed on the screen, I also see keyword locations for them. Without having to press a button I can see exactly where my team-mates are and who’s down. There’s nothing worse than someone screaming for a medic, starting to get shitty and calling you a n00b med when all you can see is that they are down in ‘K4’ because their screaming that much - makes it hard to see the landmines too.

I’m gunna get flamed as a n00b for this - I bet :open_mouth:


(GlUeYeS1) #17

hmmmm soldiers with smg’s hate them there as useless as titts on a bull…As far as rambo medic’s i dont mind, regardless they will always kill me(if my self is not a crack medic) i think its a great way to improve your game by battleing those crackheads :smiley:


(pgh) #18

Allies on Fueldump… take 2nd upper bridge route, go to build point, sprint while lookin down diagnol down the slope on to the ice. Get to other edge bottom jump, flick, strafe/sprint and your up top… :wink: saves you the health if you mess up on the wire. Just remember though, if an Axis medic gets that way and kills ya, consider the rest of your team who ALL attacked main bridge dead. :slight_smile:


(sniser) #19

I think it’s just a carryover from RTCW. Codewise it would not be necessary to be able to select an SMG as primary to be able to select it as secondary.

Seriously tho, whats the point in going Soldier/Smg. Even if they were to have ‘high base health’. Why not take the risk as a Fops/Medic or Engy with the lower health but makes it up for it with numerous extras. Eg, Artys, Mines and Reviving/Healing.
A soldier could have “extras” too - but if none of these extras would require active use, that would be the point of the soldier - you do NOTHING but moving and fighting with SMG, nades and knife. How about killing x enemies (and no teammates!) in y seconds triggering a somewhat milder and shorter adrenaline effect? Etc. etc. And don’t discount health boni and kevlar wests before thinking it through in your head. Of course the heavy weapons might need some tweaking too. Or what about an undeployed MG42 doing less damage and having recoil, but more accuracy (depending on HW skill too). Bwahahaha… you see, my approach to “modding” is to nudge stuff into the direction I want - but rather way too much than too little (most of all because I’m usually not sure wether what I changed had any effect :P).

Balancing can come later.

Idea: on low health the medic regeneration increases much quicker - headshots would still be a risk, but that would make them even more unkillable. Kinda unrelated: (I just thought "they would survive to drop packs for the team around the corner) -> wouldn’t it be nice if people waiting for medics could crawl slowly? I wouldn’t even care if they would just slide on their backs for the time being haha :smiley:

maybe you should switch from ET to CoD ? Or UT ?
[…]
So I say: don’t change anything

Hmmzz…? Consider this a thread that would better fit in the modding forum. There will never be an official gameplay patch. Not all mods will ever share all features. ETmain will always exist, ETPro will (hopefully) stay “the best vanilla ET” - you have nothing to fear. You will never be forced to play anything but the game you’re used to.

But if you think for a second you can stop anyone from modding sillly shit - well, think again :banana:


(sniser) #20

Well, I myself LOVE to go rambo as medic, it’s what I do most - I am an adrenaline addict - so you’ll just have to accept that someone who is absolutely not complaining about medics “being overpowered” might still be interested in a different balance. And hey, if medics were the fastest class that would make up for a lot (increasing the fire rate of the syringe helps too). I don’t want to make the medic weaker, I want to shift the focus.