Medic Hardy (Likes/Dislikes) Impressions


(Evil-Doer) #1

Pretty interesting class design on Hardy. It really doesn’t feel viable when you are running around with him, compared to Sawbonez. These are just quick first impressions on her and her abilities.

  1. Health Station Radius: It would be cool if you had a hue circle around the station so we knew exactly where the line was for the station to be effective.
    —> Also it would be really cool to see where the station is somehow when not near it.

  2. Shotgun: I wanna play around with it more but the shotgun just seems inconsistent. I kinda feel like the pellets should be slightly more clumped at a medium close range.

3)Health Regen: I still feel like the regen speed is just entirely to slow for the medic an should be faster. Your keeping the support away from the team to long by causing this.

4)Secondary weapon: Having a shotgun and all the secondary shouldn’t be an epic p-shooter at medium to long range, it needs to have some substance to it. More damage at range to help with certain areas of the map to make him fully viable.

Likes:

  1. Like the Medic station idea.
  2. Like the sound of the shotgun.

I will devote an entire day to the class tomorrow.


(ImageOmega) #2

[QUOTE=Evil-Doer;458774]Pretty interesting class design on Hardy. It really doesn’t feel viable when you are running around with him, compared to Sawbonez. These are just quick first impressions on her and her abilities.

  1. Health Station Radius: It would be cool if you had a hue circle around the station so we knew exactly where the line was for the station to be effective.
    —> Also it would be really cool to see where the station is somehow when not near it.

  2. Shotgun: I wanna play around with it more but the shotgun just seems inconsistent. I kinda feel like the pellets should be slightly more clumped at a medium close range.

3)Health Regen: I still feel like the regen speed is just entirely to slow for the medic an should be faster. Your keeping the support away from the team to long by causing this.

4)Secondary weapon: Having a shotgun and all the secondary shouldn’t be an epic p-shooter at medium to long range, it needs to have some substance to it. More damage at range to help with certain areas of the map to make him fully viable.

Likes:

  1. Like the Medic station idea.
  2. Like the sound of the shotgun.

I will devote an entire day to the class tomorrow.[/QUOTE]

I like the idea of having the medic station be on the mini map. As well as maybe regular med packs?

I think there actually is some sort of radius on the ground, but maybe it disappears with certain settings? At least I thought I remember seeing one before.

Good job, Dr. Evil. I should probably actually try this medic loadout. It just didn’t appeal to me to try it out.


(NeoRussia) #3

You don’t know if the med station is from your own medic or your enemy’s, but it doesn’t matter because it heals enemies too! Really weird. heal rate kind of sucks it needs to be buffed a lot as long as passive regen is in the game. The secondary is weak, imo all the machine pistols need to be buffed. I feel like this design fits more of a defensive-styled medic and should have something like a heal/resurrection grenade or throwable syringes like in Brink instead of the normal grenades.


(Evil-Doer) #4

Wow didn’t know that, that’s kind of weird, lol.


(1-800-NOTHING) #5

healing stations on minimap? yes, please!

maybe FF vs healing stations, as well. scorched earth etc…


(Protekt1) #6

I think if the healing station becomes too strong in healing rate it’ll make camping by one a bit hard to dislodge just with your gun. At least that is why I am thinking its not the fastest heal. You don’t seem to need to really stand within it the entire heal either.


(tokamak) #7

I still don’t see how concerns over camping are relevant in an objective-based game.

The concern should be whether or not the station makes it disproportionately easy to hold choke points. And if that’s the case then it shouldn’t be the healing rate that should be reduced but rather that SD needs to introduce more abilities to breach choke points and blow them wide open.

Don’t nerf the scissors, buff the rocks.


(1-800-NOTHING) #8

and while they’re at it they should chicken the egg.


(stealth6) #9

[QUOTE=tokamak;458813]I still don’t see how concerns over camping are relevant in an objective-based game.

The concern should be whether or not the station makes it disproportionately easy to hold choke points. And if that’s the case then it shouldn’t be the healing rate that should be reduced but rather that SD needs to introduce more abilities to breach choke points and blow them wide open.

Don’t nerf the scissors, buff the rocks.[/QUOTE]

I don’t think people oppose the idea of staying in one position or area to defend an objective. People are just worried about somebody literally staying in a corner with a healing station next to him and not moving.


(Kendle) #10

[QUOTE=tokamak;458813]I still don’t see how concerns over camping are relevant in an objective-based game.

The concern should be whether or not the station makes it disproportionately easy to hold choke points. And if that’s the case then it shouldn’t be the healing rate that should be reduced but rather that SD needs to introduce more abilities to breach choke points and blow them wide open.

Don’t nerf the scissors, buff the rocks.[/QUOTE]

I guess the concern is that someone will set themselves up somewhere (not the objective) just to “pwn noobs” with their drip-fed uber-health. Kinda like how Medics (in ET) used to camp a spot with a stash of Med-packs nearby.

You’re right though, nerfing the health station is not the answer, just like nerfing Medic self-heal (via packs) was never the answer. :slight_smile:

Give everyone an extra 'nade, or allow ammo packs to replenish 'nades, so tricky little campers can be dislodged that little bit easier. Or wait and see what impact the soon to be introduced Grenade Launcher will have on the game.

Personally I’d also make the health stations themselves rather fragile, just a bullet or 2 needed to destroy them. That would stop people just planting them wherever they felt like it, they’d have to think about their positioning and try and defend them.


(Ashog) #11

My suggestion is, since hardy doesn’t have medkits, the regeneration of people revived by hardy should be faster than for revived by sawbonez.


(Mustang) #12

It’s a decent suggestion.


(Evil-Doer) #13

I like that suggestion :slight_smile:


(Humate) #14

Would like the health station to also emit two kinds of beeps (friend and foe)… I’m finding that I dont notice them during a fight.


(Evil-Doer) #15

I would love to see some type of circle hue around the station that blinks or something, for the range of the heal. (That only team mates can see) Like there are a lot of times you put the station like right around a corner from team mates an they just have no idea its even near them.

I found some weird thing, when I would put down a medic station while moving forward, there was a small period of time where they just kept blowing up over and over. I took screenshot I’ll put in bug forum.


(shaftz0r) #16

would love to see the health station have some sort of circle to denote the radius. i rarely even see that it’s up because it gets hectic sometimes. as for the shotgun, i would be happy to be rid of it completely. ive been taken out from some obscene distances while in the middle of a firefight.


(Evil-Doer) #17

I’m not so sure the Medic shotgun is taking you out from range, though it could definitely be the engineer shotgun. Because from what I’m noticing with the medic shotgun is it almost completely does nothing past mid to close range.


(Raviolay) #18

Don’t forget the EMP nade too, TBH if feel class balance is a comp thing so why worry about a class that is only going to be played in public games?

This +10000 to quote my old post


(Protekt1) #19

[QUOTE=tokamak;458813]I still don’t see how concerns over camping are relevant in an objective-based game.

The concern should be whether or not the station makes it disproportionately easy to hold choke points. And if that’s the case then it shouldn’t be the healing rate that should be reduced but rather that SD needs to introduce more abilities to breach choke points and blow them wide open.

Don’t nerf the scissors, buff the rocks.[/QUOTE]

My point was that more or less. You get endless instant health regen. Compare that to the other medic’s hp pack and it would be 100% better if it heals at the same rate… imo.


(Jonny_Hex) #20

Healing station has a circular decal on the ground to denote the radius, the fact you don’t notice it is very useful feedback.