Medic Idea, no name, just read


(watsyurdeal) #1

Primary Weapons
Hochfir
SMG 9
Blishok

Secondary Weapons
M9
Caulden
Sebstaldt

Melee Weapons
Cricket Bat
Beckhill
Stiletto

Ability 1: Defib

Ability 2: Armor

Armor - When given to an ally, provides them with an increase to their health, this is only temporary as the moment the player takes more damage than the armor provides they will lose it. So if only provides a health boost of 20, once you take 20 points of damage you lose that benefit, it does not regenerate like normal health.

Role: Secondary Medic

This Medic really is best used in tangent with another Medic like Sawbonez or Phoneix, he can provide a temporary buff to your team’s collective health and give them extra studiness.

The only real trick here in terms of balancing, is deciding if maybe, just maybe, he’d be better off with having a Healing ability instead of Defibs. So in other words, this Medic loses the ability to revive people, but can heal and armor them effectively.

How much should he provide with his armor? I was thinking a health buff of 20 would be sufficient enough. So with that in mind, here’s what would happen.

80 + 20 = 100
90 + 20 = 110
100 + 20 = 120
110 + 20 = 130
120 + 20 = 140
140 + 20 = 160
170 + 20 = 190
200 + 20 = 220

And remember, it’s not a permanent health buff, it’s just a temporal one, essentially overheal.


(Szakalot) #2

sounds good to me, perhaps the medic can have two armors on 15-20sec cooldown.

lack of healing is a big issue though, maybe would need both small medpacks and armor?


(watsyurdeal) #3

[quote=“Szakalot;194110”]sounds good to me, perhaps the medic can have two armors on 15-20sec cooldown.

lack of healing is a big issue though, maybe would need both small medpacks and armor?[/quote]

Yea that’s the thing I was trying to figure out

I was thinking a Med without defibs could be interesting, a Healer and a Buffer.

Just my thought process on the whole matter.


(JJMAJR) #4

I thought of a medic idea where he gives out armor pads and carries sniper rifles.

The only reviving ability is a x2 speed and effectiveness multiplier to revives.
Armor gives extra hitpoints equal to 25% of their max health.

So, for Rhino, you could top him off to 250 HP, while an 80 HP class can get to 100.

And, the sniper “medic” has 80 HP.


(watsyurdeal) #5

[quote=“JJMAJR;194132”]I thought of a medic idea where he gives out armor pads and carries sniper rifles.

The only reviving ability is a x2 speed and effectiveness multiplier to revives.
Armor gives extra hitpoints equal to 25% of their max health.

So, for Rhino, you could top him off to 250 HP, while an 80 HP class can get to 100.

And, the sniper “medic” has 80 HP.[/quote]

After Sparks…hell no

We don’t need another one of those

SMGs or Assault Rifles are fine


(Szakalot) #6

i think a heal+armor medic without revive AND assault rifles would be interesting.


(hoyes) #7

I think something like armor would be more suited to turtle seeing as his ability is centered around defensive buffs.But id this is bot the case then i could see something like this being on a medic and in db in general since we got the snitch.


(yesser) #8

i dont really see the utility pheonix min pulse heal 20 i think and it tipicly take no time i thought of making the armor get 50% less dammage from bullet 20% form explosive and no effect on melee and lazer


(BananaSlug) #9

wow finally good idea, but if he would get AR i think that the self heal should be overtime, so there is no insta heal behind corner

i also would like to see more dreiss in the game but not sure if it fits medic like that


(solace_) #10

You could always give him a third ability like phoenix. Something that helps revive quickly, but not as fast as defibs maybe? Or you could just leave him as an entirely different class of medic.

But sounds like a good idea in general.


(Herr_Hanz) #11

dont forget to give them an ultimate ability that revives every downed teammate within a 10 meter radius.

[spoiler]oops wrong forum.[/spoiler]
[spoiler]nice idea, but ill let others decide of it should be added. ill continue gaming.[/spoiler]


(Naonna) #12

Move to http://forums.dirtybomb.nexon.net/categories/mercenary-skin-suggestions ?

I’ve put my 2 cents… dollars… whatever… in about armor mercs before. - The idea of a pseudo-medic has to be done VERY carefully.
(I dunno: maybe give Turtle the armor-giving to go along with his roadblock-shield?)

It would have to be seen if armor is used as an over heal (which seems the most consistent across classes) or as a percentage of a player’s base health, or a percentage of damage resist for a certain amount of time, or until depleted.

The fact that a pseudo-medic wouldn’t be able to revive people could be frustrating in pubs, even if they’re giving a decent healing ability to go along with the armor. It creates a high risk/high reward play style dependent on keeping your teammates buffed and alive.

I’d be interested to see this sort of character added, once properly balanced.
You’ve convinced me, it has the chance of being implemented well.


(SirSwag) #13

Now that you mention it, this would suit turtle quite well. A secondary ability that buffs the whole team. He’d be such a versatile jack of all trades character.


(BushWanker) #14

A medic needs to revive, so he can have three abilities.


(watsyurdeal) #15

Eh…that could work too I suppose.


(JJMAJR) #16

Then we might as well have a character that gives out both health packs and ammo.

[quote=“Watsyurdeal;194136”][quote=“JJMAJR;194132”]I thought of a medic idea where he gives out armor pads and carries sniper rifles.

The only reviving ability is a x2 speed and effectiveness multiplier to revives.
Armor gives extra hitpoints equal to 25% of their max health.

So, for Rhino, you could top him off to 250 HP, while an 80 HP class can get to 100.

And, the sniper “medic” has 80 HP.[/quote]

After Sparks…hell no

We don’t need another one of those

SMGs or Assault Rifles are fine[/quote]
Burst damage could easily break the armor, exposing the fleshy bits to the rest of the damage from the impact. Also, I didn’t say anything about speed. It should be a rather slow-moving character to be honest.

And, there could be a “suiting time” that would delay the application of the armor hitpoints by a bit.


(LMuerteMan) #17

How about you give it a grenade that heals team members that are in the blast radius but i guess the no reviving thing makes it not that useful as a medic in this game in particular


(yesser) #18

its phoenix


(UndeddJester) #19

Pretty cool, personally I like this more as a new merc idea.

I think anything health related should remain in the hands of Medics.
Regarding the healing issue the armour shield could immediately start and/or double a players natural health regen.

If this is good enough to get used, I’m kind of thinking that this would also make Aimee the logical counter, and possibly a usage buff too, as her snitch would be able to stop this regen, and the shield buff doesn’t count as a heal so doens’t remove the debuff.

Lore wise I’m still trying to think what makes sense to keep this ability somehwat grounded in reality (e.g. Phoenix/Aura have their Nanites, Other medics are using health packs, defibs and equivalent shock from REVIVR).

Are you thinking pack drop (a nice blue crate perhaps)? Or a AoE (More nanites!)?


(Dysfnal) #20

@Eox @Amerika @Ardez
It’s about time this thread was moved, also, look at Bastille, a merc idea that’s pretty similar, and I think its more badass