"Medic" to "Supplier"?


(INF3RN0) #21

Sawbonez weapon was OP??? Nope, just the instant hp medpacks.


(attack) #22

played today the healthstation medic it sucks :confused:


(Leinahtan) #23

Well, if we abandon the notion of any specific class and make each character unique in some way, we could have a character that provides both ammo and health, and has a long delayed revive (sound familiar? ;p) or not have revive at all. It all depends on how you want the characters to function.

I’m up for every character having 2 active abilities and possibly a unique passive with varying statistics.


(BomBaKlaK) #24

this is a very good medic to ! maybe you just don’t know how to use it


(prophett) #25

No.

10 char


(acutepuppy) #26

[QUOTE=Leinahtan;475404]Well, if we abandon the notion of any specific class and make each character unique in some way, we could have a character that provides both ammo and health, and has a long delayed revive (sound familiar? ;p) or not have revive at all. It all depends on how you want the characters to function.

I’m up for every character having 2 active abilities and possibly a unique passive with varying statistics.[/QUOTE]

This is true. Really what I’m getting at is it would be cool to see some “blended” classes. Fields Ops with something like augments would be cool. There was something like that in Brink, but I didn’t really care too much for the implementation.

I’m picturing something like the healing aura with a five second benefit to players nearby (or even all alive, depending on the abilities imagined). Something that rewards pushing together, but only when it counts (once per minute, at close proximity, or very aware of your team-mates locations.

Supplier characters and augmenting Field Ops seem like good examples of blended classes.


(Seanza) #27

I like the idea in theory, but in practice it’s going to just end up being 2 teams full of that character. If you can replenish health and ammo for yourself, what else do you need? Objectives will just become even more of an after thought on public play than they already are.


(Mustang) #28

Well you could make him carry revolver only and no revive paddles.


(Glottis-3D) #29

Gunslinger?

with realy powerfull old Revolver (a mid-range analog of shotgun)? (2 hs/kill)

and with some unique ability like a…well…slowing dow-grenade (covers some area with certain substance that slows every body down)

A some kind of Lonewolf?

i would try it for sure!


(shaftz0r) #30

why is this thread still going? …


(Hundopercent) #31

No damn clue lol


(acutepuppy) #32

Because it wasn’t a YES/NO idea, and maybe it’s nice to have discussion about new ideas for class dynamics?

Everyone acts like the sky is falling with every idea…?


(BioSnark) #33

Reasonable idea. For people concerned about rambo, if it’s a “supplier” self heal/resupply could be made impossible, much less effective, have a long pickup cooldown or some such.


(attack) #34

a medic without revie paddles ?!


(Leinahtan) #35

There are other ways to balance characters than just through their unique abilities. You could make characters have more or less health, ammo carrying capacity, combat potential, etc.


(attack) #36

i dont think the current system is bad , small buff to medicgun and all is fine


(stealth6) #37

[QUOTE=acutepuppy;475522]Because it wasn’t a YES/NO idea, and maybe it’s nice to have discussion about new ideas for class dynamics?

Everyone acts like the sky is falling with every idea…?[/QUOTE]

Well tbh this idea looked like another: “Buff medic plz so I can rambo like I used to”
Ammo + Health packs on 1 merc and the only downside is that he can’t do the objective? As others have already said if a merc could give both ammo and health then you’d probably have to nerf it to hell in the weapons department so then nobody is going to want to play it since they’d have to be the teams b****. (people already whine about the medics weapon capabilities)

I don’t think it’s a bad idea per se, since in TF2 the medic is also pretty dependant on teammates and it allows players that aren’t that good to fulfill a useful role. Although the class may have to be even weaker than the TF2’s medic since you’re giving health & ammo! (which in turn might make it harder to play, so it looses it’s main appeal imo)

In conclusion I’m interested in hybrid mercs, but I don’t think medic + fdops is a viable combo.


(Raviolay) #38

Na just give him bushwhackers gun then no one will play him.


(acutepuppy) #39

Nah, I was more interested in taking the burden off Field Ops so that class can get something fresh and new.


(montheponies) #40

Personally any character or class that is useless at killing is just not going to be played. In recent times we’ve saw entire teams made up of FOps. i’m not clear what attraction there is to playing a class that doesn’t stand a half decent chance in a firefight in a FPS.

No doubt someone will trot out the usual ‘rambo medic’ argument - due in large part to the design of that class in W:ET. Look back at RTCW and he was the key class, but by no means would you see entire teams of that class.

I’d keep away from blending the character with more abilities and try to make sure that the core skill of killing someone with a gun works.