Medic too powerful?


(Dragon) #1

I think the medic, as he stands at the higher levels, is a bit too powerful at the moment.

An interesting suggestion I saw today, is to take his weapons off him for the first few levels…perhaps something like this…

Default medic = no weapons
Level 1=Pistol
Level 2=More ammo for Pistol
Level 3=SMG, with no spare clip
Level 4=SMG, with 60 rounds

Reducing the medics combat ability like this, would return him to being more of a support class, instead of a frontline fighter.

Any thoughts?


(DarkHelmet[Q3]) #2

I’ve got to say that’s a BAD idea…

Why on earth would you want your medic WITHOUT a gun?

The medic, even in ET, is one of the most underpowered classes as it is. They start with 1 nade and only 1 clip for their gun. With ET it’s slightly better as you get better, you get a 2nd clip and extra needles, but that’s it…

I don’t see the medic overpowered at all… The only way I see that is if they’re level 4 in light weapons and medic skills, then maybe they might be one of the more powerful classes. But not until then.

Please explain why you think a medic is overpowered?

Any medic that goes “rambo” shouldn’t be play a medic.


(ToY) #3

ok so whos gonna be first to use this ‘support medic’ with a knife or even a pistol??

its a game, and running around as a gimp medic with no weapons defi does not constitue FUN. it may be a team game, but the whole team has to have fun as well, you cant have a class which is solely a mule for everyone else. no one will use that class ever in a pub environment.

i agree with DarkHelmet, its indeed a bad idea


(Dragon) #4

You think they are UNDERPOWERED??? Oh come on. Obviously you don’t play against decent players.

Virtually unlimited Health, as long as they get ammo, they are certainly the most powerful SMG class. A decent Level 2 or better medic should clean up with the SMG.

And toy, why is it “gimped” ?

The idea behind this is that it would make the medic more of a support role. Level up, get the guns…how is that unfair?

Of course, if you run around not reviving or giving health packs, then you are crippled, but thats the idea. Force Teamplay???

Other suggestions in a similar thread have suggested limiting the amount of health the medic starts with, and nerfing their health regeneration.

Something like that would do the same job.

I’m NOT saying you have to follow the table in the original post, heck give the medic an SMG with 30 rounds. Cap the amount of ammo he can carry, whatever, but at the moment, I would suggest a team of leveled up medics with 1 field op, would wipe the floor SMG wise against anyone else…


(karti) #5

yeah, they would own em all.

that is, only, if there is no enemy soldier with a mobile mg.
or a spec ops with a sniper rifle
or a field ops with artillery/air-strike

i think its good as it is now


(Englander) #6

The only thing id like to see with medics is that can only start with 30 rounds untill level 3 is awarded

LEVEL 1 = 30 rounds with smg
LEVEL 2 = 30 rounds with smg
LEVEL 3 = 30 rounds + 30 rounds with smg
LEVEL 4 = 30 rounds + 30 rounds with smg

With new things like command posts were they can get ammo from aswell i dont see the problem with Level 3 being the level you get more ammo awarded and since Field Ops get XP for giving ammo out i think Medics will more than likely see ammo laying around ,thats of course if a FO isnt directly giving it to them.

Some might say that this could put people off from being a Medic,i dont think it will as in RTCW you find plenty of medics around even though they can only start with 30 rounds and unless you find a gun laying around the LT is their only place to get ammo.

In saying all this i really havnt got a problem with the medic in ET as it is ,but i think the field ops would play a slightly more important role for longer if these measures were brought in.


(Creator) #7

OMG DUDE!! thats my idea and u know it is =P
See it says so right there:

http://games.telstra.com/gamearena/community/messageboards/711/index.php?action=show&id=1666312

Now say sorry and say it was my idea and i will consider not owning u next time i vs u in ET :banghead: =P it was my idea read the stuff on the link, but im not angry with you. :drink:


(bani) #8

the medic XP levels are a bit overdone, level 4 medics are godlike… it needs to be toned down a bit :eek2:


(Creator) #9

I was thinking lv3 they get an smg that way by the time a medic gets a decent gun other classes would have atleast lv2 lightweapons to compete with the uber medic


(DarkHelmet[Q3]) #10

I don’t need to play with a good medic… I play a good medic.

The medic’s current system is really no different then RTCW. +10 to team per medic, +20 to themselves, up to +40 total, and they regenerate. Same in both ET and RTCW. If the team has 3-4 medics on it the only advantage a medic has over anyone else at this point is regeneration. (haven’t noticed if the regeneration rate is different though since there are no numbers it’s hard to tell)

Only difference now is level system. I’ll grant you that a level 4 medic and a level 4 light weapons is a powerful force, but anyone playing a medic right probably won’t get up past level 2 light weapons.

If you’re playing with rambo medics that are too busy “wiping the floor” then you are not play with good medics.

Of course here’s the biggest problem right here.

…as long as they get ammo…
I take it you don’t play medic much? Especially on Axis on this map… If you have a good field ops then you might be lucky enough to get more ammo, but 9 out of 10 times in pub play you won’t.

A decent Level 2 or better medic should clean up with the SMG.

At level two you have +2 needles and 1 extra clip, and one extra nade… how is this give you the ability to “clean up”? The extra clip and nade is the only combat ability that’s added.

Other suggestions in a similar thread have suggested limiting the amount of health the medic starts with, and nerfing their health regeneration.

The medic already starts with the same amount of health as the rest of the team and regenerates up to his “bonus” amout (+40 max) No need to limit it. I could possible see slowing down their regeneration slightly as one they hit level 2 their med packs cost less, but that’s about it.

The idea behind this is that it would make the medic more of a support role. Level up, get the guns…how is that unfair?

Of course, if you run around not reviving or giving health packs, then you are crippled, but thats the idea. Force Teamplay???

If you’re forcing team play you’re on the wrong server and need to find somewhere else to play. IT makes no sense to me to have a combat medic without a gun. If you die in a firefight with a medic behind you. How is he supposed to surive long enough to revive you if he can’t shoot the person who just shot you? It’s hard to be supportive when you’re dead.

I’m sorry… I’m just not seeing how the medic has become this powerhouse all of the sudden… he’s base abilities have been untouched from RTCW. The only abilities he gains as he levels up are the following:

[ul]1 Medic Ammo [20] - +30 ammo/+1 grenades at respawn
2 Improved Resources [50] - med packs require less energy, +2 syringes at respawn
3 Adrenaline Needles [90] - revives to full health
4 Adrenaline Self [140] - use weapalt to select and requires a full charge bar. Gives you full stamina and unlimited stamina for 5 seconds[/ul]

I’m just not seeing how any of that warrants being called a “power house” or “god like”

If your team is having a problem fighting the team with 4 medics get 4 medics on your team. Panzer them, nade them, airstrike them… mow them down with an MG42.

I’d be more worried about that Level 4 field ops that practically has unlimited artillery and airstrikes.


(Vengeance) #11

I agree with you the medic just seems to be the same as rtcw not much changed really. A medic is a hard role to play, i have killed many a medic by shooting them while trying to revive someone and many a time finished them off as they run out of ammo.

Also in duels if your facing a good aim playing medic and your just average aim, chances are your gonna get dropped no matter what class that guy plays.

But they should have a starting ammo of 30 until at least lvl 3


(BoltyBoy) #12

I find playing as a medic you’re pretty much guaranteed to win most one-on-one fire fights. Let’s face it, statistically you only need 10 more health than the other player and your chances of beating him in a firefight are substantially increased. Then bare in mind that most players will be running around on a reduced health where as a medic can always top himself up to max health.

DArkHelmet - you suggest most medics can’t get beyond level 2 light weapons. Have you played as a medic? I find you can regularly become a Major by end of campaign by mixing fighting and doing medic tasks. None of the other classes seem quite as easy/quick to max out.

I thoroughly enjoy playing medic for the power you get but feel for fairness it should be a slighly weaker class.


(Snowman) #13

Don’t buy into the BS. They are overpowered. I don’t mind it though. I don’t see everyone running around as a medic.

It shouldn’t be the first choice for good shooters, but it is. You get more health, you automatically heal, and you can heal yourself. No one would choose a soldier with SMG before choosing a medic. I don’t even know why they include soldiers with only smg’s.

Id say if they do anything to tone down the medics, it should be to limit their max ammo and give them no nades. Have it lower than any other class. It will make them less likely to run out and be rambo. Playing more of a support role.

Your suggestions are too much. No one would want to play medic.


(DarkHelmet[Q3]) #14

I find playing as a medic you’re pretty much guaranteed to win most one-on-one fire fights. Let’s face it, statistically you only need 10 more health than the other player and your chances of beating him in a firefight are substantially increased. Then bare in mind that most players will be running around on a reduced health where as a medic can always top himself up to max health.

If they’re running around with reduced health, they have bad medics on their team. Where’s the medic to revive them when they fall? Of course you’re also assuming for that the number of medic is balanced, What about the Field Ops with 4 medics on his team against the lone medic from the other team… clear advantage to the Field Ops. Any medic that had the time and full recharge bar to heal himself, isn’t doing his job.

Have you played as a medic?

If you read my post you know the answer.

DArkHelmet - you suggest most medics can’t get beyond level 2 light weapons.

I said if medics are doing their job, most probably won’t get past level 2 in light weapons. Usually half way through the first round I’m level 4 medic, level 2 battle sense and no level in light weapons. Why? Because I’m busy doing what a medic should be doing reviving my team mates, not playing rambo.

I find you can regularly become a Major by end of campaign by mixing fighting and doing medic tasks. None of the other classes seem quite as easy/quick to max out.

Disagree… I’ve gotten to level 4 heavy weapons and level 4 signal just as fast, if not faster then level 4 medic.

I thoroughly enjoy playing medic for the power you get but feel for fairness it should be a slightly weaker class.

If the games was strictly SMGs as your only weapon I might agree with you, but with the plethora of other weapons, and the venerability of the medic when he’s reviving I say it currently evens out.


(BoltyBoy) #15

yeah you say a medic should be doing his job properly. Well call me selfish but when I play I enjoy kickin butt, which I suspect is the reason most people play. Not to play the nice unselfish guy who sacrifices his butt kicking pleasure to give out medic packs to other players.

So if I play the game purely to see how much butt I can kick then I will choose medic. And I guarantee to you I will be kicking very much of aforementioned butt because the medic is so damn strong. But I tell you what, when I play like this I can still manage to max out on all the skills even though I’m playing to get max frags - so I must be doing a good medic job as well as fighting right? So either I’m a particularly good player or I’m an average player and the medic class is too easy - or I’m a good player and medic is too easy :slight_smile:

but heck I don’t care if SD don’t change it. Just watch as my fire rains down on you!


(Vengeance) #16

So you must own every 1 on rtcw as a medic then as well


(bani) #17

medics can rank up ridiculously fast by using constructible mg42’s and the tank 30cal.


(SCDS_reyalP) #18

The leveled up medic is extremely strong. However, taking their gun away at first level would just be stupid. There is already often a medic shortage, and I for one wouldn’t want to play a first person SHOOTER without a gun. A good reviving run or keeping a whole squad at full health is fun, but when it comes down too it, this game is about FIGHTING. It would be much better to tone down the bonuses than cripple the initial loadout. After all, it is the bonuses that are the problem (if there IS a problem), not the first level med.

The other classes are also very strong at high level, and presumably if the other team is any good, they will have high level medics too. Field ops can spam arty and ammo packs, faster recharge for panzer and mortar soldiers, and faster arm/construct/disarm times for engies. If there is a problem, it is that the medic becomes too powerful in 1v1. A simple solution to that would be to reduce regeneration, reduce value of medpacks to self, reduce medic max health, or increase the health bonus given to other non medic members of the team. The last one would mean that if you had high level medics on your team, you would have more health relative to the person you were fighting.

The suggestion that a medic won’t level up in light weapons if he doing his job strickes me as pretty silly. In a lot of situations you can support your team and gun at the same time. Then there are times when the rest of your squad gets wiped out by a pf or support fire, and you might as well go on a rambo run. I’ve reached level 4 medic and light weapons in a couple of round.


(Dragon) #19

/Me applauds Darkhelmet for being a l337 Teamplayer Medic.
Should be more of them. If everyone played like you, the game would be a decent team based fair game. But they don’t play like you do they?

Limiting the amount of ammo that a medic gets would work just as well as taking the gun away for the first level(s)

I generally play medic in normal RTCW (And am a member of the reigning Australian Gamearena Ladder Winning Clan)
and yes, the abilities are similar, the big health bonus etc etc. But this IS NOT RTCW, and whilst we can, I don’t see why some of the capabilities for some of the classes can’t be toned down.

And yes, Field Ops artillery striking etc etc blah blah is a tad overpowering at higher levels. But this thread is about Medics.

I can’t believe that you can’t get past level 2 light weapons in 3 rounds…You might be a good medic, but most situations I’ve been in, involve the team rushing an objective, dying, and being revived. Usually, I have to use the SMG to take down enemy forces so I can get to the people/safely revive them

A couple of level 4 medics can easily revive almost an entire downed team, and those revived have…wait for it…FULL HEALTH!!! (Which DIDN’T happen in RTCW btw)

All I’m saying is, let’s just limit their combat abilities if they are going to get such obviously HUGE healing abilities…

Limit their ammo, make their packs unable to heal themselves, whatever…The point I’m trying to make, as reyalP states, is that the medics are too powerful in 1 v 1 combat.


(Creator) #20

As was pointed out in the Australian Game Arena forums the meic should not be able to med pack him/her self, i have also seen a few ideas on nerfing the regen rate at early levels. How can you guys have such low ranks as medics? within 10-15mins of round one im lv4medic lv4battle sense and lv4light weapons, its way too easy to overpower the enemy and by the time any other class has a chance to catch up most decent medics are colonels by the 2nd round!
Yes dragon is in the #1 RTCW clan in oz (O2.) his so 1337 :S at least i can beat him in ET on a good day =P
BTW: some of the ideas on Game Arena are worth a look at http://games.telstra.com/gamearena/community/messageboards/711/index.php?action=show&id=1666312&startid=0