Creator knows the score! 
Anyways they are just ideas, it doesn’t actually worry me if the abilities stay the same, as my preference in ET is for the mobile MG42!!!
Ahhh, Love that gun…
Creator knows the score! 
Anyways they are just ideas, it doesn’t actually worry me if the abilities stay the same, as my preference in ET is for the mobile MG42!!!
Ahhh, Love that gun…
I dont really understand these points alot of the time as it makes it sound like the enemy hasnt got medics.
Remember both sides have medics and both sides power up their xp the same, so because of this there is a balance to it, how can it be too easy to overpower enemy when they have the same choice of classes as you?
Horrible idea, some games you barely have the chance to heal and revive much of anyone at all. I play medic and my primary priority is to heal and revive, but the weapons are extremely important.
Get real, medics are never going to be picked just because people like to revive and heal teammates, medics are going to be picked for their survivability making them so wonderful in combat. But that doesn’t mean that players won’t take every oppertunity to aid teammates.
I don’t think they are overpowered at all though, I just think a couple classes may be underpowered.
Level 4 medics have no extremely godly ability, they are just all around deadly combatants.
Level 4 soldiers can have their two handed weapon and an SMG, they can spam panzers like no tomorrow, they are killing machines, equally powerful.
Level 4 LTs never run out of ammo, they can spot cov ops, and they can spam artillery to an insane degree, these guys can hold off an entire team on their own. Equally powerful.
Level 4 engineers are invulnerable to splash damage, that means ALOT, since half of the threat to an engineer is splash damage based weapons. These guys are also very crucial to the team effort, so they can be labeled equally powerful.
Level 4 covert ops don’t lose disguise when using very powerful weapons like the FG42 or their akimbo (and silenced) pistols. They can open enemy locked doors, and create quite alot of trouble for their enemy. I personally think this class may be underpowered though, mainly just because their sniper rifles blow.
medic is god, he can make people come back from the dead and when fighting alongside a good one you are invinsible. but they need to be hard to kill, because they need to take more enemy fire than other classes. if youre playing medic and see someone on you team die in gunfire 3 meters from you, you know that some enemies have direct line of sight to his body and someone is maybe trying to gib him so you need to act fast, how often as other classes your instincts are to run straight into enemy fire. ive saved people from flamethrower flames before they burn to limbo, without regenerating health and ability to heal myself would’ve i tried? yes its very easy to top out all the skills as medic but its just as easy with other classes, it depends only on who you play with. i guess the thing is those fully powered up medics are generally very good players and why they seem too powerfull is because they are better, although jittery and buggy its still mostly aim and movement that matter more than how many hitpoints you have left, but yes with 1 hp you wont survive long against any class.
in vanilla you were almost constantly out of ammo especially on pubs, but the maps were smaller and a lt was often very near, getting him to give ammo was another thing not so easy. in et its more relaxed, you can concentrate more on the killing and keeping those around you and yourself healthy. and as Ph0g listed every class when topped is extremely good at its role, medics is survival, smg’s are equally powerfull for all afterall.
I’ve seen this discussion for Rtcw too…
Pipi - thats were teamwork comes in, the medic needs to be covered by other classes but that currently does not happen as most medics run off on their own and only heal when they feel like it.
I dont think nerfing their health/regen is worth it because of the points u guys made, they need to stand more damage to run in the middle of battle, what i dont agree with is that a medic should have an smg, its role is not to kill but to heal, a pistol and knife should be the medics DEFENCE.
Im pretty sure there won’t be many medics left if medics start without a SMG. Look at the pubs now, whether it be Rtcw, ET or any mods, there are always huge amouts of LT’s, soldiers, and covops. And almost always a shortage of medics.
That will only get worse. Even more so because the medics are the only class who didn’t get any new weaponry or things to do.
But what are we talking about here? You guys are talking about the really really experienced players here. Do you really think they will be hampered by the measures mentioned here? Even I reach medic level 1 way before the allies build the bridge. So, the only ones who will be hampered by these measures are the newbie medics.
its role is not to kill but to heal, a pistol and knife should be the medics DEFENCE.
And an engineer’s role is to build things, so his plier is sufficient? Do you ever play a medic? That’s just boring. If the gripe is here that medics are too strong, we’d better talk a bit about panzersoldiers.
Face the facts, a good player, whatever class he plays, he always will be dominating a server. You don’t solve that by limiting a certain class for everybody.
Well Pippi I have found that I advance much quicker as a medic than any other class. I’m not a great player, on all other classes I may get to 3/4 on Exp on a good day. But with medics I am always getting full exp points and doing a lot of owning - yes as well as being able to heal people in the process!
I don’t really mind since it’s a nice feeling to get top fragger but ultimatly it does seem unfairly strong to me.
But I don’t think removing his weapon is the solution. All it needs is a slight tone down of max health/regeneration speed/physical finess etc.
Im sorry to say it, but you are a great player. 
IMO you can’t be compared to any newbie medics that will (hopefully) flood the servers. 
I just think “we” shouldn’t make it so hard for newbie medics to gain progress. Don’t forget that medicing has remained exactly the same as in Rtcw. Rtcw medics have very little adapting to do, and so they will have an advantage for now. (just think of engies and their new grenade physics, now that’s a whole new ball game)

Hey BoltyBoy,… u ARE a good player (or i am very bad ;))
So I explain my point of view,…
I am playing medic very often,…Why?? Caused by the lack of good medics,… I would enjoy to play a soldier or eng with a medic on my side, but i am playing only on Pup servers,… and there are good teamworking medics rare,…and if there is one medic it wouldnt be enough, …
So the medic is for most people not the class of their first choice,…and why?? Because it is more fun to play the other classes (except CoveredOP is really hard (but if u check it u can LOL a lot of times ;)).
So dont change the medic,… probably the second ammo could be later (I usually take the ammo of my dead enemies
) or it would be useful to change the selfgeneration rate a bit (probably 10% less).
This thread is about the medic not any other class, but i do agree the panza is worse and at lv4 it has a lame factor of GHEY!
I always play medic, simply because it gives me an advantage over the rest of the players, if im not a medic im a soldier with an mg42 or a fieldops. The thread is feedback on possible ways to balance the game a bit better and its up to splash damage to decide, but i have yet seen a comment from anyone on their team.
the medic is not easier class to play than the others, you are better at being medic than being fielops or some of the other classes. probably because you’ve played it more. of course you feel more powerfull as a loner medic than a loner fieldops, because you’re healthy. but this is a teamgame, if youre good and play as fieldops together with a similarly skilled medic you are a lot more powerfull than him when it comes to killing people. yes, indoors it doesnt matter much which you are, though it seems to me fieldops is a bit better with his gun at same exp levels, and the medic needs to keep an eye on what youre doing when you can just concentrate on the killing, also you need to remember wearing a medic uniform seems to equal to a big SHOOT ME! sign on top of your head. but outdoors, if youre good, you can literally kill the entire incoming attack, with the almost continuous a/s’s and controlling the incoming herd with youre smg, and then the medic is there to give you the regenerating health you’re missing. as a topped up medic when facing two people that know how to shoot, being alone usually means death.
you need to remember its mostly newbies youre killing rambo style. really the advantage you have as a medic, is you can take less than one more bullet to the head or 2-3 more to the body. the thing is in most servers @ et the newbies aren’t even able to hit me once, that’s my movement and the slideshow like representation of it coupled together. one solution would be trying to force the SD guys make the hitboxes bigger for those who cant shoot, to make everybodys’ accuracy the same, that would make the teams perfectly balanced no matter how much better the players are on the other side. the other solution is to play with people closer to your skill level, i recommend the latter.
Is medic too powerful? Simple answer NO they are one of the most balanced classes in ET.
i can get something like 600+ XP on the first round alone with medic. then you can adrenalin and mow down enemies like theres no tomorrow. battle sense, light weapons, etc all maxxed out. never could manage that with any other class.
yes, i think medic is a little overdone and needs to be toned down 
and yeah, when soldiers level up and go pf, it gets a little ridiculous. you walk out of spawn and there’s a pf coming at you every second. total spam city.
Bani dont play on a newbie server then because any1 with any class can do that or more quite easily.
Bani knows the score!
It is far too easy to level up as a medic.
I can do it against noobs, I can do it against clanners. It’s extremely easy to do if noobs are on your team. It takes slightly longer if you have experienced players, caus they don’t get dead as often.
And once you’ve leveled up as a medic, you really don’t need a field ops near you. You get plenty of ammo, you can pick more up from the guns laying around, and you can always /kill
Maybe limit the ammount of ammo the medic can carry? 60 rounds (including 30 in the gun) Should be heaps. Enough to get him out of trouble, but not quite enough to destroy the enemy hordes with. 
As for the person who said the medics abilities have stayed the same from vanilla RTCW…what game have you played? RTCW doesn’t have medics who revive people and they have full health, it doesn’t have adrenaline, and in RTCW, you HAVE TO CROUCH to revive people. The only similarity between the two games, is that Medics can revive non gibbed people, can regenerate health, and can give health packs out.
And yes PF and field ops are a bit overpowering at higher levels too, but discuss them in your own thread 
i got that as allies on a server where half the axis were clanners on teamspeak. it wasnt a newbie server at all. the axis won 2/3 rounds. the top XP’s on axis were medics too. none of the covops/eng’s/fieldops on either team ever managed to make more than about 400 xp by the end of the 3rd round.
its just the fact that an xp’d up medic can rank up way too fast, and when you get adrenalin needles – watch out. just about the only thing that can take you out then is a direct pf hit. near pf splashes just bruise you a little 
it is way too easy for medics to rank up. period.
These aqre the medic skills if any1 is interested
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
Medical experience earned by:
Reviving teammates (4) but only if death was caused by enemy fire
Giving Med Pack (2 per pack taken)