[QUOTE=tokamak;431356]Yes that.
That way you got two distinct specialisations.
The Lifeline
This medic has a weaker than average weapon BUT the ability to heal himself whenever he wants. This means that the medics main strength is to be the last man standing in very tough situations so that he’s able to get the downed team-mates up and running again. A secondary strength is that this guy is capable of doing sneak missions with another class. Like working with a covert to sabotage and get forward spawns or with an engineer to ‘steal’ a main objective well behind the frontlines.
The Backbone
This guy is equal in power to classes like the fops and engineer. He can lend enough combat power. However he cannot self-heal but instead heals himself through revives and dealing out medpacks. This means he as well as his team thrive by sticking together. This guy has an equal chance of dying to any other class and he depends on keeping his team constantly up rather than shining in the most dire situations.
Voila, two deeply distinct medic roles and both completely incapable of being a one-man army. Because, in the end that’s what we want to fix without taking away parts that people like.
Now all we need to do is find similar archetypes for the rest of the classes and deepen them further.[/QUOTE]
I’m with you here. The only thing that I would reenforce on the “backbone aka combat medic” is to ensure that combat medics don’t gain regen from packs, but only revives; the ladder would apply to interaction with every other class though. This way it would be less desirable to stack a bunch of combat medics and swap packs, but a mix of combat and support medics could be viable. Also keeping the dependency on a FOPS for spawning ammo count but having a higher ammo capacity than the rambo medic would be in order. It would be something that would need some thorough testing, but it would greatly fill the role of the frag hungry medic who also wants to be able to revive/heal their team.