Medic without instant revives...


(JJMAJR) #1

I was thinking of the idea of a medic that doesn’t revive friendlies instantly, like in the case of defibrillators and the revive gun. Instead, something like the Engineer’s Objective Specialist ability for example.

I need a name for this medic that would be suitable.

Medicname
Health: 100
Speed: 385

Weapons:
LMG/Sniper Rifle
Revolver
Knife/Kukri/Karambit/Katana

Abilities:
Health Station
Healing Pulse

Bandage Up: Helps up downed allies twice as fast as normal mercs.

I don’t know if this guy is too good or worthless. The biggest thing about it is that there isn’t any way to instantly revive friendlies, instead exposing oneself (albeit a short time) when using the ability.


(Mr-Penguin) #2

I had an idea for a medic with long ranged AOE healing but had no defibs. He had a faster help up speed though, and could detonate his healing pylons to instantly revive teammates with a large AOE.

http://forums.dirtybomb.nexon.net/discussion/19021/merc-deacon


(JJMAJR) #3

I just want to talk about the idea of a medic without instant revives at all. But thanks for the name for this medic’s revive ability, much better than “Bandage Up”.

But anyways, I think your pylon idea… is off place. Decontamination pylons seem to be flavored as a way through a contamination zone instead of being a hyped-up healing station.


(Mr-Penguin) #4

[quote=“JJMAJR;109780”]I just want to talk about the idea of a medic without instant revives at all. But thanks for the name for this medic’s revive ability, much better than “Bandage Up”.

But anyways, I think your pylon idea… is off place. Decontamination pylons seem to be flavored as a way through a contamination zone instead of being a hyped-up healing station.[/quote]

Yeah, its more of a ranged healing station than anything… it’s just a name. Healing Pylon would sound too much like a healing station. :open_mouth:

But a medic with non instant revives would have to have a very powerful healing ability to offset that, kinda like Sparks having awful healing capabilities but insane ranged revives. That’s the reason I choose to make Deacon have no difibs, as his pylons are long ranged, offer fast, constant healing, and can be detonated to revive and heal teammates in AOE. That kind of healing power would become borderline OP with defibs.

And having both a station and healing pulse seems a bit odd. There’d have to be a unique healing ability instead of two existing ones. Also, the speed for 100 HP mercs is 430.


(JJMAJR) #5

I started in the opposite direction, wanting to write a medic without instant revives, in every sense of the word, and offset by powerful healing abilities that aren’t viable in a rush.

Also, look at the weapons I given the medic before saying anything about its speed. I don’t want him to be better than Sawbones at combat.


(HunterAssassin5) #6

as i was scrolling through and skimming my way to the abilities,

“Weapons: LMG/Sniper Rifle”

yeah no. medics arent supposed to kill, they’re supposed to medic. the idea of a medic that doesnt have a defib ability is pretty dumb as well.


(Mr-Penguin) #7

[quote=“TheRyderShotgun;109887”]as i was scrolling through and skimming my way to the abilities,

“Weapons: LMG/Sniper Rifle”

yeah no. medics arent supposed to kill, they’re supposed to medic. the idea of a medic that doesnt have a defib ability is pretty dumb as well. [/quote]

Well, like I said earlier, a medic with no defibs would be like a reverse Sparks. Insane healing ability, but no defibs.


(gg2ez) #8

I’m cool with Medics without defibs, but I’m not so cool with a merc that has such a variation within weapons.