Medics are way too strong.


(loftyMural) #1

Since we soon will having open beta it’s good to talk about how overpowered medics really are.

They can handle smg/shotguns, they are have huge advantage with their moving speed, you can’t hit them while they jumping all around, they can instant revive anyone without any cd or penalities.
They can heal themselve and team without any real cd (good places Healing station can heal anyone and is impossible to destroy. And throwing 3-4 medbags is also way too strong.)

No class can counter them in-doors except other medic, even guy with minigun will have hard time hitting them while they can just recover their health all the time or just running and jumping like crazy.
Only way to fight them is out-doors and just take them from distance (but since sniper is worthless in this game for 99% of players vs medics it’s not reliable.) using rifle, nades/airstrikes or just put sentries and mines to kill them instantly.

I really hope they would nerf those nasty meds because they are totally not cool to play versus them, i can deal with any class but Proxy/Aura/Sawbones? I don’t have any chance if person has same skill as me.


(strawberryJacket) #2

Not sure if serious.


(loftyMural) #3

100% serious, if they won’t nerf meds it’s pretty unlikely i will play this game in near future, it’s just way too much frustrating that like 75% of my deads are from meds.


(strawberryJacket) #4

[quote=“loftyMural;22596”]They can handle smg/shotguns, they are have huge advantage with their moving speed, you can’t hit them while they jumping all around, they can instant revive anyone without any cd or penalities.
They can heal themselve and team without any real cd (good places Healing station can heal anyone and is impossible to destroy. And throwing 3-4 medbags is also way too strong.)
[/quote]

Not only medics can use smg/shotguns, move speed isnt based on class but on body size, everyone can jump around which is mostly annoying but doesnt give real advantage.

Revives are only strong because of revive shield which might last too long but its not a problem at public servers. You can stop regen from med pack with 1 bullet which isnt exactly hard and aura isnt even used in comp play because its easy to counter. Sure it sucks when you play an merc without explosives and cant do shit about the station but it is counterable.

Sawbones isnt any harder to kill in duel than any other merc and when you rush aura on her healing station head on you better be good at aiming. I dont have problems with killing medics with any class.

You seems to have problems with aura and not medics but lets ignore that for now.

Rhino is pretty much hard counter to light classes, i kill aura so fast with him that she doesnt even have time to blink and sawbones cant do much without explosives.

Because stickies, grenades, rifle grenades and airstrike marker doesnt explode in doors ? Medics arent any better at duels than any other class + a lot of guns have better dps than smgs and shotguns have limited range. Also if you lose duels against medic with fragger/rhino then medics arent your biggest problem.

Also sawbones and aura have weapons with limited range, you shouldnt have problems to kill them at mid-long range.

Ever heard of headshots ? Those instantly gib people when you play sniper, its not call of duty and shooting in the chest isnt the best way to go.

Proxy isnt even a medic and it seems that you have problems with light body size mercs rather than medics but put sawbones here just because. Also it seems you cant rate your own skill very well if you cant beat people on the same skill level as you when they play medics 8D.

Dont let the doors hit you on your way out, l2p issues wont solve itself out.


(avidCow) #5

Sawbonez is in a good spot right now. Aura needs a lttle polish but is actually quite lethal in the right hands.


(Glot) #6

100% revive is a little bit OP.
i mean i killed a fat of a guy 200HP RHino, left with 10HP myself, and next second he is 200HP again???
this is like 8Bit games Boss from my childhood.
and on a second note - Revive-train is not very elegant tactic to watch, imho.


(avidCow) #7

[quote=“Glottis-3D;22753”]100% revive is a little bit OP.
i mean i killed a fat of a guy 200HP RHino, left with 10HP myself, and next second he is 200HP again???
this is like 8Bit games Boss from my childhood.
and on a second note - Revive-train is not very elegant tactic to watch, imho.[/quote]

Is it really percentage based? SD could simply cap full charge at something like 100/120 HP.


(APRenpsy) #8

[quote=“avidCow;22765”][quote=“Glottis-3D;22753”]100% revive is a little bit OP.
i mean i killed a fat of a guy 200HP RHino, left with 10HP myself, and next second he is 200HP again???
this is like 8Bit games Boss from my childhood.
and on a second note - Revive-train is not very elegant tactic to watch, imho.[/quote]

Is it really percentage based? SD could simply cap full charge at something like 100/120 HP.[/quote]

Nope not percent based, you can only revive up to 100hp, 150hp with the revive perk. They most likely got hit with a medipack as they were revived.


(honorableNemesis) #9

Aura’s pretty easily countered by Fraggers and Naders, since you just have to look for the telltale red circle on the ground and lob a grenade near the health station. If memory serves, an indoor Skyhammer flare will also blow those things up.


(crimsonCrocodile) #10

Whether or not Aura can be countered isn’t really the point in my opinion, plus the metagame in the competitive scene shouldn’t be a deciding factor. In any given game, there’s always a fine line between balancing for (semi-)casual and professional players. In casual play, which is where I’m involved, the Healing Station is outrageously strong (mostly due to the lack of communication).

Regeneration by Healing Packs is stopped upon taking damage. I don’t see why the same shouldn’t apply to Aura’s station. Make the regeneration pause for 1 second upon taking damage. It’ll still be easy to retreat behind cover for 3 seconds and be back to full health.

Also, revives do feel a tad overpowered to me. I think they either need to remove the shield altogether, or give the medic a 1 second channeling time instead of an instant revive with little to no risk involved.