[QUOTE=Trypsinogen;308016]Are you serious? The other classes, well I don’t know about operative because I haven’t played that class much at all yet, could easily use their own supply upgrades. Especially engi’s who have 2x mines that need to replaced each time it’s used, turrets to set up, which we all know die SUPER easy and need to be very often reconstructed, and on top of that 2 different buffs - kevlar and damage upgrades. Saying medics need more supply than engi’s is absolutely absurd to me - and this is coming from someone who plays medic mostly (mainly because it’s so hard to switch to another class because medic is both fun and overpowered).
Same thing goes with soldiers, they’ve got 2 different supply grenades and ammo upgrades to give out.
How often do you see medics even use any abilities that aren’t the basic health buff and revive syringes? Not very often at all compared to the other classes’ supply-consuming abilities. Most leaderboard-topping medics, myself included, don’t even use adrenaline and the sprint boost. I don’t use it because Splash Damage, in their idiocy, actively inhibits voice communication in this game and without coordination, those 2 skills do diddly squat.[/QUOTE]
Totally serious here, the Medic needs more pips than the Engineer
The two mines are optional, and once they’re set up you most of the time got enough time to cool off and get ALL your pips back before they blow up in your enemies face.
The turrets are still slow to kill and I usually see broken turrets, just repair them, once again - if you set one up you probably got all the time in the world to get your pips back, or just that one pip.
The Kevlar stays forever til they die
The Weapon buff stays forever til they die
Do the Engineers still need all the pips the Medic has?
The Soldiers maybe could use an extra pip, but that is how far I’d say it can/should go