Medics get way to much XP for easy tasks


(obliviondoll) #61

For the argument on stat-tracking: Go here. It has a few people already talking about having more info, and I’ve put my suggestion forward there.

On the actual topic of the thread, though. Medics EARN their points, and DESERVE them.

And to the guy saying you don’t like fighting someone whose whole team has buffed him? You’re not meant to. Blast a little more ammo into him than you think you need to, then just try to keep out of his way - when the buff wears off, he’ll die even if you’re not still shooting him. Full damage is applied once the ability wears off, so it’s not unbalanced. It doesn’t really make you “invincible” - it just delays you taking damage.

And if the entire enemy team is working together to make that one guy into a Superman clone, they’ll be short on supplies, so when YOUR teammates ambush them, they’ll be outmatched.


(PhilipOmnis) #62

I don’t agree with XP being the necessary way to ‘reward’ Medics, but at the same time a lot of it sounds like people are just upset that they are ‘working harder’ and not being congratulated for it…the same way that medic-players are used to living with. I think to be honest, that the reward comes from winning the match or the unspoken thanks. I don’t need an incentive for team-play and neither should anyone else.

I think for a lot of people, they’re being very arrogant in ignoring Baker. Some of what that man says is true: Brink will not succeed without a large fanbase. If you guys are suckling on the teet of free updates and DLC then what the hell d’ya think pays for that? At the same time, however, who said a freakin’ stat system had to involve competitive statistics such as the ones stated? Why can’t we have team-based stats…

For the sake of argument: :stroggtapir:


(H0RSE) #63

Yes, I’ve been level 20 for over a day now. It is an easy class to get XP with. All you have to do is buff teammates, get killed, and buff teammates some more.

Getting xp and actually playing a useful,. effective Medic, are 2 separate things.

All of the other classes have to deal with the enemy much, much more to get their XP. Medics don’t even have to engage the enemy at all to get enormous amounts of XP - it’s easy mode.

Seeing how Medics are the most target class (in most if not all class based shooters) I don
t see your logic here. In real life, the Medic is like the flamethrower guy in a war - a target with a big X on his back.

Also, they get way more supply pips than any other classes can get, giving them yet another advantage for XP gain over them.

Umm, this just emphasizes their importance…Maybe if you stopped focusing on extra supplies as a means to acquire more XP and instead, looked at their importance to the team, you would realize why they get more supplies.

What I’m seeing in the most part in this thread is a bunch of medic players who, probably because they aren’t very good at anything other than just sitting next to teammates, don’t want the medic to be any less overpowered than it is currently.

Are you simply failing to acknowledge the importance of Medics? In any game that features a healing class, they are almost always the backbone of the group, whether it be an RPG, FPS or whatever, victory is almost impossible without good healers.


(Bakercompany) #64

[QUOTE=obliviondoll;307877]For the argument on stat-tracking: Go here. It has a few people already talking about having more info, and I’ve put my suggestion forward there.

On the actual topic of the thread, though. Medics EARN their points, and DESERVE them.

And to the guy saying you don’t like fighting someone whose whole team has buffed him? You’re not meant to. Blast a little more ammo into him than you think you need to, then just try to keep out of his way - when the buff wears off, he’ll die even if you’re not still shooting him. Full damage is applied once the ability wears off, so it’s not unbalanced. It doesn’t really make you “invincible” - it just delays you taking damage.

And if the entire enemy team is working together to make that one guy into a Superman clone, they’ll be short on supplies, so when YOUR teammates ambush them, they’ll be outmatched.[/QUOTE]

Great job redirecting this thread.

Medics do earn their points, and deserve every last xp point they generate.

I think everyone can agree, as soon as you go down you’re wishing a human medic was nearby.


(blackjack3578) #65

[QUOTE=Trypsinogen;306895]If it’s a team focused game, then why have a ranking score system at all within a team???

I’m an above average player that likes to learn the metagame and practice to become especially competitive. It bothers me when someone who sucks can easily end up higher than me on the scoreboard and be called the “Overall best player” just because they can walk up to a teammate and press a button.

I’m sure many other people feel the same way. This will be just one of the reasons why this game will die out relatively soon.[/QUOTE]
they obviously can’t suck if they are riving their team mates and buffing health like their supposed too. The medic is probably the most helpful and useful role to the team.


(Schwarzeis) #66

Medics are the base and heart of a team, without Medics you’d have to tap ‘‘Join Reinforcements’’ all the time, you would also probably die more than you usually do

Medics gets more EXP becuase it’s an important role, just like blowing up that door or fixing that crane

Medics gets more pips becuase it’s important to heal and revive, it’s not like the Engineer needs all those pips a Medic has


(raib) #67

It’s not exactly a thankless job if you compare it to, say, TF2 medic. Not only do you get tons of xp, you also get to shoot things a fair bit. But I wouldn’t lower xp gains for them, instead increase them for other classes.

I don’t care about who has the most points, but I would like to see every class being somewhat equal in leveling speed if they’re playing their class right.


(Schwarzeis) #68

[QUOTE=raib;307985]It’s not exactly a thankless job if you compare it to, say, TF2 medic. Not only do you get tons of xp, you also get to shoot things a fair bit. But I wouldn’t lower xp gains for them, instead increase them for other classes.

I don’t care about who has the most points, but I would like to see every class being somewhat equal in leveling speed if they’re playing their class right.[/QUOTE]

Aight, this I can agree with, when I play a Medic I can easily rack up over 3000 EXP, but as a Soldier… Maybe 1500 if I’m good, but on defense… Eh, of course everyone is racking up the big numbers, but still… It’s easy as a Medic to get a good chunk of points, not as easy for the others, but the thing that racks up the Medics points are the revives, people always die and need to get revived

People don’t always need buffed guns, nor do they need a big-ass constant ammo flow, yes… We all need ammo, but we don’t need to get ammo refilled as many times as we need to get revived and healed


(obliviondoll) #69

And 1500 as a Soldier.

Really?

I’ve never earned less than 2500 XP as a Soldier.

I rarely get less than 3000 as a Medic, but I’m better at being Medic than Soldier.

The last match I played as an Operative, which everyone says are the worst for XP, I got over 8000 points.

4000+ is fairly standard for me, with occasional jumps over 5000. This is with ANY class except Engineer - and that’s not because Engineers don’t earn much XP - it’s because I’m a *#&$ty Engineer.


(Schwarzeis) #70

[QUOTE=obliviondoll;308006]…

And 1500 as a Soldier.

Really?

I’ve never earned less than 2500 XP as a Soldier.

I rarely get less than 3000 as a Medic, but I’m better at being Medic than Soldier.

The last match I played as an Operative, which everyone says are the worst for XP, I got over 8000 points.

4000+ is fairly standard for me, with occasional jumps over 5000. This is with ANY class except Engineer - and that’s not because Engineers don’t earn much XP - it’s because I’m a *#&$ty Engineer.[/QUOTE]

It’s an example, I recently started sticking my class as a Soldier on my new one and I can really see my EXP being lower than when I’m a Medic, my max has been over 12000 as a Medic, usually it is 4000-6000 - and that is over 3000

Feels like I don’t get that much EXP for handing out ammo, maybe it’s becuase there are a ****load of others handing it out too


(Trypsinogen) #71

[QUOTE=Schwarzeis;307963]…

Medics gets more pips becuase it’s important to heal and revive, it’s not like the Engineer needs all those pips a Medic has[/QUOTE]

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.


(Trypsinogen) #72

[QUOTE=obliviondoll;308006]…

I rarely get less than 3000 as a Medic, but I’m better at being Medic than Soldier.


[/QUOTE]

Of course you are. Medic is an easy-as-pie class to play.


(obliviondoll) #73

[QUOTE=Schwarzeis;308013]It’s an example, I recently started sticking my class as a Soldier on my new one and I can really see my EXP being lower than when I’m a Medic, my max has been over 12000 as a Medic, usually it is 4000-6000 - and that is over 3000

Feels like I don’t get that much EXP for handing out ammo, maybe it’s becuase there are a ****load of others handing it out too[/QUOTE]
When you give ammo to someone who isn’t low on ammo, you get a small amount of XP, when you give it to someone who’s almost out, you get HEAPS.

As in, similar XP to a Medic reviving someone.

And to the guy saying it’s easy to play Medic, yes, it is, but it’s a LOT harder to play them WELL. I learned to be a Medic in War for Cybertron, where it got almost no XP or points, but could literally win the game for your team. If I was playing against a competitive clan, and teamed with randoms without mics, it would still be a close game, and usually ended with my team winning.

I’d say that counts as good background, all Brink is doing is rewarding me for a playstyle I enjoy.

Operative is still my best choice though.


(Bakercompany) #74

The concept is simple.

Running through gunfire to your buddies to toss them a revive and surviving, isn’t so simple.

Nothing is more satisfying than sprinting into a slide next to your buddy while at the same time tossing him a revive. He gets up, you both own the competition. Man that feels great.


(Schwarzeis) #75

[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


(Trypsinogen) #76

[QUOTE=Schwarzeis;308028]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[/QUOTE]

I think your logic is seriously flawed. Two mines aren’t really optional, you need to have them up to be a full credit to team. You will rarely regen all your pips back before they go off because the regen rate of pips is ridiculously slow and the respawn rate is ridiculously fast. One grenade totally gimps a turret and it doesn’t take much fire power to finish it off. Again, regen rate for supplies is ridiculously slow and it will take a long while to regen back even one supply pip (I don’t know the actual time, I’m curious to find out now, though).

So yes, I still think that the other 3 classes need more pips just as much as medic, if not moreso.


(PillowTalk) #77

Operatives can get more XP than medics, for easier tasks that take less time, and have no cool down.

Disguising = 125xp

Healing = 75xp but relies on supplies

Reviving = 100xp but relies on supplies


(Trypsinogen) #78

[QUOTE=PillowTalk;308052]Operatives can get more XP than medics, for easier tasks that take less time, and have no cool down.

Disguising = 125xp

Healing = 75xp but relies on supplies

Reviving = 100xp but relies on supplies[/QUOTE]

I don’t think disguising is an easier task than healing. Medics can buff and heal behind the lines of battle. I feel that disguising, generally, is more dangerous and makes you more vulnerable to getting killed.


(Kublakhan) #79

[QUOTE=Trypsinogen;308019]Of course you are. Medic is an easy-as-pie class to play.[/QUOTE]Umm it might be easy to top the scoreboard as a medic, but that is not the same thing as medic being easy to play at all. I still don’t get why you’re hung up on the scoreboard and the XP.


(Schwarzeis) #80

[QUOTE=Trypsinogen;308050]I think your logic is seriously flawed. Two mines aren’t really optional, you need to have them up to be a full credit to team. You will rarely regen all your pips back before they go off because the regen rate of pips is ridiculously slow and the respawn rate is ridiculously fast. One grenade totally gimps a turret and it doesn’t take much fire power to finish it off. Again, regen rate for supplies is ridiculously slow and it will take a long while to regen back even one supply pip (I don’t know the actual time, I’m curious to find out now, though).

So yes, I still think that the other 3 classes need more pips just as much as medic, if not moreso.[/QUOTE]

You know… We could go with this the whole day if we wanted too, becuase we are clearly on different sides of the same island

I find your logic in that the Medic doesn’t need as much pips as it does compared to others is flawed, you think my logic in that it needs more pips than the others is flawed

[QUOTE=PillowTalk;308052]Operatives can get more XP than medics, for easier tasks that take less time, and have no cool down.

Disguising = 125xp

Healing = 75xp but relies on supplies

Reviving = 100xp but relies on supplies[/QUOTE]

Forgot about that, but re-disguising over and over again aint that contributing, no? :stuck_out_tongue:

… Can’t say I’ve not done it a couple of times before when I leveled my 1st guy :stuck_out_tongue: