Medics get way to much XP for easy tasks


(obliviondoll) #81

How about, instead of giving Soldier extra supplies, they give them a “Scavenge” ability that lets them automatically refill a supply pip by looting an enemy corpse?

Oh wait…

Yeah, Soldiers are fine.

I think an Engineer-specific pip boost would be worthwhile, but I don’t think it’s necessary.

ANY class needs to take a certain amount of care with their supplies - Medics will be using their supplies at a faster rate than Engineers and Soldiers, if they’re doing their jobs right. But Engineers and Soldiers use theirs faster than Operatives most of the time, and only Soldiers get a boost that Engineers don’t. I think it’s because the Soldiers use their supplies for more direct actions, rather than ones which can have a delayed effect, allowing you to recover the supplies used before the action has a result.

I won’t say it’s a bad idea to give an option like this to Engineers, but I can honestly say that with as many people as there are who find Engineers overpowered, that would only make it worse.


(Schwarzeis) #82

[QUOTE=obliviondoll;308087]How about, instead of giving Soldier extra supplies, they give them a “Scavenge” ability that lets them automatically refill a supply pip by looting an enemy corpse?

Oh wait…

Yeah, Soldiers are fine.

I think an Engineer-specific pip boost would be worthwhile, but I don’t think it’s necessary.

ANY class needs to take a certain amount of care with their supplies - Medics will be using their supplies at a faster rate than Engineers and Soldiers, if they’re doing their jobs right. But Engineers and Soldiers use theirs faster than Operatives most of the time, and only Soldiers get a boost that Engineers don’t. I think it’s because the Soldiers use their supplies for more direct actions, rather than ones which can have a delayed effect, allowing you to recover the supplies used before the action has a result.

I won’t say it’s a bad idea to give an option like this to Engineers, but I can honestly say that with as many people as there are who find Engineers overpowered, that would only make it worse.[/QUOTE]

Oh yeah, forgot about Scavenge :stuck_out_tongue:

That is their answer to more pips


(Bakercompany) #83

To me it seems like Engineers should have the “transfer supplies” ability instead of the medic. The medic is really the only one who I wouldn’t want to take supplies from.


(Schwarzeis) #84

True, maybe the Medic shouldn’t be one to literally give away his supplies, but he is the one who has the most of them, so maybe giving it to the Medic instead of the Engineer was a smarter move?


(Bakercompany) #85

I end up having extra supplies as an engineer more than the other classes. If you put one turret as long as it doesn’t get destroyed you can just repair it with no supply cost.

Medic i’m always out of supplies, rightfully so =)


(deusex2) #86

Pardon me, but my supplies bar is always empty, whenever I’m playing an engineer. Why? Well, engineers have both damage and armor buff which needs to be administrated to his teammates. Then there are two mines that can be placed in a chokehold or, bluntly, just by the objective(my favorite, they never know what hit them, lol). And than there is barely useful turret, which has it’s uses from time to time and is actually good when you have an operative with the right skill(but than again, he’d better be doing his thing out there, than manually controlling my turret).

So when we count, there are 2 mines, 1 turret, 2-17 buffs that needs to be applied to each teammate over and over again. That’s one heckload of supplies. Of course good large teams have two engineers so it usually goes down to 10 pips per engineer, which means they both are, still, on a constant cooldown+wait.

And yes, I agree-none of those are more important than a health boost+healing+revive. Sure, a good engineer can sure avert a death or two but getting revived=keeping buffs+winning more often. And for a medic to revive, he must, most commonly avoid combat and avoid getting killed. Therefore, he misses on all those chunks of xp that others gain, which is why his skills net him more xp


(iezza) #87

Same. I love the buzz when im wall jumping to a teamate. giving them syringes and the like, and also, when my friend has a mike and were both dead, i tell him, dont go. and when all the enemies are gone. Self revive suckaas!


(Jess Alon) #88

There are actually medics who fail to realize that self revive is so they can play possum until they the coast is clear and then revive everyone around them. They think it’s so they can act like the terminator and stand back up in the middle of a fire fight after getting downed. Idiots.


(Senyin) #89

Play possum, Is that an ability? :smiley:


(Trypsinogen) #90

[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]

Don’t medics get 175xp for revives? 75 just for giving the syringe and then another 100 if the teammate uses it. Srsly, OP XP gain.


(iezza) #91

i am awesome at it, “quack” no wait thats platapus. no wait. meh.


(theguybro) #92

This is entirely true, however in most of the matches I’ve been in, almost every single medic is just buffing everyone on respawn, and then when you actually do get downed, they can’t revive you because guess what? They wasted all their supplies buffing people at the start.

Btw, medics please don’t mad it up just because I said it, you and I both know this is what you guys do… well, most of you anyways.

Still agree that how much points a player scores shouldn’t matter as long as they are doing what they are supposed to.


(Zamininc) #93

I’m a comabat medic.

It’s pretty cool.


(Jess Alon) #94

Basically when you’re incapped just stay there until no one’s looking and then revive instead of reviving in the middle of a firefight.


(Trypsinogen) #95

If points don’t matter they need to stop ranking people within a team. And why does it go to scoreboard by default when the match is over instead of global chat so we can gg each other and discuss the match?

This game makes me pissed the heck off at Splash Damage.


(sh4d3Z) #96

Totally agree. One of the things I really enjoy about the game is the removal of K/D ratio on the scoreboard. Every team-based FPS I’ve played in the past quickly turns into TDM when the reward for killing is greater than the reward completing the objective(s).

As for the original post… medics do not get too much for too little. I’ve outscored medics as an engineer simply by completing primary/secondary objectives and buffing teammates… you know, like you’re supposed to. Medics just do a lot more in my opinion. Any time I’ve played against a team with only 1-2 medics, it wasn’t much of a match. Earlier today I was playing with a skilled medic and we were rocking the place. I’d be working on the primary objective and he’d keep me buffed, guarded and would revive me as soon as I died so I could get back to it (like I would hope all medics would do). It’s a tough job… and I sure as hell don’t want it. I love my medics. :slight_smile:

I do like the idea of going to a global chat so we can discuss the match, congratulate players who did a hell of a job, etc. Would be a welcome addition.