Medics HAVE been supermen, and apparently that’s the way people like it (I never did).
This is the same way for pub and compeitition for RTCW and ET. I’ve been competing in RTCW for over a year now, and I can play any class at the CAL-Invite level. I made a post about ET medics when the ET test came out, I believe in this forum. For some reason, when I suggested that medics should be more passive, away from the frontline, regulars of RTCW looked at me like I suggested something so unorthodox that I cannot be sane.
In RTCW competition (teams of 6), we usually have 3-4 medics, 2 lieutenants (field ops in ET) and an engineer/panzerfaust. 2 LTs can supply the 3-4meds enough ammo. On offense, you charge with your LTs first so that they can be revived by medics, and if they get gibbed, the team’s loss is not too big. Medics that charge in front are often criticized; if they get gibbed the team loses a lot of vitality. An LT with 40 health is not the ideal guy to carry the objective. You typically make your best shooters play medic so that they stay alive the longest, heal themselves and keep winning one-on-ones. You treat the LTs like cannon fodder, force them to take risks, like run up a hill and die just to throw an airstrike.
Now, a long time ago this bugged me, because the ranked officer “lieutenant” was cannon fodder, and the “medic” was the “Mother Ship” with shields. I didn’t like that fact that there were soldiers with Venom/Flamer/Sten/Thompson available (technically), but we couldn’t use them because it was not feasible (those weapons were handicapped severely). The right thing to do was to stack the team with as many medics as ammo was available.
I was pleased to see that Enemy Territory has other functional classes, such as the mobile MG42 that is better than the venom of RTCW, and the covert ops. I’d like to see these classes be effective in competition. I am a little doubtful about the mortar because the setup time is long, and you don’t see what you are shooting at, it’s sort of limited to spawn-camping.
The last thing I want to see is 6 medics in an ET team of 8. A high level field op can toss enough “mega ammo packs” to feed a herd of medics. I’d rather see that ammo go to mobile MG42s, grenade launchers, mortars, etc.
But I believe now that “damage is done” already (pun intended); i.e. Splash Damage will not be making modifications to gameplay at this stage. I’d be pleasantly surprised to see them fix bugs.
(I play mostly as a medic in RTCW competition)
[u]Korollary
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