Medics: just freaking impossible to kill.


(Snowman) #41

How bout limiting the ammo. Medics are my favorite class and I agree they are overpowered.

Limiting their ammo to say 2 clips + 1 loaded (90) would require more teamplay if you ask me. At the least they would have to seek out an lt more often.

Sure they have those ammo racks but they are always empty because moron noobs load up 150 rounds so they can go get killed after 2 shots.

But I play on 25+ player servers almost exclusively so thats all the experience I can speak from.


(SCDS_reyalP) #42

As an RTCW player, just spawning with an extra clip seems almost like unlimited ammo. Limiting max ammo (unless you limit it to just whats in the gun, or maybe 1 extra clip) isn’t really going to make a difference if your team is working together at all.

IF medics need to be gimped (I’m not convinced one way or the other), I would say take away their health bonus and slow or remove their re-generation. That would make them as vulnerable as anyone else in 1v1 combat.


(Riftgarde) #43

On some server is seems like Field Ops are the ones getting out of hand to me.


(amazinglarry) #44

The medic regeneration really isn’t fast at all anyways in ET. I thought it was faster in vWolf.

Another thing is I never ever use the adrenaline shot… and plus I didn’t know it was a 50% reduction in damage taken. I say if you’re going to nerf anything… nerf that… otherwise Medics are fine just the way they are. :drink:

Besides the shot only lasts for like 10 seconds anyways and uses an entire charge bar, doesn’t it?


(Mystiqq) #45

only thing i see as problem is the fact that medics as 4lvl doesnt have any type of disadvantage. there absolutely has to be something change in the weapon handling. lower something… anything… :slight_smile: max ammo maybe? :stuck_out_tongue:

but i already know that this wont happen so thats about it :stuck_out_tongue:
and about the fieldops. well. yes. but still… they die when you shoot at them :stuck_out_tongue:

also about the self adrenaline, i never use it. the medpacks are better. just kill couble and sprint /medpack your self->back in business.
its nice to shoot some medic and then see him vanish into the horizon :=), and after few refreshing seconds hes back with attitude. :smiley:

the looks of it, medics in the current state have been entirely designed for combat… and revive/medpack people if they have the time from all that fragging they ‘have’ to do… :stuck_out_tongue:
but mostly, medics dont give a shit if you are whining for revive.
althou some medics like to give you little easteregg called the NADE. which is nice, thou i really like the revive needle more :slight_smile:

EDIT:
just an idea, maybe the self adrenaline should work so that if you use it, you cant use any firearm as long as it is affecting?

rant rant… :blah:

cheers.
mystiqq


(DG) #46

the 50% reduction in damage is more like a 75% reduction, a good player will be strafing all over the shop in a 1v1, and can do so with infinite sprint - good strafing makes you a hell of a lot harder to hit (and you can sprint away to med up).

156 health, 50% damage reduction, regenerating health, good amounts of ammo and bug strafe/sprint advantage… not unbalanced for 1v1? tbh i think the health is excessive anyway, but the 50% reduced damage is really too much imo. no player has such huge advantages as the medic, even the fieldop will be shown as less useful when the new wolfers figure out that smoke = bad place to be.


(raag) #47

I play as medic alot and it seems like others dont seem to have a hard problem killing me, I die. But then I’m not always hiding healing myself either.