Medics, Rambo medics and XP whores


(blushing_bride) #1

Hello

i always used to play as an engineer whenever i could and usually ended up near the middle of the rankings. I noticed that the players who came top (most kills, lowest deaths, highest XP) were nearly always medics so i thought i’d give that a try. Well you’ll never guess what? Since becoming a medic i’ve noticed a significant improvement in my game. I live longer as i can heal myself and as im spending much less time in limbo i score far higher than i ever used to. Anyway i just wanted to know if anyone else throught that maybe medics are bit to powerful. Perhaps they should have no grenades and not be allowed to carry more than thirty bullets for their weapon at a time.


(funkPig) #2

I have to agree that a rambo medic is a very powerfull beast. Especially when they get their adrenaline shot. I usually dont play as medic except in a few places, like the railgun as an axis and charging the bank as an ally. I don’t know if limiting their ammo would help though…that one grenade is very precious. The medic is supposed to be a person that would rather save lives than take them, but with their skill set…whew! How about making them slower so they are easier to hit?


(Belisarius) #3

Heh, interesting topic. I play medic usually because a) I like helping my team out by keeping them alive and b) I’m always in desperate need of medpacks, so why not carry them myself?

funkPig, it was actually Rail Gun as axis that made me switch from engineer to medic… get up in the tug, load the cabin full of medpacks and just ride along. You’ll pick up the medpacks as soon as the allies start sending bullets your way… The Rail Gun is the one map which a medic can win single-handedly.

Medics ARE powerful, but I don’t know if they’re that unbalanced compared to the other classes. Sure, a medic with adrenaline is a tough bastard, but a field ops or spec ops at that level are deadly too.


(funkPig) #4

:???: I think you misunderstood me, I said I like to play medic on those maps, but it doesn’t really matter. :smiley:

I think though that a rambo medic is rather counter-intuitive to the class system. I would expect a highly seasoned soldier (mp40) to be able to win duels like the rambo medic does. perhaps the whitebread soldier needs help rather than dumbing down the medic?


(Pegger) #5

Medics should not be able to use their own med packs, and they should get a bolt action or some other single cycling weapon. IMO 4 out 5 medics on the pubs take the class to be an XP whoring tank.

I play Fops because I frequently get highest light weapons and go through alot of ammo. Its more important to me that my team gets ammo than me air-striking or calling arty. If I see a rambo medic pass me when I’m dead and he has opportunity to revive me but doesn’t, I do not give them ammo. That would only encourage his whoring.


(SylverDragon) #6

This might be an intersting mod to stop Rambo Medics: they only get a pistol, no SMG, no rifle. It would make life much tougher for the XP whores who just use the medic to heal themselves and win gun duels, but for the medic that is actually helping his team out, he wouldn’t need much more anyhow. Though, on the other hand, I am often happy to see a medic gun down the guy who just dropped me, then heal me. In the end, I think I would just leave the medics alone, the really bad ones can be avoided, and the good ones are really good.


(Pamper) #7

That doesn’t make sense. You can call someone an XP whore, or an effective killer, but not both.

If a medic goes 100% Rambo, he won’t get much XP. Eating your own packs gives you no XP, and you’re missing out on the big XP payday called “revive”. It’s much easier and safer to revive a friend for 4 XP than to kill an enemy for just 3. A good medic will be scoring for both.

XP whores are people who earn points for not helping the team. This includes medics or fieldops who give packs to a person who’s obviously lagged or AFK, engineers who work on the wrong objectives (or plant at the ammo rack!!), and coverts who discard uniforms immediately after getting them. A medic stabbing people to give them packs (not a revive) is also a point whore. (Some XP whores claim that they need the XP to get bonus skills which will help them win later. This idea makes some sense, but only until they reach level 4)

If a medic gets high XP, it means he’s either demolishing the enemy (Rambo), or protecting his team (healer), or both (like me). In any case, he’s a big contributior to his team’s victory. That’s not whoring- whoring means you value XP more than winning the match.


(Pamper) #8

If he’s “whoring”, then he wants to get XP. Reviving you would take 1 second of his time, zero percent of his powerbar, give him 4 more XP, create another target to draw enemy fire while he shoots them, and (since you’re a fieldop) provide him more ammo to go on blasting the enemy. The benefits to a revive are enormous- no sane rambo medic would pass it up.

Walking past a down teammate isn’t the sign of a Rambo medic or an XP whore- it’s just the mark of an oblivious idiot.


(Pippi) #9

This is a teamgame. If you have troubles with going 1vs1 with a medic, then you need to get (or give) backup.
Players who think that medics are overpowered are just not teamplayers.
The problem is you, not the abilities of the medic.

And besides, sometimes I also go rambo medic, just because I know exactly when to take advantage, or when I know there is a panzer nearby.
I only have to do this when the rest of my team is clueless and/or shows no initiative.


(amazinglarry) #10

Christ… another Medic too powerful thread :frowning:

Just because a medic is “demolishing” the other team does not necessarily make him a Rambo in the sense that he’s going it alone.

What makes him demolish the other team is the help of HIS teammates. If you got 3 buddies including yourself who choke off a certain point, many times the “Rambo” can get the finishing kill, and revive all 3 teammates and health em back up, and keep the choke going.

Making a Medic slower is just ridiculous… what’s slowing him down? All those health packs? His only weapon (a pistol?) if we use another suggestion?

More on that, having only a pistol is a bit ridiculous. How is a medic expected to run through the battlefield to the aid of fallen teammates if he’s unable to efficiently defend himself? If you’re going to take away the medic’s SMG and still expect him to revive teammates in the middle of a fight, you better make him run a hell of a lot faster.

Taking away the medic’s ability to give himself health packs is a bit retarded too. That’s like handing out bottles of water to dehydrated people in the middle of the desert, and being unable to take a sip yourself.

Point is, there is no one good way to better balance medics with everyone else (if they are indeed, unbalanced) without giving the medic a COMPLETE overhaul, with some other changes to other classes to even them out. This topic is tired. :rolleyes:


(Ulysses S. Grant) #11

Sorry for taking time to not read the whole thread, as I will soon, but heres my opinion. I don’t think medics should be brought down, but I think other classes should be brought up. Taking off any part of the medic would basically not make him a medic anymore, think about it. I’m 100% sure that just because someone was a medic in war they didn’t have NO grenades or only 1 clip of ammo. I’d have to say the weakest classes are the engineer and covert ops. It seems like the field ops and medic hold first place, and easiest class award because they can get ALL of their points on EVERY single map no matter what circumstances. Soldier is probably in the middle because that does take time, and of course it always depends on the server settings. Probably a good mortar soldier could rack up some nice points though. What I’m saying is, is that make each class better in some way. How useful is the Assassin special for the covert ops anyways? I would think a special like Sub-Machine Gun + Light Weapons Specialist would be great specials for a covert ops, and help it greatly. Also, if there was some way to give a covert ops points for helping your team, maybe code in something where after a disguised allied covert ops opens up an enemy door, and until it closes, however many of his allies entered the door, he gets 5 points each. I don’t know though, it seems very complicated to equal out each class. The engineer seems VERY tough. Maybe some wire cutters to cut through barbed wire on some levels (though that could MAYBE replace one of their specials). Then, if everything is brought to an equal level, it won’t always be that super powered medic and field ops stealing the score chart. Just my two cents, add on if you want and let me see what you guys think. Probably more things I could think of but I don’t know how to code, and I don’t even think thats possible, but what the heck. :blah:

(P.S. The reason I chose such a large font is that I tend to type up large responses and I wanted it to be easier to read, if you guys even choose to read it)


(lennyballa) #12

Sorry for taking time to not read the whole thread, as I will soon, but heres my opinion. I don’t think medics should be brought down, but I think other classes should be brought up. Taking off any part of the medic would basically not make him a medic anymore, think about it. I’m 100% sure that just because someone was a medic in war they didn’t have NO grenades or only 1 clip of ammo. I’d have to say the weakest classes are the engineer and covert ops. It seems like the field ops and medic hold first place, and easiest class award because they can get ALL of their points on EVERY single map no matter what circumstances. Soldier is probably in the middle because that does take time, and of course it always depends on the server settings. Probably a good mortar soldier could rack up some nice points though. What I’m saying is, is that make each class better in some way. How useful is the Assassin special for the covert ops anyways? I would think a special like Sub-Machine Gun + Light Weapons Specialist would be great specials for a covert ops, and help it greatly. Also, if there was some way to give a covert ops points for helping your team, maybe code in something where after a disguised allied covert ops opens up an enemy door, and until it closes, however many of his allies entered the door, he gets 5 points each. I don’t know though, it seems very complicated to equal out each class. The engineer seems VERY tough. Maybe some wire cutters to cut through barbed wire on some levels (though that could MAYBE replace one of their specials). Then, if everything is brought to an equal level, it won’t always be that super powered medic and field ops stealing the score chart. Just my two cents, add on if you want and let me see what you guys think. Probably more things I could think of but I don’t know how to code, and I don’t even think thats possible, but what the heck

Most people can read small lettertypes 2


(Ulysses S. Grant) #13

yeah but the last time i wrote something big people complained and didnt read it :bash:


(amazinglarry) #14

Ok well… it wouldn’t look like a large response, had you written it in a smaller text… or even used paragraphs? :clap:


(Ulysses S. Grant) #15

Can’t you guys just read it and give me some feedback? :frowning: I like to just type it up so i don’t have to waste time dividing what i wrote into paragraphs… :cool:


(SCDS_reyalP) #16

Getting your name on the score chart, or getting the highest k/d ratio isn’t the point of the game. I’ve played engineer, and gotten like a .1 k/d ratio, and still put down the winning plant… because I concentrated on what I needed to do, rather than trying to get most kills or points.
I don’t think the medic is grossly overpowered. Each class has it’s place, and you need a proper mix to win.


(Ulysses S. Grant) #17

Yes but currently each class already contributes equally to win, yet each class is not balanced skill-wise. Why leave one side balanced and the other not? Yknow if gravity was like that, that just wouldnt work…


(Hanlon) #18

Yeah medics are unbalanced, nerf medics.

And what about panzers and mortars, they can blow you up instantly, you don’t stand a chance!!! MGs are messed up too they have 5x as much ammo as me and they are too good, nerf soliders.

Not to mention rifle nades, they are so overpowered, they bounce once and then stop, and I’m pretty sure their blast radius is as big as panzer if not bigger it is unfair, nerf engies.

What’s the deal with arty? I’m just running and all the sudden I explode? How am I suppose to fight that? Even if the arty misses the fields can just throw an airstrike and whip out my whole team, nerf fields.

Coverts…man…lvl 4 covert sucks poor coverts, nerf coverts.
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for the hell of it


(Ulysses S. Grant) #19

Yeah right man, rifle grenades suck. You only have a limited amount, AND it needs your power bar. Does revive need a power bar usage? Uh, YEAH right. Engineers and Coverts definitely need improvement.


(blushing_bride) #20

I like playing as a medic as you always have lots to do. I often feel as an engineer that i have less control because i know i should be going to a certain spot to fix something. So i know there are one or two routes to the objective and i have to follow these else im not being to useful to the team. As an engineer i also know that this is the place where im most likely to get killed and spend another 20 secs in limbo or wait for a medic to revive me. It’s abit like going over the top in WW1. You can spend the whole game being a dedicated engineer and spend alot of time in limbo while medics just back off, heal and carry on. Therefore they spend more time actually playing rather than sitting in limbo that’s why i like being a medic. But if medics carried less ammo then it might restrain them a bit.