Medics, Rambo medics and XP whores


(amazinglarry) #21

The whole trick to being an engineer on planting the objective is being sneaky. It’s as simple as that. Knowing when to shoot and when not to is very key. Unless we’re talking about building the assault ramp… then you have to be “fearless”.

If medics carried less ammo… it wouldn’t restrain me one bit. So I don’t feel it would make any difference. They’re fine the way they are. I’m a pretty damn good medic “rambo” and there’s times where I’m easily owned by an engineer, or what have you. It happens… I’m not ALWAYS going to win. If that were the case, I’d never play this game again. I say the classes are perfect the way they are.


(amazinglarry) #22

Hm… sorry I quoted you… I guess I sorta misread the thing about engineers… =/ Been drinking :beer:


(Rippin Kitten) #23

Considering all the rants I’ve seen about medics being too powerful, I never see a 8 man team with 4 or 5 medics. I have seen an 8 man team with 6 coverts, though. Needless to say, we lost that map. =)

I’m with the camp that thinks everything is balanced pretty nicely. If you had to nerf a medic, I’d go with having them only able to keep 2 SMG clips in reserve. Not only does this make medics want to travel with a group, it gives field ops more oppertunities to get xp from ammo. That’s pretty win/win.

RK


(Ulysses S. Grant) #24

Damn everybody thanks for telling me what you thought about what i said :disgust:


(SubstandardJones) #25

Medics are the easiest class to play, and the most powerful class at level 4. Adrenalin makes you godlike. I’ve taken a panzer shot directly to the face with adrenalin. I’ve run over a grenade and gone flying up into the air, shooting down at all I survey, and barely lost half my health.

It only takes 24 revives to get to level 4 with a medic. It’s not hard to get 24 revives in half a map sometimes.

I don’t consider anything else in the game to be unbalanced but medics. Particularly considering that many servers now play 3+ campaigns. On a maxlives server you can always tell you’re fighting a medic because you can’t kill them even while shooting them in the face and chest with an entire clip as they run away throwing themselves health.

Or if they are smart enough to use adrenalin (which surprisingly most aren’t), they don’t even have to run. Adrenalin is the single greatest class skill in the entire game.


(Hatswitch) #26

And yet another one of these threads…

An adrenaline needle can not only help the medic, but the team as well. A medic who’s high on adrenaline can be a team’s best weapon, especially in narrow halls where the players on the other team are toting flamethrowers for defense.

A medic running around poking himself and using akimbo pistols is a different story…


(Kamel) #27

medics should be banished to having an m1garand with no rifle grenade and no scope. they should only have one clip, and they should come with no ammo when they first spawn. their side-arm would be a crappy hk or colt or something… maybe a 6-shot .22 revolver would do. slow reload, and crappy damage.

yea, you’re speaking to a person who has become extremely upset at rambo medics. if a medic has enough ammo, he is invincible. the least you can ask for is for the medics to have the same maximum HP as others instead of like 25% more. (if you’ll notice, a level 4 anything will max out at 135hp, but a medic gets 151hp – more than cheap if u consider their healing powers).

ok, so maybe i went a bit over-board with that. i am still in agreeance of the garand/k43 only with no scope though, i think that would do major balances on the game.


(Kamel) #28

this actually hurt my eyes, and i could barely manage reading it. once i did, i didn’t agree with you. engineers i think are one of the easiest classes to xp whore with. you can destroy barriers, fix, build, destroy things, and plant landmines. also, as a level 4 engineer, you get a friggen flak jacket. that means you can take a panzer to the chest, and you can run over 2 landmines. that’s enough for any objective.


(Status Quo) #29

I defenitly agree that medics ARE TO POWERFULL. Their HP is like 25% more, they can heal themselves with their own kitts but also regain HP pretty fast if you ask me. The perfect balance would be this: The medic would have as much HP as any other and wouldn’t be able to “regenerate” himself nor giving himself healing packs(this would stop Rambo medics, since they have to depend on other medics aswell). This Adrenaline shot they have to reduce it’s power because your like god when used it. Also I think that their weapon should be something else, and I’m not talking about an K45 or a garand, you think those were the only weapons used in WW2? Since I’m not a weapon expert I can’t give you names but a Sten (which the Covert is using would be fine to, maybe the other gun) Because if you take a look at the Medic it really has NO weakpoints!! They should change that :disgust:


(kurosawa Ai) #30

Too powerful? I think medics are not powerful enough. How many times have you gone Rambo through the Fuel Depot main entrance, killing thirty or forty Axis, only to find yourself deep inside with only four rounds left in your Thompson, your power bar at zero, and dozens of freshly-respawned Axis pouring out of the walls hungry for revenge?

I think you’ll agree with me that it’s a pretty embarrassing situation to be in, and more often than not, you’ll find yourself dead.

The solution: give medics a panzerfaust along with their SMG, so they can at least have a fighting chance when the going gets tough.


(Cryxibus) #31

I agree that medics are pretty tough players during duels. They heal 3 HPs a second, and plus they have med packs to increase that rate. But I’ve never been caught in a duel with a medic, and found him healing himself as I was gunning him down. A smart medic will heal himself after the duel, or flee and do it, but never during.

I think people who think medics are overpowered are just a bunch of whiners. They’re probably all sick of shooting down a few baddies and then watching them get back up when a medic comes to save the day.

That’s the entire point of medics … healing and reviving. A smart player will have this figured out. And if you hate watching the players you kill get revived, then drop a grenade on the wounded body, or keep shooting him when he goes down. Then you may just get two gibs (for a grenade).

And remember, soldiers have heavy weapons, such as … panzerfausts and flamethrowers. These two weapons are beasts and will stop any medic from reviving a teammate if used properly. I’ve never seen a medic run into an active flamethrower to try to save his fallen comrades. It just won’t happen. So if medics bother you that bad, get more soldiers with heavy weapons and then you won’t have a problem.

There’s a counter to everything, you just have to think first.


(Rippin Kitten) #32

My favorite is standing over the body of the guy the medic is trying to revive. He can’t get to him with you in the way, and medics are easy targets with their pokers out.

give medics a panzerfaust along with their SMG, so they can at least have a fighting chance when the going gets tough.

And at Level 4, medics get a dual panzer in their pistol slot. Adren is simply not that good of a benefit. Its like Covert level 4, totally useless.

RK


(Croaker) #33

Solution to rambo medics - If the use too much adrenaline on themselves, their heart should explode, limiting their usefullness in combat (perhaps losing some hp :slight_smile: )

Now the sneaky thing is, make the number of jabs of adrenaline which is “too many” at random from 2-6 perhaps, so there’s a risk involved with every jab over 1.

Now that should make for an amusing sight :wink:

EDIT - Typo


(cynric) #34

think this through
how am i supposed to heal my teammates, if i’m the first to die because i would be the only one not receiving any health? i’m talking about an attack team here, where you have a limited number of ppl

if you really want/need to stop rambo medics, maybe one could reduce the maximum number of clips to 2 and dont let him pick up enemy smg’s

and/or

reduce the offensive power of the adnenaline shot … make his smg/pistol spread like hell or something like that. sounds even kinda realistic, hands shaking after some major adrenaline pumping event

faster and less damge taken should be enough to jump from behind a rock to revive that fallen teammate and return to safety in one piece

im not saying it needs to be done, but if changing anything about the medic, do it where it doesn’t interfere with his job


(Ulysses S. Grant) #35

How come you guys arent really realizing that medics and field ops are an all map class? Well, the soldier too but hes in the middle. Engineers and covert ops mainly have map based objectives, and they arent always in abundance like those revives and airstrikes. 10 landmines, not enough places to put landmines, and definitely won’t raise you as fast as a field op or medic could get raised.

My point is why make it so only 2 classes are the easiest and best (to get the top of the chart scores). All other classes need to be upgraded to adjust to the level of easy’ness the field ops and medics have. I don’t care about rambo medics, after all, it’s fun being one. I just want to be able to compete with a medic when I’m causing catastrophe as a covert ops. I mean, COME ON, how could a covert ops NOT know how to pick up the enemies pistols or SMG?

The covert ops and engineer should definitely be upgraded, with SOMETHING to aide them in being competition with the medic and field ops. I’m not saying give them super powers and all this stuff, maybe just give them some points for stuff that they do but it contributes to the team. MAYBE give a little something, like letting engineers cut barbed wire on the fuel dump level (above the icy river).

If anyone plans on implementing some improvements somehow somewhere, just talk to me and I’ll think about some more improvements they could use (other than the ones I already posted).


(blushing_bride) #36

i’ve encountered some medics before that are like one man walking armies. when you see the screen say “???(insert name) was killed by ???(insert name) thompson” about twenty times in a row (and this is against players that to the best of my knowledge are not noobs)you begin to wonder. Then you watch them in specator mode and you realise that they combine their god like skills to a class of character that only dies by the occasionally freak panzer/arty hit as the adreneline allows them to escape from a battle and heal at the same time. honestly i like medics just the way they are but in the wrong hands they become a weapon of mass destruction. I’ve also played against these players when they’ve been a different class and although they’re still good they’re no longer invinclble. Maybe the balance of the game is more or less right but im sure it slightly favours medics and this turns into an even larger advantage for the uber players you encounter from time to time


(funkPig) #37

sure, my dueling skills aren’t that great, but thats not what I’m talking about. My main point is that a vinilla soldier (the one with the mp40) should be the one that gets to go “rambo” not a medic.

I agree that it is nice that they have all these health points and weapons to come to your aid. Many times i have died and watched a medic gun down my murderer and revive me.


(amazinglarry) #38

I’m sorry buddy, but to reach level 4 anything, you have to have 140 points in that area.

Now if we do our math correctly (and understand that each revive is worth 4 points) we get a total of 35. How did I do that? Simple. I divided 140, by the number 4.

I’m not entirely sure where you went for schooling in math… but I’m still at a loss at how you got the number 24. Let’s see what number I get when I divide 140 by 24… 5.833 ? So each revive in your game is worth 5.833 points? Which mod you playin? Or what beer you drinkin? :beer: :smiley: :drink:


(Vengeance) #39

if im honest, i used to think medics were overpowered, but this was when i never played medic and didnt really understand the class properly, but having played the medic class 99% of the time recently in the past couple of months, I have come to realise that a med needs these advantages such as extra health and regeneration because to revive your teammates while underfire u need that little bit extra to revive him espeacilly since you become the easiest target in the world with your needle out. The extra benefits are not there for combat but there to help u help keep your team alive.

I dont think the medic should be used as an offensive dueler and ppl who use the medic as a “rambo” style player is what gives hardworking medics a bad name. The medic is a suport class and should hang behind his teammates providing medpacks, be there to run forward to revive his fallen comrades and to provide support fire.

The ppl who abuse the medic class are the ppl who dont use there compass to find injured teammates (e.g. when u are directly behind a medic and they run off leaving u simply because they didnt use the radar) and also medics who prefer to duel than heal there team.

Medics are only overpowered when the ppl picking them intend to abuse there abilities by using them exclusivly for combat without even considering teamplay.


(Kamel) #40

wtf the sten is the best gun in the game, and i would use it with every class if i could. it’s accurate as hell and powerful as hell – and the over-heating helps you to learn to space your bullets and shoot in short bursts – it makes you shoot better, more accurate, and it’s fun as hell blasting someone while they are reloading.

i don’t think they are the only guns in WWII, but they are rifles which are powerful and accurate, but have no auto, and you have to really work with your ammo, because it ends quickly if you dont place your shots well.