Meet the Medic!


(tokamak) #21

[QUOTE=shirosae;425871]If you make the medic unable to compete with other classes, what won’t happen is that the people playing medic right now will suddenly give up ramboing and start dishing out support. What will happen is this: people will stop playing medic and pick the next best class that lets them do what they want to do.
[/QUOTE]

And you know what. I actually prefer that. “Oh dear! Selfish rambo players are going to abandon the medic class which they weren’t using properly anyway” is totally the wrong attitude. It’s basically saying that the medic is like Goldman Sachs, too big too fail and therefore needs disproportionate support from the development team.

tl;dr: Give medics combat survival buffs in exchange for doing their job. If you do, the rambo playstyle and the support playstyle become the same thing, and you have a class that you can balance in an individual way by tweaking the support, the pew pew, and the reward ratios and mechanisms in a way that’s unique to that class’s abilities.

Yes, absolutely, THIS should be the key objective. Medics SHOULD be able to compete with other classes but only under the the condition that they’re doing their class job as well. THEREFORE their combat performance should be tied directly to the amount of support they give which means that in order to stay proefficient in combat they constantly need to keep their eyes on the health of their team-mates.

This means that if they’re not holding up their end of the deal, they will be an inferior class in combat. They need to start at 75% of the other classes’s combat potency and if they’re doing a mediocre healing job they get to be 100% combat potency, and if they’re doing an excellent support job they will rise to 125% combat potency compared to other classes.


(Kendle) #22

How do you measure how well they’re doing their job? And by that I mean how do you measure how well they’re REALLY doing their job, in a way that can’t be abused, exploited or circumvented by 2 or more players colluding to scam rewards they haven’t genuinely earned?


(shirosae) #23

Luckily, gameplay mechanics are developed to make Dirty Bomb a balanced and fun game, not to punish* people you consider selfish.

*Although it wouldn’t, since those players would still be doing exactly what they want on another class, and the only people to suffer would be everyone else, due to the now almost-nonexistent support players using a nerfed class.

:expressionless: lolwut

Medic: A class that’s slightly too good and we need to externally suppress in a way that stops the degeneracy of it without tarnishing usefulness.
Goldman Sachs: A global banking corporation that did so many stupid things that it pretty much made itself bankrupt and needs external help to stay afloat.

No. Just… no.

It means that player damage and incapped players become a resource that medics can use to fuel pew pew. Whilst the number of medics on a team can go up, the total player damage and incaps don’t, so that all-med team needs to share those resources.

The advantage that a medic has is survivability. Feed that. Messing with the ‘combat potency’ will put medics on an unstable equilibrium see-sawing between imba and useless.

Why not?

I want to do both support and pew pew. What do I play? Nothing at all?

Fixed bonuses that the medic gets when they perform a task.

Previously I suggested a system where self-healing and medpacks are split, so the medic gains self-healing charge by healing others. That way the conflict between the two is replaced by a synergy.

Let a revive give them a max HP buff/heal for so many seconds.

In short, let all the actions that you want medics to perform come packaged with a buff that allows medics to do more than support.


(Kendle) #24

[QUOTE=shirosae;425881]Fixed bonuses that the medic gets when they perform a task.

Previously I suggested a system where self-healing and medpacks are split, so the medic gains self-healing charge by healing others. That way the conflict between the two is replaced by a synergy.

Let a revive give them a max HP buff/heal for so many seconds.

In short, let all the actions that you want medics to perform come packaged with a buff that allows medics to do more than support.[/QUOTE]

Yes but …


(shirosae) #25

You’re going to need to provide things for me to address if you want me to address things.

What can/will be exploited by adding survival buffs to medic actions?


(Kendle) #26

Basically like stat-padding in other games, 2 friends co-operating, each deliberately allowing themselves to be damaged so the other can heal and get the rewards (without either attempting to do anything that helps the team). Do that for a while at the start of the game till you’re both all bonused up and off you go rambo’ing like it was still ET you’re playing :slight_smile:


(shirosae) #27

So, this pair of medics. They ignore the corpses of their team, and instead intentionally get themselves incapped and not gibbed so they can each gain temporary HP boosts? If buffs are lost on incap they can’t both do that, so n medics can cheat n-1 max hp buffs at most, if you’re really determined to not revive your teammates.

They also ignore the massive pool of continually generated battle damage in the rest of their team, to carefully allow each other to take damage from the enemy but not so much that either of them get killed, so they can slowly build up their self-heal bars by tossing medpacks at each other?

I can’t see a way for either scenario giving either player more than they could get by playing medic properly.


(Kendle) #28

Well of course it depends on the rewards and how they’re earned, you didn’t say so I guessed :slight_smile:

But either way if it’s possible to scam the system, the system will be scammed, which IMO is just adding a huge layer of complexity to the game just to prevent something (rambo Med) that could be prevented with a much simpler mechanic (no ammo from dead bodies).

edit: and as I’m about to say for possibly the 3rd time in this thread alone, it’s not as if no ammo from dead bodies is a theoretical fix, it worked in RTCW, and, so I’m told, it worked in ET:QW, so why wouldn’t it work in DB?


(shirosae) #29

I don’t think there’s anything wrong with rambo med, other than that it’s degenerate. If you can find a way to make the optimum number of medics stay at roughly 1/3 of the whole team, but still keep it as a feasible combat class, then that variety is a really nice thing to have. For example, it’d be really nice to know that I need to be wary of Soldiers because they have the clip size to keep pushing when I reload, but need to keep pushing medics because they have the HP stamina to retreat and come back repeatedly.

I think that tying rambo buffs to support play is less exploitable than just spawning medics with less ammo and removing the drops; it’s so much easier to have a couple of fops drop ammo in the spawn and keep medic as the main combat class.


(tokamak) #30

Oh noes, poor all-med teams…


(ImageOmega) #31

[QUOTE=tokamak;425857]You’re just asserting this without giving a single good reason why the medic should be able to compete with other classes.

I’m seeing this a lot in WoW forums. People get invested in a particular class and start lobbying on forums to keep them powerful. This is completely detrimental to balancing the game.[/QUOTE]

[QUOTE=tokamak;425875]And you know what. I actually prefer that. “Oh dear! Selfish rambo players are going to abandon the medic class which they weren’t using properly anyway” is totally the wrong attitude. It’s basically saying that the medic is like Goldman Sachs, too big too fail and therefore needs disproportionate support from the development team.

Yes, absolutely, THIS should be the key objective. Medics SHOULD be able to compete with other classes but only under the the condition that they’re doing their class job as well. THEREFORE their combat performance should be tied directly to the amount of support they give which means that in order to stay proefficient in combat they constantly need to keep their eyes on the health of their team-mates.

This means that if they’re not holding up their end of the deal, they will be an inferior class in combat. They need to start at 75% of the other classes’s combat potency and if they’re doing a mediocre healing job they get to be 100% combat potency, and if they’re doing an excellent support job they will rise to 125% combat potency compared to other classes.[/QUOTE]

Tokamak, you sound like you’re playing devil’s advocate just because you can. First, you say the medic shouldn’t be able to compete with other classes, then you say they should, but only if they receive buffs for support, and then propose that their combat proficiency surpasses other classes if they do x, y, and z.

Let’s start at the beginning. The pure and simple reason (which I’ve read you support in other forums) is that we don’t want the medic in DB to turn into the medic of TF2 (despite this thread’s title). A medic in TF2 can definitely use his needle gun to get kills, but when it comes to a real one on one with any class he will have a hard time killing them first. This is due to the mechanics of the game and weapons used. Obviously, a medic with a needle gun won’t be able to take down a heavy with a chain gun or a solider with a rocket launcher. However, the guns and mechanics in Dirty Bomb are expressively different. The weapons are guns…they shoot bullets…they go bang bang bang. The focus in shooting however is to get headshots which if you get four of them on an enemy with a full health, you get the kill. The combat proficiency of the medic, by himself, should not extend beyond being able to win a couple of one on one fights without needing more ammo to continue on. This would be due to the fact that his overall bullet capacity would be lowered. Also, a medic should not be able to engage multiple enemies on a continuous basis, by himself, due to the fact that his clip size is smaller, thus he has more down time while reloading.

The mechanics of this game create classes where they are each, on their own, combat effective. That is why the medic should not be hindered via a damage reduction and be able to fight one on one with any class and still be effective enough to win. Will he always win? Well, that part is dependent on the skill of the players. But, again, after one or two 1on1 engagements, a medic should have to find a FOPs to re-supply. Thus, we get the synergy we have all been clamoring for and medics are slightly less combat potent.

Next, I believe you are looking at current rambo medic players as the bane which fuels your argument. Have you ever considered these players are just really good at the game and taking advantage of the medic’s great gun and ability to heal? Regardless, the goal should not be to gimp a class. The medic in TF2 can afford to be a “lame duck” in combat because of his uber charge. He becomes invaluable due to his synergy with ANY class in that regard and his survivability immediately hits 100% when he builds an uber charge (which only builds through healing players). So, since the gameplay and combat of Dirty Bomb and TF2 are different, what do you really want? Do you want medic to be able to get a kill on their own at all? I guess that’s why you proposed the buff system…

So, finally, let’s look at that. I can see now why you mentioned WoW since we’re bringing buffs based on player action into the mix. By the way, while I am talking about WoW, they went through this same routine trying to find out how to nerf priests in the early days of WoW. They were literally killing machines and were even really good at silently slipping past mobs to kill unsuspecting players in open world PvP (battlegrounds did not exist). This was because you had players picking shadow and holy talents, allowing them to heal proficiently and still kill effectively. When they changed the trees up and nerfed certain skills they forced priests to either become Holy or Shadow (or Discipline I guess), but not both. If priests wanted to be able to damage (or solo) they had to go Shadow. This was apparent (I don’t play WoW anymore, so forgive me if things changed) because while leveling up it was recommended to go Shadow to do damage. Later, to be the main healer (not the support/bonus healing that shadow provided) for raids or advanced instances you had to be Holy. Otherwise, you would not be able to heal through the damage that your party would receive or just plain go out of mana too fast. You see, they solved player dilemmas by offering up TWO different roles for one class. Kind of why I proposed the idea of a combat medic. However, this is not WoW and this game’s “skills” pretty much boil down to placing that crosshair on the enemy’s noggin.

You should be able to kill any enemy with any class because this game does not enforce a rock, paper, scissors mentality. Every class should be able to kill another class in a one on one fight. This is probably also the reason the Recon’s secondary is a machine gun pistol, so he can survive that close quarter encounter. Now, you were talking about buffs. Like Kendle stated, this becomes a system all too easy to abuse or which altogether makes medics the most complicated class to play because they have to manage their own “buffs”. How do we abuse it? Well, I don’t know what your examples will be, but let’s say they have to heal 100% of a players health and revive at least one player to reach “100% combat proficiency”. Now, let’s assume friendly fire is on: you damage your teammate, heal them, damage them again, killing them, then revive them. Conveniently, your teammate is playing field ops so they give you any ammo you lost doing this. Basically, having to manage buffs just slowed down gameplay and forced players to exploit a mechanic in order to make them the best version of themselves they can be. Why not make medics the best version of themselves they can be inherently and leave the ability to kill up to skill? But, the tradeoff is that their ammo capacity and clip size is limited so they have to rely on field ops for support and ammo. And, I think Kendle is also right here where the best way to enforce this is to remove ammo drops from gibbing. This completely forces classes to be reliant on others. As a teamplay based game, I don’t think this is such a bad thing.


(Kendle) #32

[QUOTE=shirosae;425892]I don’t think there’s anything wrong with rambo med, other than that it’s degenerate. If you can find a way to make the optimum number of medics stay at roughly 1/3 of the whole team, but still keep it as a feasible combat class, then that variety is a really nice thing to have. For example, it’d be really nice to know that I need to be wary of Soldiers because they have the clip size to keep pushing when I reload, but need to keep pushing medics because they have the HP stamina to retreat and come back repeatedly.

I think that tying rambo buffs to support play is less exploitable than just spawning medics with less ammo and removing the drops; it’s so much easier to have a couple of fops drop ammo in the spawn and keep medic as the main combat class.[/QUOTE]

Maybe I’m remembering RTCW with rose-tinted glasses (it was 10 years ago, after all), but I recall the average RTCW team was about 1/3 Medics, and Lt’s did drop ammo packs in spawn for their Meds (but of course that meant you needed Lts to do that in the 1st place).

In fact an Lt / Med combo was pretty common, 2 players specifically working together as a combat team. But you needed one of each of course to make that combo. As it is now Meds don’t need a F/Ops.

I just never even heard the phrase “rambo Medic” until some time after ET came along, and nearly 10 years after that happened we’re still talking about them. Time to do something about it, IMHO. :slight_smile:


(ImageOmega) #33

[QUOTE=Kendle;425763]My one and only idea to bring to the table is what Maca said in another thread, stop players dropping ammo packs when they die. That’s what gives Medics their combat effectiveness, they can not only give themselves back the health they lost in a firefight, they get back the ammo they used as well from their dead opponent. A firefight that didn’t cost them anything, allowing them to go into the next one fully stocked as if they’d just spawned. No other class can do that.

Make it so no-one drops ammo packs and you immediately change the dynamics. The Medic would need a F/Ops to re-supply him, just like other classes do. The F/Ops immediately becomes a more useful class, and even becomes a more desirable class to play for those who would otherwise go rambo Medic. If you want to rambo out and kill lots of bad guys without relying on a team-mate you’re gonna have to play the class that can replenish it’s own ammo. Although you’re not going to be that effective without your team-mates anyway, cos you’ll need a Medic to heal you from time to time.

If no-one drops anything when they die we would all have no choice but to rely on team-mates to supply us the stuff we can’t give or get for ourselves.

We’d then end up with Medics and F/Ops being equally important in a combat role, and we’d see good ol’ fashioned Medic - F/Ops combos like there were in RTCW, Engies would of course still be just as important to get the objectives done, we’d only then need to look at Soldier and Recon to see if they need a buff or 2 to make them more desirable.[/QUOTE]

[QUOTE=Kendle;425795]I should explain, I’m in favour of no ammo at all because :-

  • In ET you get ammo for killing enemies (actually, you get their gun, and you have to choose to pick it up, but it’s basically the same thing).

  • ET has rambo Medics.

  • In RTCW you do NOT get ammo for killing enemies (you can’t pick up enemy guns).

  • RTCW does not have rambo Medics.

In other words, it’s not only a simple solution to the problem (much simpler than anything else being suggested) but it’s an already tried and tested solution.

edit: Chris posted at the same time, and yes I think a potential pitfall is DB’s guns are weaker than RTCW’s, meaning more ammo needed to kill and gib someone. My solution to that would be to increase the lethality of the weapons all-round to RTCW levels, but then I don’t expect that to go down well with the ET crowd who prefer the weaker guns. However I’m not sure that’s necessary as the Medic already starts with more ammo than he had in ET or RTCW (I think?)[/QUOTE]

I agree with you on these points Kendle. It really is a neat feature to be able to get more ammo from gibs, but I believe this kills the need for Field Ops.

Also, I really do agree that classes overall need an increase in damage done which, with the no ammo drops on gibs, would solve the viewpoint of limited ammo. And, this would change the dynamic of other classes being more combat effective such the as the solider being the killing machine he should be.


(shirosae) #34

[QUOTE=Kendle;425897]Maybe I’m remembering RTCW with rose-tinted glasses (it was 10 years ago, after all), but I recall the average RTCW team was about 1/3 Medics, and Lt’s did drop ammo packs in spawn for their Meds (but of course that meant you needed Lts to do that in the 1st place).

In fact an Lt / Med combo was pretty common, 2 players specifically working together as a combat team. But you needed one of each of course to make that combo. As it is now Meds don’t need a F/Ops.

I just never even heard the phrase “rambo Medic” until some time after ET came along, and nearly 10 years after that happened we’re still talking about them. Time to do something about it, IMHO. :)[/QUOTE]

I get what you’re saying. This is my problem:

If you remove ammo drops on gib, then the medics and fops can support each other. Medics aren’t running about individually, and their combat effectiveness is reduced if they try to go solo. Okay, this is fine.

I tend to play eng most. What do I do? I rely on those ammo drops when I’m trying to do area control to dent the enemy approach. Why should a fops come and resupply me, when they have this symbiotic medic thing going on? So what, eng spawns with more magazines? And then I’m basically independent of fops entirely? Or do I need to cycle back every so often to find a fopic train to snatch some ammo? Deployable ammo crates, maybe?

I’m certainly willing to try it, but it seems like a bit of a blanket adjustment for a specific problem.


(tokamak) #35

They’re consistent. If the combat power of a medic is reliant on his support to the team then it goes without saying that he’s not on par in an isolated 1v1 fight simply because there’s no team to boost his power on.

Comparing the classes in isolated 1v1 fights heavily favours the medic because his main advantage lies outside the combat. All other classes leave a fair duel mortally wounded, but only the medic gets right back up again to fight another one.

I’m assuming good faith here but you all might want to wonder why exactly you want the medic to remain in this privileged position.

Let’s start at the beginning. The pure and simple reason (which I’ve read you support in other forums) is that we don’t want the medic in DB to turn into the medic of TF2 (despite this thread’s title).

Nobody said that and I stressed several times that I positively do not want the medic to be in the same role as in TF2. In the first place because the healing mechanic in DB simply isn’t fun enough to stand on it’s own. In the second place, IF all a medic can bring to his team is healing then the healing would be so immense that he’s going to dictate the battles single-handedly with his healing powers.

We’re using the TF2 medic as an example because in TF2 the medic relies on his main role, actually healing people, to stay alive. The TF2 medic regenerates when he heals. This is an elegant solution for DB as well and implementing the indirect heal means we can start nerfing the direct self-heal.

From that point on the firepower doesn’t need to be changed. We’re simply taking the main skill of the medic that is now currently used for different purposes than originally intended and specifying so that it deepens the healing role of the medic.

Keep in mind that part of the limited healing the medic can do right now is because of the self-healing. If the medic was limited in his self-healing then SD could easily increase the amount of health packs the medic could dish out to his team-mates without breaking the game. That’s an important thing to keep in mind here.

That is why the medic should not be hindered via a damage reduction and be able to fight one on one with any class and still be effective enough to win. Will he always win? Well, that part is dependent on the skill of the players. But, again, after one or two 1on1 engagements, a medic should have to find a FOPs to re-supply. Thus, we get the synergy we have all been clamoring for and medics are slightly less combat potent.

That synergy is nearly non-existent right now.

Next, I believe you are looking at current rambo medic players as the bane which fuels your argument. Have you ever considered these players are just really good at the game and taking advantage of the medic’s great gun and ability to heal?

First the ‘The class/weapon is good because it’s played by skilled players’ has to be the oldest canard in any multiplayer balance discussion.

A skilled player should be able to stand out with any class. That’s not happening right now.

Regardless, the goal should not be to gimp a class. The medic in TF2 can afford to be a “lame duck” in combat because of his uber charge. He becomes invaluable due to his synergy with ANY class in that regard and his survivability immediately hits 100% when he builds an uber charge (which only builds through healing players).

Exactly, his increased supportive powers justify lower combat potency. That’s the direction we should be taking, we only shouldn’t take it as far as TF2 did. It’s the self-heal that is the main problem here. TF2 solved that, DB did not.

So, since the gameplay and combat of Dirty Bomb and TF2 are different, what do you really want? Do you want medic to be able to get a kill on their own at all? I guess that’s why you proposed the buff system…

I mainly don’t want the medic to be up and ready at 100% after a duel on his own. If that gets solved then his combat potency can remain the same.


(Kendle) #36

Why are you trying to control an area as an Engineer. Why don’t you go F/Ops if that’s what you want to do?

Besides, Engie has a specific role to play, in completing the objective, it doesn’t matter if he’s a bit of a lone wolf. Give him more ammo / better gun etc. so he doesn’t feel he’s just a support player, he still won’t be able to rambo like a Med cos he can’t heal himself. Same applies to Recon and Soldier, they can’t help a Med, so why would a Med help them? I’d like to go back to what I said previously, I’d hope the guys playing Medic (and indeed all the classes) are doing so simply because they want to, not because the game is forcing them to or because they get specific rewards.

If you’re not gonna heal me cos the game isn’t going to give you a pat on the back, I’d rather you not be on the same server as me. :slight_smile:

But I get what you’re saying, it IS a blanket adjustment, but it’s a very simple one, much simpler than a complicated mathematical reward system that would undoubtedly be exploited. Someone would figure out a way, and you’d be forever chasing your tail trying to close loopholes.

edit: one final thought before I bugger off (doubt I’ll be back on the forum before tomorrow). You’re kinda implying (forgive me if I’m wrong) that you want to be able to do most things, as most classes, like control an area as an Engie, or be a combat soldier as a Medic etc. I think we have to respect the fact that different classes are meant to do different things, and we shouldn’t be excluding options because they might prevent a class not being able to do something it’s not supposed to be doing in the first place.


(warbie) #37

The worst thing that could happen is if we start borrowing buffs and other elements from mmos - games that are notorious for being horribly unbalanced and random. There’s no reason the medic or any other class shouldn’t be as capable in combat as any other.


(tokamak) #38

(shirosae) #39

I’m better with eng’s mp5 than the fops primary, and I can use the turret as trap more usefully than an airstrike. With eng, I can be an annoying distraction for much longer than fops, and dash in to objectives if I spot a window.

[QUOTE=Kendle;425904]Besides, Engie has a specific role to play, in completing the objective, it doesn’t matter if he’s a bit of a lone wolf.

Give him more ammo / better gun etc. so he doesn’t feel he’s just a support player, he still won’t be able to rambo like a Med cos he can’t heal himself.[/quote]

Hopefully engineers have a larger role than that to play?

This confuses me. If a medic stays near the team because the game gives them a buff that’s bad. If a medic stays near the team because the fops gives them a buff that’s good? They’re both making the medic do something that they’re not currently doing.

If anything, the system I proposed wasn’t a pat on the back, but a way of limiting the supply of rambo-med to a team pool.

I have a couple of problems with this here:

A +15HP boost for 30 seconds after a revive, and a secondary charge bar for selfhealing are neither complicated not particularly mathematical. Also, the burden of proof is on you to back up your claim of inevitable unpluggable exploits.

I don’t mind trying the game with gib ammo off, but the differences between the two ideas aren’t as large as you seem to be suggesting.

EDIT:

I want to be able to take the class, and apply the twists it offers to the developing match to solve weird strategic problems on the fly. In most situations I should be able to take whatever class I’m on and do something useful.

If you built a medic class, and that medic did nothing but tossed medpacks used defibs and ran from every fight, I would never touch it, because that’s incredibly boring. If engineer gets changed so that it does nothing but hibernate between objectives, then I won’t be playing it. If your covert does nothing but sit in a window and snipe, I won’t be playing it. I’ve got no interest in a game which telegraphs the solution to every problem, and I get to say “Oh, it’s the engineer phase of the match” and do the same one thing that I do every time it’s hammer time.

What I want is for classes to have a twist in their response to most situations. Medic combat shouldn’t be inferior to engineer combat or fops combat, it should be different. If that different means needing to juggle support and combat, that sounds like a load of fun to me. If I can control areas by watching spawn timers and throwing airstrikes and taking potshots with an AR as fops, but need to get much closer and lay out killzones with turrets as an eng, that also sounds like great fun.


(Evil-Doer) #40

In all honesty, I may be speaking out of turn. But, in COMPLETE honesty, the second Tokamak speaks on ANY thread, I stop reading an the thread is dead, in my opinion. It’s the one an only time you will EVER see me speak like this an I will forever hold my piece here after.

Thank you,
GOOD DAY.