-Quick little medic thought an discussion-


(Evil-Doer) #1

Just really want to get peoples thoughts on how they are feeling about the Medic as of late.

My personal opinion right now, is he is pretty alright. The only thing I’m feeling pretty strongly about currently, is that he should do a slight amount more of damage than he does. Not to drastic, but enough that he can do a little bit more than what he can now.

The way the new medic packs are working, it would be fabulous if he could help maintain an area a little better. Usually find myself running out of ammo in the clip a lot during gun fights an not being able to fully accomplish what should be happening.

This goes to say, there has been many times where you currently can get two kills here an there if you do it JUST right. You can definitely contend with any class 1v1. But, It just doesn’t seem quite suitable yet in order to clean up a good battle, help gib players an manage to get revives.

I’m not really sure what the full answer is here, what is everyone thinking? I don’t know if it’s just as simple as giving him a slight bit more damage, faster fire rate, or smaller spread? If he could be just a tad more effective at his current state, I personally feel he would be JUST right.


(Kl3ppy) #2

I think the medic is fine as he is right now. The medpack system is good, first I was sceptical about the healing system, but after playing some rounds it’s not bad. About the weapon I wont say anything because I never got the feeling for the gun. Dont know wether it is the spread, RoF or Damage but I somehow cant handle the gun properly/dont get used to it. But overall I think, the weapon is ok, if it would be bad and underpowered, guys like Kordin&Samu wouldnt pwn like they do right now. :slight_smile:


(Evil-Doer) #3

I agree with you Shifty, the Medic seems absolutely fine when it comes to the power of him shooting wise, I honestly feel very good about him right now. It could very well be something to do with the revive/gibbing mechanic right now. There is many times, where you will throw yourself away to get a revive, but your dieing as the medic an your team mate is also getting destroyed to; now you died an your team mate died because the revived player can’t do anything really. So there is no benefit in doing what was right in that situation, if it makes any sense what I’m trying to get across.


(Valdez) #4

I think part of the problem is a lot of the times the guy dying is gibbed before his body even hits the floor, so this right away makes the medic less valuable. Also no revive protection is an issue with reviving, sometimes its a better decision not to even attempt a revive because then you are both dead. When being revived its almost as if you cant get your bearings straight fast enough to even fire at the enemy before you are dead again.


(Hyperg) #5

Something which has been pointed by the guys in other threads is that a slight headshot damage increase might accomplish some of your points there, specifically the multi-kill aspect. The current situation puts a lot of pressure on the medic when he faces several ppl by himself, you’re right about that. Clip and spread management (to benefit from those couple really accurate opening bursts) become quite adamant in those cases.

However I’ve played as support medic for a solly and that duo can accomplish quite a lot, so there’s a fine line between giving the medic “more power” and making it really independent as to how much “space” he can control without the need to synergize with the team (in other words, giving rambos more toys to play with).

Bear in mind that some of the guys here already took the medic to some high domination streaks, so even in its current state, there are spots on the skill curve for that kindof play.


(Evil-Doer) #6

[QUOTE=Hyperg;433052]Something which has been pointed by the guys in other threads is that a slight headshot damage increase might accomplish some of your points there, specifically the multi-kill aspect. The current situation puts a lot of pressure on the medic when he faces several ppl by himself, you’re right about that. Clip and spread management (to benefit from those couple really accurate opening bursts) become quite adamant in those cases.

However I’ve played as support medic for a solly and that duo can accomplish quite a lot, so there’s a fine line between giving the medic “more power” and making it really independent as to how much “space” he can control without the need to synergize with the team (in other words, giving rambos more toys to play with).

Bear in mind that some of the guys here already took the medic to some high domination streaks, so even in its current state, there are spots on the skill curve for that kindof play.[/QUOTE]

Absolutely, am on the same page with Medic being able to do damage. I’m trying to pin point exactly what doesn’t seem right with the entire mechanic of him. Obviously any class in this game can be a killing machine. I’m sure plenty of us put up great numbers with any number of classes in this game. I’ve had 30+ kills as a Medic myself an done more damage in a round than any other class that round; that’s not really what I’m finding the issue with I guess. When it comes to reviving players getting gibbed to fast; when reviving there is no sort of benefit other than getting your team mate up, that more than half the time can’t do anything but get shot as he is getting revived an dieing again. Wondering if that area needs to be worked with a bit?


(INF3RN0) #7

I still wish medic was able to heal teammates differently than themselves. Something like applying 25-50% regen that couldn’t be interrupted per say. When you used to be able to heal teammates without interruption it allowed for much more team supportive play and strategy, plus it let the pure support medics actually be useful. I really think that limiting the regen interruption just for medics would allow them to be self-sufficient, but at the same time allow it to play a more diverse role. I can definitely see a lot less selfish medic play in return as medics would be much more beneficial when backing up their teammates by keeping the momentum going. That’s just my view on what the medic should be the most appealing towards.

Other than those thoughts… If all the weapons had a bit of a creep spread reduction though I think it would be the best solution regarding the weapon and overall feel of the class; really just better for the game overall. Medics are great at 1v1 with their clip size, speed, and rof when in the right position and played to the class ability advantage. Some of the mentioned medics are very efficient because they land their first shots often when the weapon’s full spread hasn’t actually hit max. I do think they are very limited in kill streaks unless they are on cleanup duty. The reason why I see creep spread reduction doing the trick is because medics will always be inherently weaker as a kill streak class no matter what, however gun fights will be much more aim rewarding with less creep spread in general. I would be perfectly satisfied by medics having to get more headshots than other classes and having a bit less of a reliable weapon, but I think the margin of dependability could be a bit better all around anyway.


(Kl3ppy) #8

As Valdez said, when the revive protection on revived teammates is there, the medic has some cover after the revive and the fast killing of the medic and revived guy shouldnt be a huge problem anymore.


(Kendle) #9

Difficult to say because I think the game is totally unbalanced at the moment by Shotguns, but as I’ve been playing Medic almost exclusively since the last patch I’ll comment.

Gun is pretty good, more head-shot damage would be nice, I swear I sometimes get 4 or 5 head-shot “dunks” and the guy doesn’t go down. But the main thing I want now is a revive shield. There’s no point running into a battle-zone trying to pick up your team-mates, you’ll just join them in a glorious death.


(Evil-Doer) #10

[QUOTE=Kendle;433058]Difficult to say because I think the game is totally unbalanced at the moment by Shotguns, but as I’ve been playing Medic almost exclusively since the last patch I’ll comment.

Gun is pretty good, more head-shot damage would be nice, I swear I sometimes get 4 or 5 head-shot “dunks” and the guy doesn’t go down. But the main thing I want now is a revive shield. There’s no point running into a battle-zone trying to pick up your team-mates, you’ll just join them in a glorious death.[/QUOTE]

Agreed my friend.


(Samurai.) #11

I’ve been using the medic class probably the most out of out all the classes, as its my favourite ‘role’ to play in a game other than sniper for lolz. From my experience, the gun is decent, but the spread over time really annoys me. As the TTK is longer with this gun i find firefights generally can last longer which increases the spread massively. Sometimes i find myself towards the end of a firefight going into a CS spraying kinda of mode where i just drag the gun down towards the legs in order to get the last few hits with this rediculous spread at times.

I’d like to see the spread tight consistantly with the medic gun or increase the damage a small amount.

Also i find any decent soldier will always dominate a medic in 1v1, that primary gun for soldier is insane and as a medic i really don’t feel confident that i could always win against a soldier despite them being a lower skill level or even with the “drop” on them. (Also i just hate the model for soldier, seems to mess up the hitbox or where i think the hitbox should be for pretty much all guns - it feels like you have to hit dead centre on a soldier rather than the edges of the model to get a hit, i find it very deceiving).

EDIT: In regards to the rest of the medic, yeah ammo gets low often but just get gibbing/make more use of the pistol. Wouldn’t mind a few extra bullets in the ammo packs dropped after gibbing an enemy, 17 feels quite low like you are always scraping the barrel to survive. The revive system is nice i think… in terms of spawn protection it’s a possibility i’d be willing to test out as i couldn’t call how well it would work. Im not a massive fan of this regen system, it feels op when not taking fire that 1 pack = full hp, but also i miss med packs giving a solid amount of health… i feel GDF medic system was nice, alot of packs but small amount of hp given with each one and the speed you could throw each med pack after another. Personally i consider the health system regen element to the game is one of the main contributors towards people being unable to pull of “Multi kills” as pretty much everyone has full hp all the time.


(Loffy) #12

The actual mechanics of reviving feels sluggish and insecure. I run fast, look at the downed team mate, and press the button, but I am never absolutely sure that it “clicked”. I kinda have to look back as a I dash away, just to make sure “did we connect?”.

Maybe I am bad at timing it, don’t know. It is just a feeling that I have atm about playing the medic class. (I’ve just dl:ed Planetside 2, another free-to-play multiplayer team-based shooter, and I will test reviving there, and hopefully it will provide some perspectives to this.)


(Hyperg) #13

It does take a bit of time to get used to that reviving “hotspot” in front of you, but now that I’ve managed to nail that bit to some degree, I found myself missing very few revives, even in the rush of battle. But yes, with the revive feedback represented only by the wip messaging on your hud there, it’s easy to doubt abt the action success.

Even so, the revive in PS2 seems waaaay clunkier to me, maybe because it’s not instant and with the animation and collision quirks they have there, sometimes the “patient” is buried deep into the mountain slope, with you standing like an idiot above him, cause your medic gun doesn’t attach.


(Bangtastic) #14

[QUOTE=Loffy;433078]The actual mechanics of reviving feels sluggish and insecure. I run fast, look at the downed team mate, and press the button, but I am never absolutely sure that it “clicked”. I kinda have to look back as a I dash away, just to make sure “did we connect?”.

Maybe I am bad at timing it, don’t know. It is just a feeling that I have atm about playing the medic class. (I’ve just dl:ed Planetside 2, another free-to-play multiplayer team-based shooter, and I will test reviving there, and hopefully it will provide some perspectives to this.)[/QUOTE]

Yeah i feel kinda the same, but maybe im only to fast with pushing my buttons, or my keyboard doesnt notice it. But i think revive mechanics work pretty well. If I remember correctly reviving in BF: Bad company 2 was pretty sweet, was fast and easy. Even BF3`s reviving still sucks big times, sometimes it doesnt simply work at all. Not to mention when dead people still fall through walls, or when a medkit is on a dead corps you cant revive until you shoot it.

@revive protection. This must be really short, i dont want to see revived players killing other players because of their protection lol. But still, when someone will be revived with protection, a hidden enemy has only to wait couple of seconds and then shoot him again, i dont think that the revived-gets-insta-killed problematic can really be solved for good. When somebody is revived but shot again he should be dead imo, makes more sense than having an imba shield around you.


(scre4m.) #15

I think the medic is quite well balanced as the game stands right now. This can change in case of adding new features/loadouts.
But as things are now, I wouldn’t change the medic much any more.


(Kl3ppy) #16

[QUOTE=Tast1c;433088]
@revive protection. This must be really short, i dont want to see revived players killing other players because of their protection lol. But still, when someone will be revived with protection, a hidden enemy has only to wait couple of seconds and then shoot him again, i dont think that the revived-gets-insta-killed problematic can really be solved for good. When somebody is revived but shot again he should be dead imo, makes more sense than having an imba shield around you.[/QUOTE]

Sure, shooting a gun should kill the protection. But when the revived guy doesnt shoot his/her gun, there should be enough time to find some cover. Not sure if the last thing is needed and how long the protection should last, but right with the current revive system (not really visible if a medic is going to revive me) the guy who gets revived might be surprised and this second to realize it and aim for the enemy is enough to be down again.
And I have this question: Is there a revive protection now? I would say no, but I might be wrong on this topic.


(Bangtastic) #17

i dont think DB has revive protection no^^


(warbie) #18

Amen.

10 char


(ImageOmega) #19

I think the medic is about perfect as well. I think the regen mechanic from the health packs is a good answer to a lot of issues. The only thing I sometimes wish I could do is heal someone while on the move. Like I can throw a pack directly to them while moving (and not lose speed!).

As far as the damage done by medic I definitely think a reduce spread would help. A reduced spread across all guns is probably a very good thing in general. Also, maybe the headshot damage from the medic slightly increasing would help as well.

Finally, regarding ammo, with the new ammo boxes on maps I do not find ammo to be all that hard to find. I am losing ammo really fast, but often times if the team is actually playing together I have a Lt. to yell at for ammo packs.


(ImageOmega) #20

[QUOTE=Kendle;433058]Difficult to say because I think the game is totally unbalanced at the moment by Shotguns, but as I’ve been playing Medic almost exclusively since the last patch I’ll comment.

Gun is pretty good, more head-shot damage would be nice, I swear I sometimes get 4 or 5 head-shot “dunks” and the guy doesn’t go down. But the main thing I want now is a revive shield. There’s no point running into a battle-zone trying to pick up your team-mates, you’ll just join them in a glorious death.[/QUOTE]

This must be due to damage drop off over range. Maybe a solution is no damage drop off for headshots. That would make sense to me…