-Quick little medic thought an discussion-


(Hundopercent) #21

Medic gun needs more damage and/or reduced spread when firing. I shouldn’t have to try harder to compete against players on the same skill level because my class is innately weaker. That’s terrible design imo. It should be a level playing field for all classes.

Edit: Actually it doesn’t even need more damage. It needs more headshot damage.


(INF3RN0) #22

I’m with you here. Med gun already has more random recoil in scope than most weapons anyway. I would be fine with this.


(acQu) #23

Tried the patch today for the first time, since i am not always on my home computer. I noticed the regeneration rate of a picked up medpack is far higher than i expected. I don’t know if this is intended or not, but i think it is not so well done. Regen-rate needs to significantly go down in my opinion. There was a similar problem pre-patch, as the health rate of the medpacks where too high as well.

Also: i still have not read any official statement about the thoughts behind this change. Maybe someone from SD can enlighten us on that. I am sure i am not the only one who thought: “WTF why was this changed”. Was it just to have something different or was there a balance issue behind. But in the current form i think it shouldn’t stay.


(Samurai.) #24

I would quite like an explanation as well… - i understand why they implemented the ‘as soon as you take damage you stop receiving regen’ aspect, i think i would prefer the standard hp med packs, rather than regen. They could heal for less hp (but more rapid throwing them out than they currently are with all the animation) - basically think GDF medic in ETQW.


(Bangtastic) #25

Hp med packs are again totally new for many players i guess, since one of the first FPS which introduced kind of this regen system was halo i guess.
Then the med packs would get more important and a essence for successive play, on the other hand the medics will play a even more important role. (+1 for teamplay) Also people will think more about their play, in order to decrease the amount of senseless one-many-army pushes. In addition, it would make the game overall a more fair and reasonable imo.


(Hundopercent) #26

How do you guys feel about 25 HP upfront, 50 HoT? Total healed 75. Also, increase HS damage for medic. :slight_smile:


(Runeforce) #27

I am not really keen on one aspect (not to say most of it, see the third paragraph) of the new medpack system: that taking damage cancels the effect completely. You can’t really feed medpacks to someone under fire, as they are completely wasted. Good medicing is usually when you are feeding packs to your stronger teammates (f. ex. the soldier) while they are under fire.

I suggest calculating the amount a pack would heal, and heal for that amount. F. ex. if a reciever (who has a total of 100 health) currently has 25 health left, the medpack will heal him over time for 75 health. But let’s say he gets hit for 40 damage while healing, he would end up on 60 when the effect is done (unless he is incapped in the progress.) Let’s say he’s not done healing for the effect of the pack, but reached 45; I throw him another and now he heals 55 over time and the effect of the previous medpack is cancelled.

Or another (even better) suggestion: make medpacks work like they did before, when the reciever is not the dispenser. And use the new current system only on the medic from which the medpack came. The obvious benefit is that you are only nerfing the medics ability to self-heal, not to heal his team. The way it stands with the current system, you nerfed the ability to team heal, and thus the medics primary (intended) function, in an effort to reduce medic ramboing.


(INF3RN0) #28

That healing system seems pretty good actually. Never thought about a mix of raw and HoT. I’d be fine with that, but I would want the packs to have a fair c/d between throws otherwise you would just have meds self-packing with all their packs again. Maybe 20,40,60 would be better. I always felt like the healing was too much anyway.


(Evil-Doer) #29

It’s extremely odd right now, not being able to help feed someone with health when they are fighting. It’s a totally different thought process right now.


(warbie) #30

Agreed - healing team mates that are under fire is one of the more exciting/rewarding things you can do as a medic.


(Hundopercent) #31

The same restriction would apply though. Only 1 med pack at a time while under a HoT effect.


(BomBaKlaK) #32

Dont like the regen thing …

Best solution imo


(Mao.) #33

Is there going to be diffrent medic no so we can have the two medipack system?
I liked the crate giving amo and life in qw .


(acQu) #34

Here is my patch for the medpack system. I wrote it already somewhere else, so i am probably commiting suicide on this. Following is what i would do:

  1. revert the medpack healing mechanics to pre-patch (= instant healing of X amount of health), but adjusting the healrate of each given medicpack to 25 health per pack (like W:ET). In addition, the medic can’t pick up his own packs, but he can still pick up medicpacks from his teammates. A visual indicator can be added here simply coloring own medpacks locally and client side by a certain color (e.g red), while teammates packs will be visually distinguishable by another color (.e.g green).

  2. introduce a new weaponslot for the medic and make a medic syringe (sort of) available there. This would work like a self-injector needle (but also other visual effects might be possible) which the medic can only use on himself. Important here is only the mechanic, which is self-healing over time, but with adjusted values (i would roughly say 5hp per second). The effect would get stopped when being shot and taking damage. Also i would quantify this needle and decouple it from the chargebar, so that it can be used only a certain amount of times, maybe two times per spawn.

So basically the medic gets equipped with two healing mechanisms: insta-heal via medpacks and healing over time via syringe. This seperates self-healing and healing others. It would also make it possible to revert the slowdown penalty introduced in DB when throwing a medicpack, since this is simply not an issue anymore aka no medic can run away anymore and heal himself, then come back after 2 seconds and be fully healed again, which in turn makes movement more fluid. I think this was one of the main reasons this slowdown was introduced in the first place (to prevent this kind of behaviour and to give the player a penalty, so that he can only safely heal from behind the frontlines). Instead he would apply the injector to himself and has to wait X amount of time until he is healed again: this takes him out of the game for several amounts of time and i think this is a fair tradeoff (or he finds another teammate medic).

Another good thing about it is that medicpacks can regain its importance of beeing thrown into tactical hotspots of the map, as this was a common tactic in W:ET aka you threw some medic packs at an important location and teammates can make use of that, which would in turn reward teamplay further more and give even casuals a more satisfying effect when healing others.

So this brings back old medpacks but with adjusted values (as i said, just take the values from W:ET aka +25 health per pack and let them throw more). The medic syringe is only applyable to oneself and with a nice global sound this can even be heared by others aka a groan of the needle entering the body which causes pain or a air-pull effect can be heard, which comes from the needle itself. Btw: it must not be a needle, but it can also be something else, maybe some technology thingy or a sort of a sticking plaster (can’t find the english word for it, but i think the idea can be grasped).


(Anti) #35

[QUOTE=acQu;433350]
Also: i still have not read any official statement about the thoughts behind this change. Maybe someone from SD can enlighten us on that. I am sure i am not the only one who thought: “WTF why was this changed”. Was it just to have something different or was there a balance issue behind. But in the current form i think it shouldn’t stay.[/QUOTE]

Pretty sure I posted explanations of the system quite some before the patch, and the reason for it, but will do so again :slight_smile:

We saw a number of issues with packs as they were:

[ul]
[li]Medics were self healing during combat
[/li][li]Medics mostly healed themselves and didn’t support their team
[/li][li]When they did support the team the packs werent going far enough, one guy could hoover up four of them
[/li][li]Healing mid combat with packs made weapons often feel inconsistent
[/li][li]The system was leading to the average health pool of a team being quite low relative to weapon damage, made the game feel a bit too lethal and caused shorter duels
[/li][/ul]

We felt this new system would address all of that. More packs to go around and potential to give more health, so better health pools and more support. Would also stop medics from being so selfish and healing mid fight (which made them the best front line class).

We think it’s actually worked pretty well and I imagine we’ll keep the system for some time longer before re-evaluating it.

I would agree with the general feedback though that we now miss a mid-combat Medic. It may be the case that we work this into another Medic load out on a future character, one with more obvious feedback on it so the enemy knows his target is being healed a little easier.


(Kendle) #36

I wouldn’t say healing mid-fight was ever the issue. Of course they could, and did, but it was the fact they could meet the next opponent not just packed back to full health BUT ALSO with full ammo (because they replaced the ammo they used killing the previous guy with the ammo pack he dropped) which made the Medic not only the best front line class but also allowed him to be selfish.

In RTCW Medics were generally not selfish because they had to trade med packs for ammo with their Lt’s (F/Ops).

Removing ammo drop, which you’ve indicated you’re planning to do, would help enormously IMHO, although you’re probably going to scupper that as well if you go ahead with the idea of ammo racks :frowning:


(Bangtastic) #37

In addition, the medic should also be able to kill with the defibrillator :smiley:


(BomBaKlaK) #38

yeah for sure ! needed !!!


(acQu) #39

Ok, thanks for the explanation Anti. I like the idea of healing over time to prevent the self-healing ego medic stuff, but i think it in turn destroys too much of the other enjoyable things about throwing down a medic pack.

In W:ET handing out medpacks was actually a really satisfying process, it all added up, from pickup sound, to animation, to look and feel of the packs, how they landed, what curve they had to fly, up to the point where you could use them and prethrow them in hotspot locations. I think all this stuff is terribly flawed in the moment in DB. The sound is not satisfying, the feeling of getting a slowdown, the way they fly through the air, the way they land (throw them on top of each other), and now the way you get handed out all of the work down to an automatism.

Having medpacks like this destroys too much in turn of what is gained. You gain: balancing the medic, you loose: enjoyability and having the feeling of working on something. That is my opinion at least.

The echo stats i would leave aside to be honest. The fact that medics did not heal others that much might have to do with other stuff. Just make the process of throwing, the curve by which they fly, the landing, so that you can actually reach your teammates and it will be more healing of teammates in the future imo. An extreme example just to show what i mean with the flying curve: imagine you could throw a med pack from 10 meter distance and it hits your teammate. Of course not that extreme, but as it is now, it actually is quite hard to reach your teammates and get their attention or catch them because of the slowdowns.


(Apples) #40

Maybe it is because I dont play medic ramboish style, but I fond the class almost perfect as it is, I can kill with it, but most of the time I spend reviving mates and carrying on the team, love this role for medic, want to rack up kills? go soldier, even I get a positive kdr with soldier…