the thing is, all games have more powerful opponents you must face. you have to approach them differently. i realize online games should try to be balanced, but if we simply had a bunch of clones running around with identical weapons, it wouldn’t be ET anymore.
even in q3 where everyone spawns on equal terms, some people get the cool weps/powerups before you do, and they’re now more powerful than you. if you’re an engineer and you come around the corner and bump into a medic, you would have to be a fool to simply go into your same old dance steps and try to out-circlestrafe him and win the 1v1.
you see a medic, you see a superior opponent and need to use other tactics. frankly i’m a bit tired of people saying that aim is everything. it’s simply not. it’s important in a 1v1 against an equal opponent, but that’s it. against a more powerful opponent or when you’re outnumbered, aim no longer means shit. you could have an aimbot and you’re still going down in those situations. those are the times when you have to use your brain.
again i say, the ONLY time this game is reduced to a purely aim dependent situation is when two enemies of equal health and weaponry face off in a 1v1. at any other time, there are many more factors to consider than your aim.
example, fdop at 100 hp meets a medic at 50 hp. now who’s the overpowered rambo? sure, the medic can pack himself, but against an equal aimer, he most likely won’t have time. both players were equal in aim skill, but the player with more health won. that’s life.
there are too many variables. who has more health when we meet? if it’s equal, who has more ammo? if both have enough to kill, are we both reloaded at that moment, or are you in the middle of reloading when we see each other? who saw whom first? both parties don’t always spot each other at the same millisecond. if i see you first, should i fire a warning shot so you can turn to face me? should we stand back to back and walk off 10 paces then turn and fire, 18th century style? for that matter, should we line up and fight in 18th century musket volleys like the british/americans in 1776? why not, that reduces it to a pure test of aim?
i realize i’m off on a tangent with the aim thing here, when your post was about medics, but i feel that this is really the core of your issue: “if i meet a medic, i will lose even though i can aim as well as him”, effectively declaring aim to be the final decision maker and deciding factor in regards to skill. perhaps it is in other games, but not ET.
a medic is a different animal, and needs to be approached with caution. if you’re blindly rushing him and hoping to be a better shot, you’re taking a big gamble and you knew that when you saw him, so who’s to blame really? as a team, you should have your own medics nearby to assist you. also, if you as an engineer at work see a medic rushing you, perhaps standing to face him is not the best choice? oftentimes the best tactic is to avoid the enemy. make use of cover. prime a nade. whatever it takes to AVOID letting the situation degrade into a 1v1 smg battle that you will likely lose.
now that i’ve unloaded on that peeve of mine (aim is everything, therefore by definition, HARDWARE becomes everything. hogwash), i’ll say that the best way to end the rambo medic phenomenon is to take away their ability to self heal. i said it on bani’s site as well and i still believe it. that way in order to be an effective rambo, they’d have to work in pairs, and that means 2 medics are off bulldozing the enemy and leaving their 4 comrades without their help. sure they can still regen, but that benefit can be overcome with brains (be sneaky, stay alert, get in the first headshot, etc). make their max health the same as everyone else and they no longer have the extra bit they need to dive blindly into a hot battle to revive peeps, so i say no to that. just make it so a medic can’t trot nonchalantly along a path paved with his own medpacks, snickering with derison at enemy gunfire, and you eliminate the major problem with medics being used as ubersoldats and objective cappers rather than the support class they were meant to be.