Don’t feel bad, most of the time no one knows what he’s talking about. As for self revive, the lack of comp play makes it hard to judge. At the moment I still find Sawbones to be the best and only viable medic. Self revive is easily countered, you can even wait for him to self revive and kill him again to burn the CD.The real issue is people don’t gib or aim for the head when they gib, If you lower the amount of bullets it takes to gib someone, reviving is even less valuable (it’s already near worthless atm.)
Self revive
I love self-revive so far.
Although I don’t tend to use it too often at the moment because:
a) Everyone knows the character that has it so you get gibbed instantly
b) The loss of self-heal is more of a disadvantage than the addition of self-revive makes up for
If anything it’s underpowered, I see no reason to warrant or request it’s removal.
Are we playing the same game? Most rounds I see are decided by which team has the most/the best medics, even more so in pugs.
I figured SR is something for the not so well shooters (like me).
Since I get killed a lot somewhere around objective I find it very usefull. I can get to do objective immediately again if not gibbed.
Only once I had an advantage in killing. But that was only because the engi I killed was construction.
Also no other real big advantage to me.
But the healing aura works well.
Can’t compare pub/pug vs comp play. I’m confident saying that in comp play SR medic would be situational, no where near as versatile as Sawbones, and would be priority gibbed in a second (like most medics.)
Basically, at the moment, with no competitive scene to really base this off of, I find the SR medic to not only be fine, but is even weaker than other medics, mostly due to his inability to reliably self heal. Sorry if my typing sucks, on an ipad to lazy to go back and fix crap,
[QUOTE=strychzilla;468147]Can’t compare pub/pug vs comp play. I’m confident saying that in comp play SR medic would be situational, no where near as versatile as Sawbones, and would be priority gibbed in a second (like most medics.)
Basically, at the moment, with no competitive scene to really base this off of, I find the SR medic to not only be fine, but is even weaker than other medics, mostly due to his inability to reliably self heal. Sorry if my typing sucks, on an ipad to lazy to go back and fix crap,[/QUOTE]
I have to agree with you. From the pugs and pcws I’ve played the self-reviving medic isn’t as well rounded as sawbonez BUT he absolutely has his own niche. His heal is also strong for group healing, it’s just the long cooldown and no self heal that’s hurting him.
It’s bad to saturate in the SR Med. Sawbonez medpacks are really important, though having one of both seems to work well. The SR medic works out when you have the more aggressive player use it and have the more supportive player play bonez.
[QUOTE=strychzilla;468147]Can’t compare pub/pug vs comp play. I’m confident saying that in comp play SR medic would be situational, no where near as versatile as Sawbones, and would be priority gibbed in a second (like most medics.)
Basically, at the moment, with no competitive scene to really base this off of, I find the SR medic to not only be fine, but is even weaker than other medics, mostly due to his inability to reliably self heal. Sorry if my typing sucks, on an ipad to lazy to go back and fix crap,[/QUOTE]
Looks we’re talking about two different things. The sentence I quoted from you stated that “reviving” was near worthless. If what you actually meant to say was “self-reviving”, then I have no opinion; not enough experience with it to make a judgement.
Self revive is interesting as a mechanic due to the extra threat it adds to Footloose. No one else is higher priority to gib, and you end up doing risky stuff just to make sure he doesn’t pop back up. The times that Footloose actually gets to use it is rare, but the threat of it is pretty interesting. I thought it would be boring and flawed - just like Martyrdom - because you know exactly which character has the trait. But unlike martyrdom, self-revive adds some interesting implications to gameplay, even if you DO expect it.
Reviving, is often worthless because you trade your life for someone else. Between the slightly small range, lack of reliable revive shield, and lack of quality med packs reviving isn’t really all that great. In a competitive environment, people will often get gibbed before a pick up anyway. The only reason is appears strong in pub/pug is because no one gibs or prioritizes kills. It has been mentioned numerous times that the current revive shield is too weak to make it worth the risk to revive someone.
That doesn’t make much sense to me. Many of the revives I see, the reviver isn’t even in LOS from the enemy. As long as your players position themselves properly, many deaths will occur where reviving is possible without risking the medic too much. Since it takes a lot of bullets to gib, it’s also not always a good idea to try it, since the medic will just jump out and kill you while you’re shooting the corpse/out of ammo.
^this
i find SR to be almost completely useless. on the off chance that i dont get a chance to gib, or someone else doesnt and he uses it, he’s dead again before any real dmg is inflicted.
Revives are mui importante. Reviving during a fire fight is problematic. Instead the worth of reviving occurs after a firefight, where the medic usually kills first and revives later. It makes a lot of difference when there’s ample cover or during splits. Med packs really only work out for attrition fights, where as SR medic gives some front line heals during fights.
I don’t like self revive and I think the general public will think it is cheap once they get their hands on it. Even fox news thinks its cheap.
Why would you split in comp play? You can’t 1v2 or 1v3 currently, you’re better sending all 5 players to one location and mowing it over. I don’t want to go too far into theorycrafting here but, offensively, cleaning up a fight and reviving is nice. Defensively, it’s no different than respawning except I get more ammo.
Yes atm you are better off going all in… At best you could get away with a 4/1 split which is a bit of a shame 
I think it’s usually quite effective to have a dedicated floater for flanks and the like. You can 1v2-3 when your back raping. What I meant by splits is that on some defenses your split up a fair amount (2&3) and having a medic on either side of the split allows you to rotate with full HP more often. I also personally find that most medics play too aggressive instead of going for clean up.
This is the only viable strat I have seen because of how divided the maps are and the short respawns you can pretty much run 1 sweeper over and over again with almost no repercussion. We’ve veered a bit off topic though.
SR medic is fine, if not weak for comp play. Seems solid in pub play though until the kids learn to gib.