I laughed.
Should Medics get regeneration in Quake Wars?
rambo medics, panzer noobs, rifle lamers, arty spammers… come to think about it, we should remove any class but covert ops and only use knifes, especially now that every medic will have his own supply station where he will camp for the complete game or will there be some option to lay a row of supply stations in advance from your spawn right to the objective? ah no every medic will stay in his own apc, that gives not only health but extra armour while you drive off to the other end of the map
rtcw was well balanced, et added xp and with that the additional health, ammo and toys and so got more interesting for public play. competitive it’s some other world though, I suggest a look at some common league rules
btw: does anybody know of some news about rtcw2?
It’s being developed primarily for the console. 'Nuff said?
Basically, stop caring or even thinking about RtCW2. If it somehow turns out to not completely suck on the PC, consider it a pleasant surprise. But don’t pour your hopes and dreams into it.
Good for you.
I take it you play there all the time and know the skill level of the players? Try coming by around 11pm and I’ll laugh while you get owned
My (very) humble opinion:
The SOLDIER class should get regeneration. I mean, they’re the grunts, the battle-hardened soldiers who are at in the thick of it every day. Also they should get a base health of 125. And, by the way, the heavy weapons should be restricted.
However, med packs are available for everyone, also to the medic who gives them out. A very very nice addition would be medics who can “adrenaline” other players. Would come in handy, if a engineer can sustain more damage on his way to the obj.
Just my 2 cents.
[quote=“B0rsuk”]
I did just that in RTCW demo (I didn’t have full) and early W:ET. It felt great for a while, and then very cheap. I didn’t get so much satisfaction from kills as a class that has to work for kills. The game(s) became quickly swarmed with medics. I often focused just on healing, because my aim doesn’t seem to be the greatest, althrough this may be related to my old hardware/fps.
Im sorry what do you define working for your kills? Calling arty down on a spawn and picking ur nose as u rack up 5 kills? laying mines around objectices and exploding anyone who steps on it? sitting down wtih a mg42 blowing away everyone before they can blink or insta rifle nading someone with one shot? Hows about we balance out the neers removing mines rifle nades etc so they have to also work for kills, lets also remove field ops arty as spamming to why stop there remove everything but the knifes.
For some reason I don’t enjoy field op. By the way, unlimited ammo doesn’t compare to unlimited health. Most people are dead before they shoot half of their ammo.[/quteo]
does massive explosions from above at your command not interest you also? its quite a complement to unlimited ammo.
[quote]
In any case, it’s rarely a good idea to dash for revive. Medics I see usually kill the opposition then revive. Extra health or not, suicidal tendencies don’t help.
no sometimes its actually better to revive under fire, good medics use the revivee as a human shield while hes invernable.
Good for you.
I take it you play there all the time and know the skill level of the players? Try coming by around 11pm and I’ll laugh while you get owned :D[/quote]
Laughed again!
Maybe keep the medic the way it is, but give him the Sten instead of the MP40 or the Thompson?
Agreed the RTCW medics were not a problem because they had to rely on Lieutenants for ammo. The ROF and spread were higher too so you consumed ammo alot faster. I hope ammo racks aren’t in quake wars. Health regen is fine, the ability to rambo without relying on anyone else for ammo is the problem.
How about you guys just start your own server, mod the Medic to have a Sten with 30 rounds max, no regen, 100HP max and not beeing able to eat his own healthpacks, and than see how many will want to play a medic on your mod.
I think thats the best way for you to learn whether your ideas will really help to improve teamplay (and you’ll have plenty of time to think about that, when you again died on your way to an objective, calling for a medic in vain).
Just pick one, not all. Why do we need to compare with extremes here? (Rambo meds vs the flying doctors)
he’s probably only pissed off of that discussion, seen it too often (and similar), so have I
anyway he’s right, just try it. you can set most of that stuff without actually modding I guess, some scripting might be enough
I’ll say this and I’ll probably get some flak for it… rambo medics are completely useless and ineffectual unless they’re actually GOOD players. If the so called “Rambo Medic” is an average or below average player who can’t AIM worth a damn, can’t strafe, has no concept of cover then NOBODY would be complaining about medics and their ability to self heal, regen and their ability to carry more than one clip of ammo.
You take the same above average skilled player who is a ‘rambo medic’ and make him a field ops, and I guaruntee he’ll be just as hard to take down, the only difference being unless he finds a good medic to heal him, you’ll be able to smoke him (if he sticks around, and you find him AFTER YOU SPAWN). 1 v 1 though, the same player is still going to give you the same amount of grief. Medics are just fine the way they are, so are rifle nading engineers, arty spamming field ops and so on.
Any class is useless if the player is a noob. However, take 2 noobs (or even 2 godly veterans) and make one a medic, and most of the time the medic will own the other class. I see it simply as this- they can heal themselves and have more health than any other class, so take away the regen to level the playing field. Make the medic more a medic and less an uber-soldier.
The medic can heal themselves sure, but every other single class has a weapon that does far more damage than the medic’s mp40/thompson. Riflenades, Rifles, Air Strikes, Satchels, Panzers, MG’s, Flame Thrower, etc. They are the only class that only has nades, pistol and a basic SMG available to them. Sounds pretty even to me.
Actually, Larry is right.I checked it out, and it’s completely amazing ! You see, on Railgun, Axis couldn’t be bothered to guard Depot Yard. Result - spawn camping, as usual. They must’ve completely forgot about Satchel, because I didn’t see anyone using it. I chose Covert op, and within two minutes, completely OWNED every allied camper with Satchel.
Satchel is far too powerful. Blizz nerf !!!
The next match was Fuel Dump. I prefer not to play camping side, so I chose allies this time. Axis, in exemplary display of teamplay, retreated to the tunnel. Remaining 3 players, two mortar soldiers and a field op, reached the spot near sniper hill (command post area). From that moment, they completely spammed bridge crates making it impossible to repair. Even worse, there was absolutely no way to reach them, because the only route (tunnel) was stuffed with Axis.
This time, I used Flamethrower to save the day. With my 1337 skills, I jumped over barbed wire, and it didn’t matter anymore the bridge was impossible to repair ! I climbed up the hill, and performed a Flamethrower jump. I went through Axis spawn and completely owned field op and two mortar soldiers. At my signal, two tapirs wielding MG42’s charged tunnel entrance, sparing no one. As they charged past front lines, a brave engy shot everyone too stupid to run away with his mighty Rifle (not to be mistaken with rifle grenades).
If anything, medics should be improved. They don’t stand a chance against powers such as Flamethrower, Rifle, Satchel, or MG42.
I climbed up the hill, and performed a Flamethrower jump. I went through Axis spawn and completely owned field op and two mortar soldiers. At my signal, two tapirs wielding MG42’s charged tunnel entrance, sparing no one. As they charged past front lines, a brave engy shot everyone too stupid to run away with his mighty Rifle (not to be mistaken with rifle grenades).
Best use of sarcasm ever.