Other weapons have more potential firepower, but SMGs are overall the best weapons in W:ET. Versatile, reliable at most ranges and ready to fire at any moment.
It takes a skilled person to handle those other weapons so they become deadly… It’s mostly easier to learn to master the SMG as a medic and get the health advantage as a large bonus.
so what? thats the point of the base weapon. It also takes a skilled person to handle it, how much skill does it take to handle a mine of throw a smoke canister or just pop arty on a con box? All other classes get their toys and the smg ontop.You get a nice health bonus with the medic and no other bonus what people want the medic to be is a 100% support class unable to defend itself.
Medics should be able to defend themselves, but thats exactly what they should be, a support class. This might be the way of ET I dont know, but it seems a little odd to me for a medic to lead the charge and come out on top of every firefight.
There are no true support classes in W:ET, as there are no true assault classes aswell. All classes are a mix of supporter and assaulters. And that’s fine, I mean who would like to play a support class in an action game? Just look at Bf2, the engineer is mainly a support class and it is barely played.
Nope, medics aren’t supposed to be a support class, maybe you want them to be support because you never play them yourself, but there is a very simple basic truth you shouldn’t forget: ET is a game, people play it to have fun, beeing a support class is no fun. Just imagine we get a new class, lorry driver, your job is it to drive a truck from supply depot to your troops and back, its a vital class because without you your comrades would have no ammo or medic supply, but who would want to ‘play’ such a class?
As soon as one class is less fun than the other classes, nobody will play it. Why play the boring support class if you can play an interesting and fun class?
it was the same problem in most MMORPGs, the healer was in most games just a support class, he keept his buddys alive so that they could go out and have all the fun, result was that nobody wanted to play the healer or that peole were only playing a healer because they had to, for the sake of their guild, not because they enjoyed it.
World of Warcraft, the most successful MMORPG there is, learned from those mistakes and created a healer class that could dish out damage aswell and was able to survive 1:1 against the other classes. That resulted in the healer class beeing fun to play and enough people were playing it, so that the end-game content of the game, which relied on healers, was accessible to all players.
And in WOW all the other classes were also crying and wining about the healer, because they were able to heal themself while still beeing able to kill you, completely forgetting their own unique advantages they had.
I see the absolutely same here, people are complaining about the medics abilities to heal himself, but completely forget that they have powerfull airstrikes or artillery barrages, who can hold off or kill an entire enemy team, that they have mortars panzerfausts and MG-42s for massive damage output, that they can deploy landmines, shoot rifle grenades and having twice as many standard grenades, that thy can snipe fro a safe distance or disguise themself to easier get the initiative in a firefight.
Other classes have their advantages, too, and I enjoy playing every class and I make the most of every classes abilities, when I’m a soldier with a Panzerfaust I dont really care that the medic with his back to me has 150 health and a self-regen ability, let him try to regen his blasted bits back together
All I can say is if you have problems killing a medic: learn to play your class and start using your abilities to counter the medics health advantage, you have all those goodies, so start using them instead of moaning that you cant kill medics with a SMG, or do you see medic complaining that they cant kill you with airstrikes, rifle-nades, artillery, panzerfaust, mortars, … ?
I can’t comment on fire support because I don’t play it. But even if landmines require little ‘skill’ - that is, little hand-eye coordination blah blah - they still require a LOT of planning, and you have to adapt to situation. Mines placed in same places over and over tend to be marginally useful. People learn their locations and they’re easy to remove. Best example is Depot Gate on Fuel Dump; it’s one of dumbest mine locations ever. It only works if there’s no semi-competent covop. If there’s one, well, he’ll make covop level4 on this map.
Even ‘stupid’ (but unpredictable) mine spots are useful, because people go full speed and don’t expect a mine. A cautious engineer or especially covop will laugh at your mines, if you place them in predictable pattern.
One of great spots yet unpopular to place mines is at Fuel Dump map, past barbed wire. Unless there’s a good covert op, such mines will own even medics. They already lose some health jumping over wire, sometimes even single mine would take a medic down.
I completely disagree with Thomp40 being ‘just a basic weapon’. It’s by far the most versatile, and can kill in fraction of a second if you hit the head. If you think thomp40 is so bad, try using unscoped Garand/K43 without grenades. Or how about sten/fg42 ? These weapons all have their merits, but are far less versatile and are good only in some situations.
Fraction of a second? it takes 3 headshots to kill, and thats if u can hit them in the head, people tend to move around alot making that more difficult. I do try using unscope grand k43, both the covert and the engie one i find extremely effective at close range, better than a smg for dps IMO. SMG is versatile, versatile is the point of a base weapon. If the garand was as versatile then it would be overpowered grenade launcher and versatility of a smg?
All the other weapons are much better than a smg at something as has been pointed out many times now, u can drop someone with a smg quickly but then u can drop someone with the grenade launcher faster, u can wipe out many people with a faust and entire teams with an airstrike. Medic is not a support class its a class with pros and cons like the others.
Ok sorry, I didnt play ET that much (yeah I’m going to get flamed) so I wasnt sure how a medic works. And no one really complains about priests in WoW, most classes can heal, and if your one that cant you learn first aid. People might complain about the shield that priests get, but if they didnt have one then they would probably be the worst class in the game.
Nobody complains about priests? Have you visited the WoW forums?
I have 2 level 60 priests on different servers, and people are always complaining about them. Some classes can own me, but overall I melt everyone. If my priest had regeneration like in ET, I would be unstoppable.
This topic has gotten away from the regeneration issue. I’ll reiterate that since medics can heal themselves, they don’t need nor warrant regeneration.
You don’t have renew ? :eek: Besides, every class regenerates MP and HP in WOW on a continuous basis, I think with two lvl60 priests you should know these things
And hey, everybody bitches about the overpowered Priests, and than bitches about the overpowered Hunters, Warriors, Mages, Warlocks, Rogues, Shamans, Paladins and Druids. But all the other classes are just fine :bump:
(besides the class you are playing at the moment, which is certainly nerfed and needs a good buff :moo: )
I stay in shadowform almost exclusively, so no I dont have renew available. My healing comes from pots, roots, and vampiric embrace, and the rare drop out of shadowform to heal.
Yes there is regeneration, but it doesnt work in battle, and isn’t as pronounced as ET’s… I cant run around that Hunter and simply get to full health in 30 seconds.
The only class that is truly overpowered is the Warlock… damn fel hound sicking, priest chasing winlocks.
Nice explanation. By the way: passive health regeneration in W:ET is whopping 3hp/sec. For comparison, Thomp40 bullet deals 18 damage. So it’s 6 second to regenerate single bullet.
Giving medpacks to self is about 20hp/sec.
In the end I don’t mind if medics get self healing AND regeneration. What is bad is their improved maximum health and the ability to receive half damage when under adrenaline.
Also, there’s no need to take regeneration out of the game, they could just nerf it a little to make it work like in guild wars: your character regens hp only when out of combat, ie: after a few seconds he last dealt/received damage.
Nice explanation. By the way: passive health regeneration in W:ET is whopping 3hp/sec. For comparison, Thomp40 bullet deals 18 damage. So it’s 6 second to regenerate single bullet.
Giving medpacks to self is about 20hp/sec.[/quote]
Nice explanation. By the way: passive health regeneration in W:ET is whopping 3hp/sec. For comparison, Thomp40 bullet deals 18 damage. So it’s 6 second to regenerate single bullet.
Giving medpacks to self is about 20hp/sec.[/quote]
but then u cant shoot back in packing urself.[/quote]
Easy: drop 3 medpacks at camping spot, wait for enemy, shoot and pick up medpacks at the same time.
Drop 3 medpacks on your fops camping spot. Same effect.[/quote]
That’s nice of you to take it out of context, but the point was ‘packing yourself’. Somebody argued W:ET regeneration at 3hp/sec is better than selfpacking, because you can shoot back while regenerating.
I hope it’s clear field op can’t shoot back while packing himself with health packs. And it’s awfully inconvenient for him to prepare ‘medikit camping/ambush spot’.