What do you think about Rambo Medics ?


(Borsuk) #1

I think they are not the way they should be. Medics are going to have fun, too, I agree. But I think the problem is they’re too independant. They don’t really need to stick with team.

I may be wrong, but I’ll post some of my impressions from RTCW Test 1&2. I had no chance to play full version. When I started playing medic, I quickly realised I have to be very careful with ammo. No ammo/health cabinets on beach map also contributed for that, along with lameness of LT’s. 30 ammo won’t let you save the planet. I had to aim carefully or avoid enemies if possible.

On the second thought, I like that. Medics in ET sometimes spawn near ammo cabinets, and even lame Spam Ops will provide impressive amount of ammo. Normally medic starts with 30 ammo (1 clip) and 0 extra clips, but even slighty experienced starts with 2 clips total. Ammo capacity is 4 clips total, 5 for slighty experienced medic.
What I’m trying to say is that medic can easily take lots of ammo with him.Therefore, my suggestion:


Reduce medic ammo capacity by two clips, or one at least ! Experienced medic would still start with 60 ammo/2 clips, and gain one clip of capacity, but would need to wander around field ops more often.
Medics are most independant killing machines !

Many people say Field Ops class is fastest for gaining experience and killing, but I don’t have problem with them at all. I can run away from the smoke or take alternate route. They can bekilled or forced to retreat. Medic with good aim (I don’t say good medic on purpose, because many of them are neved promoted to Major rank.) can kill many enemies on their own and don’t REALLY need to retreat, just jump around the corner. No other class can be so deadly killing machine, bacause no other class can give and receive damage without need to resupply.


(Borsuk) #2

Trying to take out a Medic with Sten is generally good way to perform a suicide. No wonder it’s not most popular Covert Op weapon.


(pw50King) #3

I’m always medic, killing a medic with a sten is not hard… aim the head!


(Vengeance) #4

I after agree with the topic starter.

I believe they should drop the medic ammo skill and make a medic start without regeneration until they get the new lvl 1 regeneration medic skill.

This is only my opinion what do u guys think :slight_smile:


(kotkis) #5

Me too, take ammo away and make the bodies take more damage before getting gibbed.


(Ifurita) #6

I’m happy with the way classes are. Medics, just like coverts, can play many roles - one of which is pack whore, or rear area med.

I typically play

  1. Front line med, supporting people at the edge of the fight and getting my share of killing in. I typically max out on Battle Sense and Light Weapons before I max out on First Aid

  2. Skirmisher. A good med, fully stocked up on ammo can use hit and run tactics to really harrass or delay and enemy attack so that by the time they hit the main defense, they are severely attritted. That med might be paired up with a Soldier or LT to make for a pretty effective, small, but hard-hitting team

Leave meds the way they are. If you’re frustrated by meds who have self adrenaline and 150 HP who go rambo, then play Stopwatch or Objective servers and strip out the grosser skill abilities


(Pamper) #7

That won’t cut the power of rambo-medics much. They usually have no problem grabbing SMGs from dead enemies.

Medic is definately the class which lets you reach 4/4 in battlesense and light weapons the fastest. Even rambos can often get high medic-skills too. (Once I saw a pair of axis medics spawncamping fueldump allies by themselves. They healed+revived each other a whole lot, in between killing 8 people on each spawn)

Many people say Field Ops class is fastest for gaining experience and killing, but I don’t have problem with them at all.

I find that FieldOps often get a ton of kills, but many of the people they kill are newbies who don’t understand the smoke signals, or just aren’t paying attention, or are too lagged to step out of the target zone. So the number of enemies they kill isn’t always an accurate reflection of how much they help the team, because they might have mostly been stupid enemies.

(This especially happens on Oasis. A few FieldOps will camp the Allies’ oldcity spawn and collect huge kills. Meanwhile 3 sneaky guys have slipped past in between airstrikes, and they plant the objectives)


(Coolhand) #8

What Borsuk says makes sense. However, this issue has already been debated in several threads. My take on this is that the “rambo medic problem” would be alleviated (if not completely cured) by addressing the bugs which I believe may contribute to distracting medics from doing their jobs properly, i.e.:

revive bug:
http://www.splashdamage.com/forums/viewtopic.php?t=1821

“Mysterious tap-out”
http://www.splashdamage.com/forums/viewtopic.php?t=1763

Then of course there’s the infamous tk/revive, an exploit which (IMO) makes the medic far more powerful than intended:

http://www.splashdamage.com/forums/viewtopic.php?t=1656

… but I don’t wish to start another flame war :eek:


(pw50King) #9

You only need 3 headshots to make a medic fall down! that’s not hard… work on your skills :angry:


(Borsuk) #10

Nay, it’s not that easy to score 3 headshots if you have 25-30 fps outdoors in Fastest setting. Not to mention hitboxes problem… Aiming for head doesn’t mean you’re going to actually hit it.

About removing medic regeneration - NO !!! That would make things worse, it would encourage medics saving medpacks for themselves instead of teammates. I vote for removing medic’s ability to pick up his own medpack in 2 seconds after it’s spawned. Medics wouldn’t be able to heal themselves so fast in the heat of battle, but could still quickly heal if they were in relatively safe spot (for instance medic looks down from the bridge, receives some shots from somebody below him, jumps back and can heal quickly because enemy can’t reach him). Additionally, it would stop cruel medics healing themselves in front of barely alive teammates :slight_smile:

Playing a medic without ability to pick up own medpacks AT ALL would be damn challanging ! It’s never going to happen :~-(


(Vengeance) #11

Im saying replace the lvl 1 medic ammo and have in place lvl 1 medic regeneration. Then a medic doing his job will quickly get his regeneration back.


(SCDS_reyalP) #12

leave medics they way they are.


(Borsuk) #13

I guess I should be happy they actually heal somebody… “Be nice, or we’ll force you to play Quake 3 Fortress !”


(Rippin Kitten) #14

I like both ideas of making regen the level 1 medic ability and not allowing medics to pick up health for two seconds after its dropped. Both would make the medic less of a killing machine and promote more interclass teamwork.

Oh, and if a med is feeding himself med packs over giving them to you, remember that if you die he can quickly revive you, but if he dies you can’t do anything for him. =)

RK


(SCDS_reyalP) #15

I don’t see medics feeding themselves as a big issue. Anyone who tries this in actual combat is dead meat, or their opponent has really poor aim.

One med pack gives you 20 hp. One body hit at close range takes away 18. In the time that it takes you to switch to medpacks, drop one, and switch back to your gun, your opponent should have put 5-10 bullets into you.

So what about the med who runs around the corner and feeds himself packs ? A two second delay picking them up isn’t going to change that much.

The only place it will make much of a difference it medic on document runs, or when they are taking fire from longer range (where SMGs do less damage, and hits come less frequently)


(Riftgarde) #16

I think people just miss more when aiming at medics, maybe they are intimidated by all these nerf threads about how all powerful medics are.

They see a medic and get butterflies.


(Pamper) #17

It’s very, very useful. That’s not necessarily bad (medics are cool), but feeding yourself is what can turn Rambo-medics into such light-weapons dominators. That, and their bonus health (the regeneration doesn’t matter much at all, and is only there to encourage medics to share packs with teammates, instead of eating them all)

When playing Rambo medic, you just try to get into SMG duels with 1 enemy at a time.
If more than one comes, you run, eat packs, and try again.
If you fight just one, and you’re both hitting each other at equal rates (you have similar skills), then you can be sure you’ll win, because b[/b] your max health is higher and b[/b] eating packs means you were at full health when fight started, while opponent was possibly injured some. Then after winning, eat more packs and repeat on another victim.
Or if your aim screws up and you think he’s hurt you more than you’ve hurt him, run away to spend 6 seconds eating packs, then come back to finish the job.

With these techniques, a medic can expect to win 3-4 SMG fights in a row, even if his accuracy is only 25% better than the victims. (As long as there’s a little break in between) If any other class wants to win 4 duels in sequence, he’ll have to be 500% more accurate than the victims, because he can only afford to lose 30 hp for each 120 that he does. A medic can lose 130 hp for each 120 that he inflicts, and still win in the long run.

You don’t have eat the packs during the gunfight to make a big difference- as long as you can break off combat and get 5 seconds of relaxation, you can pop back to full health. Disengaging from an SMG fight is often easy whenever there are short corridors with many corners. This means all urban maps (oasis, goldrush), plus inside any bunker or battery.

Players should be more aggressive pursuing an enemy medic who retreats, because otherwise he’ll be back to get you in an instant. Often as a medic, I can break off from a fight and have time to not just heal myself, but reload my gun and count down 2 ticks of a grenade before going back around a corner to find the opponents still there (and still hurt!). I wonder why they don’t chase more… maybe they think I have soldier friends hidden around the bend.

PS. Even a medic who doesn’t work alone can be justified in eating most packs himself. If the medic has 50 hitpoints and his friends the engineer and fieldops both have 35, it’s wiser for him to heal up to 90+ rather than give them packs. Because as long as he’s still alive, he can needle-heal them up to 40 if they die, without using powerbar.


(Borsuk) #18

…as for TK-revive, I don’t like it at all, but it’s not the point. I’d like medics to lose 4 exp per teamkill, and gain 4 exp for reviving teammate EVEN IF HE WAS KILLED BY MEDIC. This way medics would still gain no exp for people they kill and revive, but lose if they tried tk-revive and failed.


(Zan) #19

I only play Rambo Medic if there is really no single good player in my team (wich is quite rare even in pub games, if only for sheer numbers).
When not playing Rambo, I eat less than 10% of the packs myself.
What is not often justified in your example is the medic having 50HP and both FO 35. How could this happen if he really was playing a medic as he should?
It can happen, but usually (for me at least) when medic starts receiving hits, every team mate is dead (or just raising). After such situations, in case I finish what little remained of the opposition, I revive everyone (and spend the packs in them if I’m still at low level).

Appart from those unusual situations, the medic (mine at least) fires from much behind and spends every single pack in keeping his moving, shooting cover wall (his team) working.


(RocketGrrl [SWE]) #20

Damn it is sad to see these complaints, first of all after 1.5 years of begging Lt spammers to give you ammo you finally have the chance to fight a couple of fights before resorting to pistol or knife.
Secondly a lot of times people seem not to want the help from medics, people are tapping out (sometimes a bug), they run/sprint to fightzones with almost no health while I chase them with health packs. If im not at full health i will mostly pick up the first packs myself in these situations so it will take a while for them to get the first pack and realise someone is trying to help them, by then its mostly too late.
After some time you get tired of this and try to make a difference yourself.
If you have problems with the enemys medics its probably because you are not cooperating with your friendly medics.