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.

