What's up with the medic?


(itsme) #1

Yesterday I played first pcw with my team. I am used to play as medic in ET but what the hell is this?
I cannot even backup my team decently like I am used to in ET. A medic is far less important…

My teammate is almost out of health so i try to buff him i click the magic (retarded) ‘f’ button and since he doesnt stand still during the buff (logically otherwise you are a shooting target) I automatically follow him. We got both blown up by a nade are shot down… bah man wtf. I just want to quick heal him. In ET its simple I just drop some medpacks on the floor and if they need health they just walk backwards. I am out of the line of fire and I am really backing up the team. This really sucks

Also while most of my team is dead, I hand out revive syringes, they can get killed in middle of animation when getting back up? It takes ages to get revived?? And I am sure I threw a syringe to somebody when a second later I am killed but my teammate didnt get a syringe??

And sometimes when I hit the ‘f’ button to drop a syringe it doesnt do anything?? I just keep smashing the ‘f’ button like crazy because i want my teammate to get back up when eventually i got shot down and missed respawn…

You had such a good mechanic in ET of reviving and ammo dropping why do you change it all of sudden?
Playing as medic really sucks, after playing 2 pcw i just want to install your 8 year old ET again. It all makes sens in that game, in Brink not.

For the love of god please do something for us pc players because the mechanics are not working. I dont hear console players complaining obviously but please do something


(its al bout security) #2

[QUOTE=itsme;340440]Yesterday I played first pcw with my team. I am used to play as medic in ET but what the hell is this?
I cannot even backup my team decently like I am used to in ET. A medic is far less important…

My teammate is almost out of health so i try to buff him i click the magic (retared) ‘f’ button and since he doesnt stand still during the buff (logically otherwise you are a shooting target) I automatically follow him. We got both blown up by a nade are shot down… bah man wtf. I just want to quick heal him. In ET its simple I just drop some medpacks on the floor and if they need health they just walk backwards. I am out of the line of fire and I am really backing up the team. This really sucks

Also while most of my team is dead, I hand out revive syringes, they can get killed in middle of animation when getting back up? It takes ages to get revived?? And I am sure I threw a syringe to somebody when a second later I am killed but my teammate didnt get a syringe??

You had such a good mechanic in ET of reviving and ammo dropping why do you change it all of sudden?
Playing as medic really sucks, after playing 2 pcw i just want to install your 8 year old ET again. It all makes sens in that game, in Brink not.

For the love of god please do something for us pc players because the mechanics are not working. I dont hear console players complaining obviously but please do something[/QUOTE]

really? retared??

i dont know if you know but random hate spamm wont make your DEMANDS! and RAAAAAAGE happen any faster


(itsme) #3

its not really hate you read here its frustration…


(.Chris.) #4

Players pick when they use their revive, that’s why he seemed to not get his syringe when you died in that instance, he probably waited till the person who killed you went away.

Everything else has been reported repeatedly however and they (SD) are aware of it.


(itsme) #5

I am not really reading everything in this forum but i can imagine that i am not the only one that is frustrated with this.

Ok i know they can choose to revive or not but they just didnt got a syringe (we were on teamspeak)

The mechanics worked why changing it? Reviving takes to long, for me to throw the syringe and for the wounded to get back up


(thesuzukimethod) #6

dont worry, you’ll get better at it.


(Cep) #7

itsme, I understand where you are coming from I had a bit of a shock from going ET to Brink Medic but I have to admit, I do prefer the Brink way now. One of the things I hated in ET was how quick you could revive (preferred the technician revival method, since it meant you had to do something), in Brink its the choice of the downed player whether they use their syringe or not.

Additionally if I am thrown a syringe when I am down, I may delay using it to cap some fool with downed fire before I revive.

And have you tried a lazarus yet? Pop one at a group of fallen players and they are all up. ET couldn’t top that.


(Kendle) #8

As a Medic in RTCW and a Medic in ET (a proper Medic, not a rambo Medic who played the class for it’s health advantage) I can honestly say the implementation of Medic in Brink is truly awful.

There is no justification for it other than the fact the game was developed for consoles.

I’m still playing Brink most nights, for an hour or so, then going off to play something else. If the “F” key issue isn’t addressed and we get a proper PC control system I can’t see myself playing this game a month from now, it’s that frustrating.

(and don’t bring out the “learn to adapt” argument, if a control system is rubbish it’s rubbish, adapting to it is not an option)


(Cep) #9

[QUOTE=Kendle;340494]As a Medic in RTCW and a Medic in ET (a proper Medic, not a rambo Medic who played the class for it’s health advantage) I can honestly say the implementation of Medic in Brink is truly awful.

There is no justification for it other than the fact the game was developed for consoles.

I’m still playing Brink most nights, for an hour or so, then going off to play something else. If the “F” key issue isn’t addressed and we get a proper PC control system I can’t see myself playing this game a month from now, it’s that frustrating.

(and don’t bring out the “learn to adapt” argument, if a control system is rubbish it’s rubbish, adapting to it is not an option)[/QUOTE]

But that’s not a problem with the mechanics behind the Medic class, which is the OP’s main gripe. That is more an issue with key binds which I agree is something that many people rage about. The F key thing is not great.


(dazman76) #10

I completely agree - there are other problems I’d like to see addressed, but this is the one that stops me playing. I’m checking every day to see if there’s any news on this being changed, but I don’t know how likely that is to be honest.

I mostly played Strogg in ET:QW, so I was already used to waiting a little for my revives to complete compared to the insta-revive for the GDF - so Brink feels fine in that regard. But when I compare Technician in ET:QW to medic in Brink, Brink really is a step backwards. I could probably get on with the buff vs. dropped health, if it wasn’t for this choice to have all abilities on the same key. In fact, since I generally like to play medic over other classes - this one tweak would allow me to enjoy Brink, and I’d be back playing again like a flash. If I even can, that is - I’ve had my fingers crossed since this was first mentioned in the PC feedback thread, and they’re really starting to hurt now.


(jazevec) #11

OP:

Maybe you should try Lazarus grenades ? No more F button for you. Supply Rate Increase should go well with that, since you’ll be waiting for the cooldown anyway.

Does anyone know if you can self-revive with Lazarus ? Say, you throw Lazarus at the ground and someone kills you ?


(matsy) #12

The only thing I like about the medic is Lazarus grenades, its pretty cool to revive team mates on the other side of the room and in matches its pretty handy as you can pick two guys at the same time if done correctly.

I think with the DLC and the new ability to deploy health stations it will make getting health a little bit easier as there will be a central point for your team mates to go get health, which I imagine to be like the ammo / health crates of ETQW.

As a medic from rtcw/et I see the new implementation of medic being more of an advantage to the rambo type of player with self buff and revive but I can see why they did it. To stop people sitting on a pile of med packs and stuff.


(Kalbuth) #13

There are technically quite differences between old style and new style of medic.

Before, health replenishing was done throwing something on the ground that gave a bit a more health to the target when he go there. It was taking “some” time, depending on the distance between medic and target, and required often more than one medpack
Now, health replenishing is instant, you get to full health instantly. It’s completely different

Before, revive was instant. You jump on the corpse, defib, and blam! the guy is alive.
Now, revive takes a hell of a time. You throw the syringe, the guy use it, and gets back up.

So, before, at some point, it was more beneficial to let your target die and then revive.
Now, it’s always better to heal than wait for your target do die, unless you deliberately want to lure the ennemy into thinking everyone is dead by throwing a syringe at a dead guy which will be used when ennemy is unaware, but that’s a very specific use.

I’m not sure this change of design is really bad, in fact, I don’t know, it’s different. It’s like grenade working completely differently from previous game, and I really like grenades in Brink, tbh.

but all this nice thinking on changing medic system is simply f**** up by an horrible “F do it all” implementation :frowning:
this consolized 1-wonder-button is just awefull and completely destroy what SD maybe tried to achieve when changing the way medic works.
Did they change the system to adapt to console controls, or did they purposefully change the system and came up with that? I don’t know, I don’t care, it simply doesn’t work. A key press taking decisions for you is just bad.

That said, it won’t be drastically changed, I don’t see any return of medpacks.
So what can be done to correct the implementation and get it working as intended?


(darthmob) #14

The changed heal & revive mechanics are nice, the controls are not.


(dazman76) #15

Agreed, although the “auto highlighting” of team-mates ready to receive buffs/revives also needs some work, in my opinion. It feels very sluggish and simply doesn’t work sometimes. I think if the controls were changed, it’d be really good step in the right direction - then SD can tweak the highlighting later.

[QUOTE=Kalbuth;340518]That said, it won’t be drastically changed, I don’t see any return of medpacks.
So what can be done to correct the implementation and get it working as intended?[/QUOTE]

I’m happy with buffs instead of medpacks, even though they often don’t work anywhere near as well. As you mentioned the “back to full health” is pretty nice, but still doesn’t match what we used to have in previous games.

Anyhow, I honestly think that simple binding changes can make a massive difference. We need three distinct binds (I always forget the third, but it SHOULD be separate):

  1. Buff
  2. Revive / Comms Hack / Repair / Hack Turret etc.
  3. Interact with objective or command post

This would basically be made of win, and utterly coated in awesome. And let’s face it - this is exactly how it should have been from the beginning, for the PC version at least. I can see how the focus on reducing button needs is good for the console players, but it can’t get around the previously mentioned “bugs” with highlighting and interaction - or does that actually work better on the consoles than it does on PC?

It makes absolutely no sense to have all of these three things on the same button, AND to combine that with a system that makes a mess of prioritising your actions based on telepathy. How in god’s name is interacting with a command post more important than reviving a downed team-mate? :slight_smile:


(Kendle) #16

Agreed.

I wouldn’t want to see health packs return, for example, because then you’ll have Meds dropping a stash nearby and just walking over them mid-firefight for an instant health boost.

And I like the syringe drop allowing the downed player to decide when to revive himself (play dead till the bad guy’s gone, nice)

It’s the control system that’s ****ed up and needs changing.

SD, please, we have lots of free buttons, just allow us to bind buff / revive / use CP to different keys and this game will be hugely more enjoyable.


(Kalbuth) #17

Agreed about the separate functions on separate buttons.

what about a cvar controlling at which distance the “auto-drive” feature kicks in (ie, if you are farther away than X meters from target, you won’t be automatically running toward target anymore)? Or a plain auto-drive removal?


(kamikazee) #18

[QUOTE=itsme;340440]And sometimes when I hit the ‘f’ button to drop a syringe it doesnt do anything?? I just keep smashing the ‘f’ button like crazy because i want my teammate to get back up when eventually i got shot down and missed respawn…[/QUOTE]There could be a number of reasons here…

What if the game though you weren’t pointing at a player when you pressed ‘F’ (the auto-target thing got it wrong, maybe the revive code still does)? Or maybe you were just out of pips?


(Kalbuth) #19

Do you get a target outlined in blue when the auto-target is not getting it, or when you are out of pip?


(dazman76) #20

I don’t mind this too much - because I know when it’s going to happen. Plus, it does give you a nice boost to speed sometimes. To be honest though, if it was removed I wouldn’t miss it - ET:QW worked fine without it, and I was surprised to see this free boost in the first place. Even if you don’t actually go through with a buff, you can still get the boost and release at the last moment - while it’s hardly an exploit, it seems like an odd mechanic to me. Heavies can use this to move even more quickly than a light, since you’re accelerated enough to allow you to catch up with them. Keep releasing and pressing the key, and you can speed-skate to your heart’s content.

I tested this quite a bit to make sure I wasn’t missing something, so making sure I had pips available etc. I’ve also tested the “didn’t need buffs” theory, and was satisfied that at point (a) a player did require a buff (and wasn’t highlighted), because they didn’t take damage before point (b) which was a second attempt to apply a buff to the same player, at which point they were highlighted correctly and the buff was successful. In addition, sometimes the buff just plain doesn’t work, even when the player is still highlighted blue and a prompt is being shown. A second attempt often applies the buff correctly. About the only factor I couldn’t test perfectly, was lag - since it’s difficult to whip up the scoreboard without spoiling the testing (i.e. watching for highlights and prompts and incoming damage). But I had consistent ping rates right before and right after testing, and indeed throughout the game in question.

I’d say the system just about works in most instances, but it always seems like the failures come at exactly the wrong times - hence the added frustration :slight_smile: For some classes this might not matter so much - for the medic, it can be game-changing, and often is.