Players like one you describe play as medic precisely because they want to be fully self-sufficient. In other words, they want to run around the map as they see fit. That, by definition, is not teamwork. The scary thing is that quality of medical service is inversely proportional to amount of medics on team. That’s because players who care often look at amount of medics and think “wow, 7th medic would be an overkill”. In reality, it’s not uncommon to play a match as engy and not be revived even once. Certainly happens to me, and I don’t stick to 1 server.
I’d love to see a statistic for medikits consumed/given. We’d see something terrific, I guess. Especially after getting level3 first aid (even rambos get it eventually on 10 map campaigns). Vast majority of medikits would be self-given.
I’d also love to see hog statistics: who consumes the most medikits/ammo from cabinets. It pisses me off when medics go to battle with 10 clips each and I (MG42 Radar) have only my initial clip. They rarely use up half of that ammo… Seriously, if you suck and die in first 5 seconds, leave ammo to others.
You know, I used to bitch about medics in Q3F. Because of bad design decision (healing at with syringe at melee range; no medikits left on ground) you’d be opening yourself wide open to rockets and grenades (almost all classes can use frag grenades without even switching weapon). It had its good sides, too: if you were defending the flag and saw someone closing in with a syringe, you could safely shoot him because in like 80% cases he’d be a lame disguised spy. Real medics didn’t bother with healing.
I used to think medics are better designed in W:ET, but I’m not so sure anymore.



