When XP save has gone too far...


(B0rsuk) #21

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.


(carnage) #22

if you have played the wild west mod for rtcw and seen what effect it has when medics cant self heal. Not only are firfight then more up to the individuals skill since one has no massive advantage over the other. But there is also a much much nicer class distribution since players then try developing new tatics with other weapons/classes rather then self healing all the time

in ET since all classes have pretty much the same weapons the motivation for going as a class is the ability where lut can give ammo and med can take ammo. I expect the majority of the players chose the ability for there own use rather than that of the team

it would be interesting if someone made a mod where luts can only pick up one of there ammo packs for every set period of time and medics cant pick up there own health (maby reduce auto heal too) and then look at stats about class distribution compared to a game of stock ET


(EB) #23

I think we already know that outcome… :moo:


(Ragnar_40k) #24

ETPub has this for a long time and I know alot servers where at least the regeneration is reduced and nobody noticed:

g_medics [bitmask]

    Bitmask to control various aspects of the medic, to nerf or otherwise change their behavior. Currently supported flags include:

    1  Medics can't pick up their own health packs to cure themselves of poison needle effects 
    2  Medics can't pick up their own health packs at all 
    16  Medics do not spawn with akimbo pistols, regardless of their light weapons skill 
    32  Medics spawn with pistol only, and can't pick up SMG of either team However, any class can steal a medics uni, if g_classChange is set to 1, and receive the medic benefits while retaining their current weapons, including akimbos and SMG 
    64  Medics can use syringes to heal living teammates as an alternative to the tk/revive cycle. 

    Default is 0

g_medicHealthRegen [integer]

    The rate at which medics regenerate health (in HP per second). This rate is divided into two parts: The first is from 1 to 110-125 HP (depending on the number of medics per team), and then above that. The system default is 3/2 (3 HP per second, then 2 HP per second).

    Possible values are:

    0  3/2 
    1  2/2 
    2  2/1 
    3  2/0 
    4  1/1 
    5  1/0 
    6  0/0 (no health regeneration) 

    Default is 0

(Sauron|EFG) #25

Off topic! :smiley:

After reviving the fieldop 10 times without getting any ammo, constantly being teamkilled by the panzer, and then getting filed on by the engie for a TK/full revive it’s my right to go Rambo for a while! :slight_smile:

There’s always complaints about medics ramboing, but I’d rather have a rambo medic on the team than a rambo engie or covert op. (A rambo with lots of kills is better for his team than a rambo with few kills.) :wink:

I agree that medics are a bit overpowered in firefights, but taking away too much of their advantage will not improve pub teamplay, it will only make the non-ramboing medics less inclined to risk their health trying to revive a teammate.


(Gringo) #26

Surely the definition of being a rambo means u have lots of kills?


(B0rsuk) #27

Surely the definition of being a rambo means u have lots of kills?[/quote]

No. Rough definition would be “cares only about number of kills, size of his penis and nothing else.”
A player focused on objectives will kill an enemy in his way. Opposite is not true: rambos doesn’t go for objectives, because objectives don’t contribute to their K/D ratio.
Yes, most rambos deliberately ignore xp and keep gragging about their K/D, because xp is “impure” and can be gained with such filthy ways like planting dynamite. Everyone knows tank barrier can’t shoot, so there’s no glory in destroying it. What’s worse that many rambos actually substract (not contribute !) from victory chance. They teamkill or vote to kick you when you try to blow up AT guns, for example. They vote for map restart when one team is about to win. They organize knife duels inside same team.


(carnage) #28

the medic can be used very sucuesfuly for the team in a soldier role where the medic is used to fight and hold areas that are key to the objective rather then just randomly trickjump around the map looking for frags

i much prefer this role as medic. i will revive is there is a nearby teamate but actuly trying to move with a group and give constant health/revives is just too stressfully

you ither get the player who dont seem to know you can give them health and just leave it on the ground even though they have 15hp and your screaming “im a medic!”. Or the ones that wont leave you alone and need a health pack every time they take 5 damage

players are just too stupid to helped


(Gringo) #29

Im talkin about John Rambo. In order to be a rambo u gotta kill loads o people. He took on the Soviet army on his own lets not forget!


(ayatollah) #30

But what does Mr Rambo do to avoid a point blank panzer…


(Ragnar_40k) #31

He plays on ETPub where flakwest+adrenaline is available to all classes and jumps right in. Outcome: PF soldier (and some of his teammates) dead - John Rambo alive …


(eRRoLfLyNN) #32

He takes a needle and thread out of his trusty knife and constructs an impenetable web of armour around himself, of course! :moo:


(bandit5k) #33

He takes a needle and thread out of his trusty knife and constructs an impenetable web of armour around himself, of course! :moo:[/quote]
He’s a medic not Macgyver…


(Nail) #34

of course not, everyone knows McGyver is an engi


(Gringo) #35

Hahahahahahahahaha :clap:


(eRRoLfLyNN) #36

lol :moo:


(Gringo) #37

Chuck Norris must be a 4 star med and his beard uses the syringe to revive him.


(Etnies) #38

Kinda useless that you cant kill medics then, what good would you be in a clanwar?