I been playing enlisted for a very long time one Issue I keep on noticing is how medics aren’t a great introduction for new players per say
They’re the only squad drop medic boxes and can heal players which use give the player more points but they come with a massive downside they can’t take any bags even at tier 1 in the Tech Tree you can use and buy small bags
My suggestion in making medics more newer player friendly and more viable for the long term for players is having the medic bags have syringes but also increase the ammo pool for guns by 50% when every assaulter gun have about 6 mags (few exceptions) you get three extra mags
And make medic premium squad overall more desirable for players but also gives players that completed a faction tech tree already a good reason to start with medic squads but also gives them a dilemma on should they continue to use medic squads or replace them with the assaulter II squad so they can upgrade them later for the large ammo bag when they get it down the road
Medic squads should come with 7 soldiers (5 medics, 1-2 engy, 0-1 at gunner)
Good idea. Right now they quickly run out of ammo and medical box can only give you one bandage and said box can be easily destroyed. Also give them better stats overall. +2 mobility +1 vit is pretty meh.
those medic squads are so tiny that you are severely punished by using those premium squads
Only almost good Medic squad is the event usa squad it should receive some changes like four medic slots so you could replace those specialist and put soldier cap at 7 instead of just 5
3 medics, 1 assaulter, 1 radioman, 1 at gunner, 1 engineer. Would be pretty cool. That’s how should medic squad composition should look like (premium too)
I see but it’s very clear they gonna get treated like the guerrillas and see 5 as too much nor give them flexibility so O thought we can lean further into being a diet Assaulter squad
Medic box are kinda fragile but would be kinda goofy to be giving them a large health pool but also they can be actually a game changer if under competent hands or players that actually know what they’re doing
Given that the whole medic heal/revive ability is intended for them to be at the front line healing/reviving allies, they should absolutely have enough ammo to actually be at the front line (still less than assaulters ). Good idea.
but once I offered to make unloading systems for soldiers.
It’s quite historical because it happened…
This would allow us to take either only large or 2 small sets of equipment.
It is recommended that AI medics should be more proactive in taking the initiative to treat injured or downed teammates within a certain range, which can make them more useful.
•all allied ai soilders who are nearby to a medic box should take a bandage automatically.
•ai medics should run over to inquired allied soilders in like a 20m radius in order to heal them
•as you already mentioned they should get engineers and maybe a unique structure like a big medic box or a medic box that gives players syringes that automatically heal faster than bandages
•syringes should also give the same effect as a flask as I’m assuming that it’s a adrenaline shot or painkiller.
Medics need to be more relevant. They should automatically heal any downed squad mates and they should have priority when you call for medical assistance.
You can asked them to heal them it’s in the squad command wheel
Also that’s why their bags giving them a 50% addition in their ammo reserve is better than nothing due to the fact they’re quite pointless at end game without a bag
Probably a controversial opinion, but in addition to these suggestions, I think that it might be cool to have the ability to take medkits from an enemy box. If an enemy does this, the player who placed the box would still get score. After all, this isn’t like trying to use an enemy’s ammo in your own gun; this is a bandage.