My crazy Ideas - Reloaded No. II - Medic!

Hallo und Guten Tag,

a while ago, I presented my ideas on how to reform the Driver class to make them more interesting, “tactical” and worth grinding. While this idea is copium on a new level as the idea would only work with a grind-, class- and map rework, I shall present to you today a less eccentric approach to fix classes.

The Medic is supposed to be a supportive class, yet the game and the player abuse them to get more SMGS into their squads. The idea to give Medics autos is questionable to begin with…
Picard - Thompson

Assaulter and Gunner are the sole classes that should have access to non-scoped automatic guns. The game should focus more on soft classes which have supportive roles rather than just pushing hard classes such as Assaulters and automated guns. So there is still some level of copium but not on the same ridiculous level as in my APC thread.

Note: I will not touch the AI here. The AI obviously needs to be smarter to be a good AI Medic and I think it’s common sense here that people want the AI to act less like mentally challenged stormtroopers.

  1. Rifles and (New) Backpacks

The easiest point. Instead of SMGs they will have access to bolt action and semi-automatic rifles and shotguns. I know that this will affect some premiums so I will touch them in my campaign reworks. The backpack slot will be free to use now as I simply fused the medkit crate and the charge pouch into one big “slot”. In return, the Medic can now use the backpack slot for either the normal backpacks or for an additional charge pouch which increases his number of charges by 100%. This sounds much but then we are talking about Enlisted and even if people don’t spam explosives around all the time, soldiers are still fragile, yet this would boost people who are dedicated to healing people for reasons. Also, you can carry an additional medkit crate to cover more areas or simply increase the availability of medkits in one area.

  1. Rewarding Healing More

Simple. Just increase the xp for healing and reviving soldiers by 50% to compensate for their lack of automatic guns to make people heal/ use the Medic like a medic.

  1. Medic Perk Bonus

I once mentioned the idea to have soldier classes affect the squads/ soldiers within the squad. Medics should increase the percentages of healing affected perks of all soldiers by a small percentage. I would go with 20%, which means that soldiers heal 20% more from medkits and need 20% less time to heal (Note: Squads can get only one Medic). The perk bonus can be stacked with the available normal soldiers so e.g. only a medic and the +80% HP restoration perk can fully heal a soldier. This is bonus is reduced to 5% in medic squads and it will not touch the regeneration and the vitality perk(s). Medics start with the same starting perks as before.
(Note: This requires changes to the starting perks of the Assaulter III and the Rifleman III and any other classes which have HP restoration or healing perks).

  1. Bigger and More Tactical Medic Squads

Also rather simple. Since they are not Assaulter Is anymore, they need more classes to compensate for their weapon limits. “Now”, they can get up to 6 soldiers and start with three. They can get 2x Rifleman/ Sniper/ Engineer and Assaulter/ Bomber/ Radioman.

That was my approach so far. I do not see a rather high rework potential here as I don’t wanna have ridiculous stuff like reviving “dead” soldiers or having ranges similar to the med crates in BF4. Medics are in an okayish spot and only need better synergy with other classes and not be in conflict with Assaulter I… and of course, it requires people to value tickets ehm life a bit more.

Feel free to give input and otherwise Guten Tag und Auf Wiedersehen.

9 Likes

Lol, you forget one big point. Healing is pointless in this game.

2 Likes

Adamn has a point. While I’m not necessarily against uniquifying the medics, rather than have them act as an assaulter+ class, I think the whole healing gameplay is rather pointless if you care about winning.

What I think they should do, is allow the medic to use a medkit to revive a fully dead soldier. It should take a while, maybe 20 seconds reduced to 10 with a perk, but then you could use the medic to (for example) revive an engineer you lost, and maybe build that rally point your team needed.

This would obviously take a lot of work to implement in the current game, but I think it’s the only way to make medics viable without simply making them good at non-medic stuff.

completely false. I just won a game because I kept reviving people on the point, allowing us to overtake and cap over time. People just don’t actually utilize their potential

10 Likes

you mean you slightly sped up their revives (unless they have the perk in which case they can do it faster solo unless you’re standing on top of them as they die, and then how are you alive)

If you use them as Assaulters, then you will obviously not heal, but focus on its hard factor, namely SMGs.

The removal of SMG will affect the behaviour. I think I also stated that in future posts I overall want to focus on decrease the game pace and the suicidal attitute the game basically begs you to adapt to. I will not go into detail there but just mention that this will overall decrease the death rates and wants people to die less for some reasons.

I find it
ironic-star-wars (1)
to think this idea is more logical than removing the SMGs and improve the passive and active abilities I mentioned. This is waste of time and even HARDER to add than just removing and adding gun classes, change squad trees etc. Maybe the passive squad perk bonus will be hard to introduce, but making it possible to revive dead soldiers where I see multiple issues (e.g. reviving soldiers whose squads are already changed/ wiped out or soldiers who lost limbs) with such a features. Let alone 20 seconds to revive a rifleman (are you mostly even aware what class are you bringing back from the death?) sounds not really worth it compared to getting more xps for 2-5 seconds to help a downed soldier and supplying the defenders in cps with crates.

3 Likes

I suppose not, it was just an offhand idea. But honestly, you won’t get anything out of supplying a squad that is already losing, your experience may be different but I’ve never had a medic make a difference, except by mowing down a couple enemy squads.

Uhm, No?
First step are good rally points to keep the pressure on the cap
Second step is to heal and revive as much as possible to keep the advance ongoing.
Sorry but I had so many fights where medics were vital for the win that I can say you that your statement is false.

2 Likes

I think they should give a boost in health when they use syringes. This effect will fade away as it goes on. I think this will set the medic in the right direction.

No, we have limits on realism and also what about squads that are fully dead?

Don’t even bother - this account is a troll.

You obviously do NOT know the definition of the word “troll”. A troll is someone who takes minimum effort to aggravate whomever they can. The OP game plenty of though and time to his post. Therefore, you are WRONG.

Now . . . . How does a medic heal an ally?