Suggestions for medic soldiers (cause they kinda suck ngl)

I have a few problems with Medics (the soldier type, not the squad, well a little the squad) which I will list and then post my suggestions for what I would change after

Issues I have:

  1. The medic squad isnt able to take any specialists. Bringing this squad in your lineup outside of just starting researching a faction is a big detriment (you have access to a full smg squad in br1 with medics, but thats it).
    Solution: Allow the medic squad to at least bring an Engineer? Maybe an AT soldier too? Upping the squad size to 6 or 7 couldnt hurt either

  2. My main issue lies in the setup of the current medic and assaulter soldiers
    We got rid of Assaulter 1?? And Medic has taken that place as the 3,000 silver cost soldier. HOWEVER, you cant use them in the same slots?
    Solution: I think medics and assaulter should be made interchangeable (except within medic squads). This would allow new players to fill out assaulter squads for 3000 per soldier instead of the stupid 7500 entry price we have now

  3. Medic class perk passive. Currently Medics have a class bonus of 3.5% Run Speed. There are 2 issues with this. 3.5% Run speed is such a minimal speed boost, its basically not noticeable. This perk would be better changed to at least 3.5% sprint speed, or something else such as 5%/10%/15% medpack use speed / healing allies speed. Secondly, its a lesser known but TRUE fact that the run speed perks decrease the accuracy of your weapons AT ALL TIMES. This is a negative that makes the perk itself unusable, and having it stuck on medics means medics are pretty bad!
    Solution: Change the class based perk from 3.5% run speed to Sprint speed, medpack speed, healing allies speed.

  4. Medics are stuck with the medic bag, so they cant take other types of bags for ammo or grenade slots. Sad
    Solution: Allow them to take a proper bag? Maybe this isnt needed but they really do have a lot of things holding them back

16 Likes

Personally I think this suggestion and just in general are treating Medics as discount assaulters when I feel they should refined and fulfill their designated role, Medic

7 Likes

Medics definitely need an overhaul.

I also think medics should have a Medic II class with an unarmed ambulance. The ambulance has the same distance restrictions as the APC, but instead of squads spawning in it, it will revive a player’s dead bots without burning tickets. Medic II squad would consist of Driver and 2-3 Medics.

10 Likes

Good idea to have an automatic influence sphere like that, and cool squad! I think you mean that it will get downed soldiers up inside that circle? Not actually “reviving” a properly dead soldier, right?

I had no idea that run speed perk will decrease accuracy like that you speak of in point 3.

1 Like

A potentially very exploitable mechanic, seeing how DF failed to address APCs for half a year and that tester don’t “notice” I would advise avoiding enticing DF into adding more problematic content.

I would love to see ambulances in game though, but without potential exploits.

Totally gimmicky class that has no business being in Enlisted. They shouldn’t have replaced assaulters I in the first place. They should become legacy class. The concept of this class proved to be failure.
Why?
TTK is too :pinching_hand: in Enlisted for medics to be a relevant class.

3 Likes

I agree Medics are a very complicated class but I think they still have a place in this game. One of my famous stories I share here is how once as a Medic I hid in the bathroom and kept reviving and healing a Soviet marine, allowing us to hold onto the second to last objective and we managed to defeat the enemy in the end. It was a very hard fought defense

I agree Assaulter 1s should return. Although part of me thinks we don’t need X Class 1,2,3, etc. Too convoluted. Just one class of each and that’s it. We can just upgrade the soldier anyway. On a separate note I do think we should have multiples of each squad type so we can have different loadouts

100 % agreed with all of the points.
also another thing; For god sake: make bots active even when told to stay put.

Since we’re running around constantly, the medics would only die if we wouldn’t tell them to stay put or actually stand on point.
It’s a no-brainer they could be more useful in helping teammates but today they’re just standing idle and doing nothing even if a soldier is bleeding out just in front of them.
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  1. Give us the command or option to tell medics to always be active/supportive and do their job even if they’re told by me to stay put/hold position. I suggest they operate actively and support teammates in a radius around the position you want them to stay put.

  1. In the best of worlds the size of their operational zone should also be set by the preference of the player (“small”, “medium” or “large” area of operation)

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5 Likes

Tbh I think they’re the only squad that has no options for engineers so give them engineers

Well until we get assaulter 1 back the medic should be better suited to such a role.

Yeah, that’s right. I’m not sure what the point of a medic is in this game.

I think the same. Either make medics good at healing or replace them with assaulter 1 all together.
We don’t need a worse assaulter with dubious healing mechanic.

1 Like

Where did you get the idea that running speed reduces accuracy? Now weapon accuracy drops during movement animations - Jumping, Walking, Tilts. When running, your accuracy drops in proportion to your speed, but no one in their right mind shoots while running, shooting is done from a Sitting position, from where accuracy is higher.
But the running speed perk itself does not affect accuracy when standing or sitting.

Helpers have confirmed the run speed perk increases base dispersion when compared to someone without the run speed perk.

1 Like

I just use the medic squad as an assaulter squad anyway, other then the fact that your married to a useless medical bag, I don’t mind it. Now if I could only replace that damn medic bag with a grenade or ammo pouch. :joy:

Surprisingly sensible suggestions as opposed to all the other “just delete medics cause I don’t like them!” from so many other ppl…

I support all 4 points.

4 Likes

IT IS LOGICAL that if you move faster the higher your spread, but this does not affect the moments when you are not moving

when running, so not when you stand still or crouch
Otherwise it would be quite a big bug XD

2 Likes

Because the statement that

is incorrect, do not spread misinformation