Hello!
It is extremely clear that the medic role/squad needs a dramatic overhaul. There are quite a few reasons why players prefer to not use this role, and I think a huge reason is due to how healing/reviving currently works and TTK. Because how a health system affects medic gameplay, I will also have overhaul ideas for them as well.
Current downed system
The current downed/incapacitated system functions similar to a game like Call of Duty. After you knock down an enemy, you want to go in for the finisher to prevent them from becoming a problem again. Because you’re extremely weak and slow in this downed state, you are usually killed a second or two after being killed, and rarely will you be allowed to self revive, let alone be saved by a medic. Not to mention, the only way you can be downed is if you have a medical kit. I think this wounded state needs a bit more fleshed out!
Starting off, let’s change how exactly the game knows if you should be downed or not.
As of now, you can only be downed if you have a medkit on you. If you don’t spawn with one, or have already used yours, you don’t get downed. In my opinion, this is probably the number 1 thing that holds medics back. Saving a wounded ally is nice, but even if you weren’t there they would’ve been able to self revive because that’s how they entered the wounded state in the first place!
In my opinion, if a soldier takes enough damage while in range of a medic, even if they lack a medkit they should enter the downed state. This way, even if a teammate didn’t bring a medkit in they still can be saved by their teams medic if one is already nearby.
Secondly, the downed system as is really encourages you to “thirst”. I covered this already above but “thirsting” can be described as immediately finishing off an enemy after you’ve incapacitated them, securing that kill. Games like battlefield avoid this issue entirely by making it where you don’t even know that an enemy is downed - I think Enlisted should take a similar approach, or do a combination of these two.
Just as an idea: getting downed makes you ragdoll and appear as if you are dead to enemies, but while downed you can decide if you want to enter the crawling state, or you can stay downed state. While in the initial downed state, you can see how far you are from bleedout and you can look around, but can’t do much else. The only thing that can finish you off in this state would be grenades/explosions. Direct gunfire wouldn’t do anything (since to them you’d just look dead). While in this state maybe you bleed out slower. From this state you can enter “crawl” mode, which allows you to move around and/or self revive, but makes you vulnerable to direct gunfire again.
I believe a downed system that adapts this sort of battlefield-like downed system while keeping aspects of self reviving at a risk will make the downed experience a lot better and improve how long your standard soldier lives.
Icons
While playing medic, it can be difficult to see who needs health restored. I think this is due to the icons being hard to see, even though healing and keeping an eye out for players who need healed, is a medics priority. I would suggest changing the color/size of these icons so that way they stand out more, and medics know who needs healing.
I would also go as far as to suggest to outline allies who need healing with maybe a green outline. Similar to how a player who kills you is outlined in red when you die, maybe allies nearby who need healing can be outlined in green.
Healing
Healing others as a medic can get boring very quickly, and almost feel like a chore. It seems like right now, healing is fast but restores a small portion of health. I would really like healing more if it took a bit longer, but always restored max HP. Maybe depending on how wounded a player is, it would take longer/be quicker to heal a player. So if a player is close to death, it takes longer to heal them, but if they only have a few missing health points they get healed really quick.
Medical box
A few small tweaks to this thing would do real good. First of all, making it easier for players to identify where these are would be really nice. If there already isn’t outlining for these to wounded players/players who don’t have a medkit, there should be for sure. But I also think these medical boxes could serve another purpose, which could be being able to use the medical kit to revive yourself. If you lack a medkit, if you are nearby a medkit at time of being downed you could enter the downed state and crawl your way over to the medkit. I think being incapacitated near a medkit should slow your bleed out, and interacting with a medkit to revive yourself should be 2x faster than a normal self revive.
Carrying downed teammates
Another thing that could be cool is if you were able to carry wounded teammates to cover. Would really make medic more immersive and make you feel like you’re really risking it all to save members of your team. With my previous suggestion of changing how healing works, carrying a downed teammate would have use as since healing wouldn’t be instant, getting a teammate into cover before healing would be useful. I mean, look at your other game, War Thunder. Is a friendly tank currently broken? Tow cable him to cover to allow him to repair. Very simple, but a very cool addition that can help with teamwork/getting wounded teammates to cover.
While carrying, you sprint at half your normal sprint speed and use more stamina. However, while carrying a wounded teammate they won’t bleed out. They can give up if it has been more than 10 seconds while carrying though, to prevent any “abuse”.
Weaponry
Most people would describe the medic role as just an “assault squad with heals”. I do believe that this statement is generally true. But also, a good WW2 game is generally going to restrict the amount of automatic weapons can be on the field at once. Medics being issued sub machine guns doesn’t make a whole bunch of sense - they encourage you to get up close and personal with your enemy, or take risky flanks - neither of which are what a proper medic should be doing. Because medics are issued sub machine guns, medic players are less likely to stick towards the back of their team and provide healing, and more encouraged to run to the front to get some kills. I know you’ve already put a lot of work into what medic squads carry weapon wise but I seriously think the weapon choice for these guys needs to be evaluated and swapped.
I do think they should carry bolt action rifles instead. I know this sounds horrific, I know. But lowering the offensive capability while increasing their supportive capability (as I’ve detailed above) can really make medics stand out and actually be fun to play, even if you’re not in it for the kills. A fun and supportive medic class doesn’t need to get kills to be viable to their team - just look at Team Fortress 2! I do think medics should, at default, start maybe with only a pistol, with their squad leader being given a bolt action, and bolt actions can then be assigned to medic squad subordinates. This would encourage medics to stick behind their team, and only be at the front when absolutely necessary, such as to move in to save a wounded teammate.
Critically wounded
While medics currently only serve the purpose to heal and revive allies who can still fight, I think being able to save allies who have already been taken out of action would be neat, because that was their entire purpose in real life. This would also give medics more to do that doesn’t revolve around combat - which is something a good medic class will have. What do I mean by this? Let me go in depth:
When a soldier dies completely. as long as they were not killed via explosive or headshot, they should be “critically wounded”. In this state they are effectively dead and can not be revived. However, if a medic heals a “critically wounded” soldier within 30 seconds, the amount of time it takes for the player who was in charge of that unit’s squad to recharge is reduced. So, hypothetically, if your squad gets wiped but a medic comes by and saves members of that unit who are critically wounded, you’ll be able to use that squad sooner.
This would give medics more to do in battle, and also let them serve a purpose that really helps strengthen their backline/logistics.
AI
I don’t think that the Ai does enough medic wise. A medics main priority, as an Ai, should be healing and recovering downed teammates. However it seems that they only do these things in specific circumstances, while it should be the norm. They also don’t seem to drop their medkit boxes from what I’ve seen. So I think Ai should automatically drop their medical box in areas where the most amount of teammates are dying, and their top 1 priority should be restoring/reviving downed teammates.
TL;DR
WOW I did not expect to take so much time writing this. But I do believe that Enlisted can really do well with a medic role, but the current function of them just isn’t doing it. Let me simplify what all I’ve listed incase “I ain’t reading allat”:
-Downed system changes - two different states. Start with “unconscious”, where you can look around and bleed out slower, and can’t be finished off by direct gunfire, and “crawl” state, where you can crawl around and self revive, but can be finished off.
-Icon adjustments to make it easier to identify who needs the heals.
-Healing changes. How long it takes to heal someone scales with how injured they were.
-Medical boxes slow bleed of nearby downed allies, as well as give them the ability to revive using the box itself (and they can be downed while in range of a medical box, even if they don’t have a medkit on them)
-Carry downed teammates, to give you more cinematic “hero” moments.
-Weapon changes. Swap from sub machine gun to bolt action to encourage players to play a more backline support role, rather than just be a assault class with heals.
-Critically wounded state, which allows medics to reduce the amount of time it takes for a squad to charge by recovering soldiers who are out of action (aka ‘dead’).
-Ai changes to make them more useful on the field.
So, if you like these changes I’ve suggested, or have problems with some of the ideas here, feel free to leave feedback. I will be responding to clear any confusion that this concept may have made, as I am aware that some people may get confused / not read completely and miss something important 