New Class: Medic

I’d like to suggest a new class to the system that, while not exactly an offensive class, would diversify the class system a little and perhaps change up the game a little aswell.

The Medic class, the Perk focus of this class lies in vitality, its perk for Tier 1 could be +100% Health gained from medkits, Tier 2 could be +35% faster usage of medkits.

Balancing some of the weaponsystems:

I would like to delegate the usage of Semi-automatic rifles (G41(W),ZH-29, G43, + Russian equivalents, whereas the M1 Garand was an actual trooper rifle so im up for debate on that, perhaps the M1 Carbine would be a more suitable weapon to a medic)

As currently my belief is that highpowered semi-automatic rifles are a bit too prevalent in the game, as they replace the staple weapon of the Trooper class too early, and are historically not the most common of weapons used by regular infantrymen and make weapons such as the Diakonov and Schiessbecher unpopular as the niché weapon for Troopers, often making people opt for an SVT or G41 over a rifle grenade.

Whats special? Why should you play?

Now whats special about the medic class aside from some perks?
You’re probably thinking why would we need a medic class, it seems pretty useless considering people can already support downed comrades and the semi-automatics are already all over the place in people’s loadouts, the same issue going on with the FG42.

Well medics are supposed to heal, and are specialized in that field, so i suggest that this class would be able to apply its medic perks to other players aswell not just itself, in the form of their inate perks working on teammates too, increased health on healing an ally (for example in Squad mode a medic will be prioritized when you call on your squadmates to heal you rather than a random soldier, while in LF playing as a Medic will allow you to actively heal soldiers with bandages that are not downed, showing their health above their head, or in hardcore mode blood is visible on a soldier’s uniform already so there’s that)

Adding a medic class to the game could help with keeping up offensive power and defensive power and would prolong matches for longer, also resulting in players gaining more XP.

Other Perks:

Also another perk of being a medic is the ability to carry a greater amount of medkits, as a medic you start out with 2 slots that you could place medkits in, and with a special medic bag that is the equivalent to a radiokit or a flamethrower backpack, gain an additional 3.

Revive mechanic:

Now im up to debate on whether Darkflow could allow medics to revive other players, or whether thats even possible, but such a thing would make a medic class also very viable (of course, as a balancing factor, headshots are unrevivable so are shots to the heart, hits to the chest with a high-powered weapon meaning that SMGs may give more room for revival compared to say an MG34, explosives, etc and you can only be revived once at a low health amount and have to be healed in order to avoid cheesing)

Unconciousness Mechanic:

I would also like to suggest a new mechanic, that can be added after you are in the downed state but weren’t able to bandage yourself or if you were sufficiently hit in non-vital areas to warrant unconciousness which would allow for medics to revive you via morphine and patch you up.
An unconcious player cannot wake up without a medic and will “expire” after 30 seconds.

So I’d like to hear your thoughts on the matter, cheers.

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This is what, thread 300 on this?

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In the Soviet army, the number of SVT was approximately equal to the number of mosin

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increasing the recoil of the semi-autos would make them less amazing at all ranges.

or all self loading weapons could have small chances to jam…where as bolt guns would have no chance to jam…

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Ishmael my friend, i love you, but please do not post cringe.

Right, yeah, SVTs were in the millions, the most produced being the SVT-40, im not sure what constitutes for a medic weapon for the russians, but perhaps the AVS-36 would be a niché enough weapon.

the recoil across the board in this game is negligble. It’s like firing rimfire variants of all guns.

I also didn’t mind the jamming when it was in CBT. :man_shrugging:

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Well…Jamming is one thing, implementing it is another, it really depends on how well the weapon is maintained, its quality and overall reliability of the cartridges aswell.

I think it would add a bit too much of a random element to the game, unless you could quickly fix the jam.

You would be giving Darkflow ideas of weapon maintenance, repaircosts and degradation during battle…Whoops.

Could be a perk “weapons maintenance” or higher star weapons have a lesser chance of jamming.

Fumbling reloads could be a thing too. Always annoyed in every FPS every gun functions flawlessly and no matter what your character always conducts perfect reloads.

As far as the “random element” I think we already have a staggering amount of randomness with randomly getting assigned to bot teams, damage models in tanks randomly exploding or tanking 9 shots. At least this would add some flavor and authenticity.

If this was catered to some cringe MLG epic gamer league then yeah, RNG elements would be inappropriate.

Bronze orders drop randomly starred weapons so it’s not like it would be purely pay2win to have it tied to the quality of the weapon.

I wouldn’t be opposed to slowing the gameplay down a tad.

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Yeah I can work with this.

A medic class that can only use carbines and sidearms who can get people up from being downed with their medical bag replacing their backpack slot would be a nice addition.
Getting picked up by a medic would be faster than doing it yourself and save your medkits.
Their satchel would be unlimited preferably.

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I’ve seen people fumble reloads on just about every single weapon possible. Under duress and stress (combat conditions) people take varying amounts of time to reload. For people who are practiced, well trained, and combat experienced, operate with a higher degree of efficacy.

A lot of modern gunfighting techniques that have lent to minimizing the chaos of operating a weapon in a combat environment were not invented yet during WWII. (finger indexing, pouch placement, consideration of optical planes etc).

Firearms training during WWII could only be considered thread bare and little outside of fundamentals of basic rifle marksmanship,limited individual movement techniques and a bigger emphasis on platoon level SUT.

As the war dragged on most nations continued to streamline their training pipeline to produce troops with only the bare necessities for maintaining a combat effective unit.

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Could be tied into a RPG Element where you level up your tactical acumen, situational awareness, and stress level control which may affect your reloadspeed and reactiontime during combat.

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For sure. I don’t think it should overshadow skill or anything like that.

If I die because I rushed into a room packed full of soviets and I fumbled my reload it’s more my fault for assuming I’d execute everything flawlessly.

If there was some potential for failure I think it would give some benefit to taking bolt actions or revolvers over semi-auto pistols. As it stands right now there’s no reason. Engagement ranges are too short and semi-auto rifles are too universally good.

universal weapons familiarization could influence it too… (YEP ANOTHER THING TO GRIND)
more kills xp gained with MP40 has soft buffs to reload, rate of jamming. When you master a particular weapon you unlock an alternate administrative reload. (reloading a half spent mag with a fresh mag)

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Yeah, I like that idea, i believe it to be similar to Red Orchestra 2, where your recoil control and reload speed was affected the more you used a weapon.

for my part, most of my squad have a medic !!! and yes it is possible to have meds in the game, I have one or two squad bots with the big backpack, result 4 to 8 medic and heal me as soon as I ask, so no need to create a new unit when it is already possible to make sure to have some in your squad!

They should just remove the silly self revive. The medpack should be used on damage, not to revive a downed soldier. A downed soldier should bleed out. In the case of a medic, this would make sense. This will improve the game mechanics imo.

The medic class could be similar to the engineer squad in the sense that they will have their own unique abilities. Medics should be able to pull/carry soldiers to a safe spot. I doubt anyone would religiously play the medic class though, unless you have some squad mates. Anyways, that’s fine by me, because it’s not like medics were always available in battle.

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if the medic heal up all you bot team mates, it,s actualty enough since you will save med kits for emergencys, also and more 45 seconds before the 12 seconds the soldier can heal he itself, to only medics get he up. using morphine injection. and some times only medics could actualy fix you up,

then we got 3 tipes of wounded.

Death death, (headshoooted soldier)

Light wounded (shooted in leg, arm)

heavy wounded (only medic can get you up whit morphine).

that will be more pratical. still i would like to use SMG whit this new guy, but provable he will get a rifle. i would surely equip him a Smoke granede two, and a backpack to hold everthing.

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