Help with being a Medic

Post » Thu May 19, 2011 3:28 am

Hey everybody, I've had Brink a few days now and have had some fair time playing all the classes. I'm not doing too great as a Medic though and would like some tips on how to play.

I play Medic every now and then but I don't feel like I'm a great help to my team, I'm hoping that some of you will post some things saying what you would like to see in Medic's. Like, if they should heal you or let you die then revive you instantly etc. Just general tips would be nice.

(:

I'm sorry if this is in the wrong area of the forums, It's my first proper post ^^

Owenater2000
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lisa nuttall
 
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Post » Wed May 18, 2011 5:24 pm

well to be a proper medic you need to have as many supply pips as you can cause if your team is carp you can expect to run out real fast even without buffing yourself 2 get self revive it helps when you wanna be a meDIC (lol) 3 remember the brink law: move more than you shoot

(also this is just my opinion but dont waste your points of buffs)
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quinnnn
 
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Post » Thu May 19, 2011 1:47 am

well to be a proper medic you need to have as many supply pips as you can cause if your team is carp you can expect to run out real fast even without buffing yourself 2 get self revive it helps when you wanna be a meDIC (lol) 3 remember the brink law: move more than you shoot

(also this is just my opinion but dont waste your points of buffs)

Thanks for the help!

Fortunately, I pay very good attention to the most important law of Brink. (:

Unfortunately, the character which I use for playing Medic isn't high enough to have self-revive yet... :(

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Fluffer
 
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Post » Wed May 18, 2011 10:56 pm

Medic is a defensive role, primarily. A Medic who is going on the offensive and is constantly diving into combat is often of no use, since they're likely to wind up dead. I would suggest that until you're comfortable with your skill with a gun, only kill when you HAVE to, rather than seeking out kills or playing offensively.

The must-have skills for a Medic are Increase Supplies, Improved Increase Supplies, Improved Life Buff and Self-Resurrection. Think about Lazarus Grenade if you play Medic religiously. I also recommend the following Universal Skills: Supply Max Increase, because a Medic with more buffs in him is a good Medic; Combat Intuition, to survive flankings and avoid conflict where possible; Battle-Hardened, to give extra lasting time; and Resupply Rate Increase, to get you buffing quicker. Silent Footsteps is also good to avoid detection, to give you more freedom to sprint around undetected to get out buffs and revives in danger zones.

What you'll want to do is support the frontlines; never push the attack yourself, but hang back to buff and support it and keep it bolstered. Perhaps carry a Long Rifle or Rokstedi/Gerund to pick people off from range, whittling down health from just out of reach. A Shotgun is a good thing to carry too, for those "oh no he's in my face" panic-moments - a Shotgun Medic can be terrifying and effective. Don't go for a revive if the odds of both you and the incapacitated player dying are too high; it's up to you to judge by your skill whether you think you can get a revive out to them, and then make your way back to safety. I also always try to keep 1 pip free, that way you have it just in case you need to buff your own health or throw out a revive on-the-fly.

There's no best bodytype for Medics, go with what you're comfortable using. A Light Medic will be nimble and evasive, and can get buffs & revives distributed then dash away back to safety - though you often have to rely on the cover of your allies for protection. A Heavy Medic who's buffed their own health can be a formidable foe to try and take down, and you'll have enemies worried if you stomp in throwing down revives, buffs and cover fire - though by yourself you're quite vulnerable. Medium is just the sweet spot in the middle.

EDIT: Also, as a rule that I play by myself, I try to NEVER have more than 1 pip free. Throw out a buff to anybody and everybody possible (though always keep that 1 emergency pip behind), nobody ever has a problem with constantly having topped-off and buffed health.
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Kayleigh Williams
 
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Post » Wed May 18, 2011 8:50 pm

Medic is a defensive role, primarily. A Medic who is going on the offensive and is constantly diving into combat is often of no use, since they're likely to wind up dead. I would suggest that until you're comfortable with your skill with a gun, only kill when you HAVE to, rather than seeking out kills or playing offensively.

The must-have skills for a Medic are Increase Supplies, Improved Increase Supplies, Improved Life Buff and Self-Resurrection. Think about Lazarus Grenade if you play Medic religiously. I also recommend the following Universal Skills: Supply Max Increase, because a Medic with more buffs in him is a good Medic; Combat Intuition, to survive flankings and avoid conflict where possible; Battle-Hardened, to give extra lasting time; and Resupply Rate Increase, to get you buffing quicker. Silent Footsteps is also good to avoid detection, to give you more freedom to sprint around undetected to get out buffs and revives in danger zones.

What you'll want to do is support the frontlines; never push the attack yourself, but hang back to buff and support it and keep it bolstered. Perhaps carry a Long Rifle or Rokstedi/Gerund to pick people off from range, whittling down health from just out of reach. A Shotgun is a good thing to carry too, for those "oh no he's in my face" panic-moments - a Shotgun Medic can be terrifying and effective. Don't go for a revive if the odds of both you and the incapacitated player dying are too high; it's up to you to judge by your skill whether you think you can get a revive out to them, and then make your way back to safety. I also always try to keep 1 pip free, that way you have it just in case you need to buff your own health or throw out a revive on-the-fly.

There's no best bodytype for Medics, go with what you're comfortable using. A Light Medic will be nimble and evasive, and can get buffs & revives distributed then dash away back to safety - though you often have to rely on the cover of your allies for protection. A Heavy Medic who's buffed their own health can be a formidable foe to try and take down, and you'll have enemies worried if you stomp in throwing down revives, buffs and cover fire - though by yourself you're quite vulnerable. Medium is just the sweet spot in the middle.

EDIT: Also, as a rule that I play by myself, I try to NEVER have more than 1 pip free. Throw out a buff to anybody and everybody possible (though always keep that 1 emergency pip behind), nobody ever has a problem with constantly having topped-off and buffed health.

Wow! That's a lot of detail. Very useful though. Those tips there are definitely going to help me with playing Medic.
As I was reading it I was thinking about body types. Then, next paragraph. Bam! ^^
Thanks for your time and effort, great help! :)


EDIT: Forgot to mention that the rule about always having 1 pip free is a great idea! Could definitely come in handy.
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JERMAINE VIDAURRI
 
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Post » Wed May 18, 2011 11:07 pm

It will probably be worth putting one point into the Engineer Command Post Upgrade ability so when your team does cap one and you're nearby you can quickly switch to Engi at the CP in question and boost it. You'll either get one more supply pip out of it for your entire team (which means one more revive/buff for you) or you'll slightly increase everyone's health (which means your heals on damaged players will restore more hp for the same amount of supplies).

If you are intending to fully spec as a medic and get all the universal abilities and don't know what to sacrifice for the point needed to get the Engi skill, I'd suggest either Supply Transfer (you need them more, anyway) or Metabolism Boost (once you're at lvl 20 you will probably have the Laz. nade and I consider giving people speed buffs (to get to an objective faster, usually at the very start of a round) and temporarily invulnerability (to plant that charge/deliver that item etc.) a better use of your two free ability slots than letting people regen their health faster).
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Alisia Lisha
 
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Post » Thu May 19, 2011 1:07 am

when u buff something or yourself and change class dont u lose it?
eg be medic, self buff and then switch to soldier?
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kristy dunn
 
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Post » Thu May 19, 2011 6:28 am

It will probably be worth putting one point into the Engineer Command Post Upgrade ability so when your team does cap one and you're nearby you can quickly switch to Engi at the CP in question and boost it. You'll either get one more supply pip out of it for your entire team (which means one more revive/buff for you) or you'll slightly increase everyone's health (which means your heals on damaged players will restore more hp for the same amount of supplies).

If you are intending to fully spec as a medic and get all the universal abilities and don't know what to sacrifice for the point needed to get the Engi skill, I'd suggest either Supply Transfer (you need them more, anyway) or Metabolism Boost (once you're at lvl 20 you will probably have the Laz. nade and I consider giving people speed buffs (to get to an objective faster, usually at the very start of a round) and temporarily invulnerability (to plant that charge/deliver that item etc.) a better use of your two free ability slots than letting people regen their health faster).

Fair point! I knew that Transfer Supplies was a waste of a buff but I wasn't sure what to swap it out for. Thanks! ^^
Most of these things I already knew but they were definitely helpful anyway! (:

Thanks for the time and effort! :)

Owenater2000
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Rodney C
 
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Post » Wed May 18, 2011 5:49 pm

when u buff something or yourself and change class dont u lose it?
eg be medic, self buff and then switch to soldier?

You do but if you are referring to the post above yours then you don't as it's to do with the command post which affects everybody on the team.

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Michelle Chau
 
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Post » Thu May 19, 2011 12:09 am

You do but if you are referring to the post above yours then you don't as it's to do with the command post which affects everybody on the team.

Owenater2000


hmm well that is helpful
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Catherine Harte
 
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Post » Thu May 19, 2011 4:06 am

I don't consider Self Revive a critical Medic ability myself - it's good, and at least one Medic on a team should have it, but you don't need it if a teammate does - it's also less critical on a Light Medic, imo.

As for who to do what for - if you've take the upgraded health buff, use it on players who are of the mission critical class, and on anyone who you know will make good use of it (SKILLED Operatives who are going to find themselves behind enemy lines and in need of extra health, and SKILLED Heavies who plan to stand on the objective and hold the line). Beyond that, if a teammate's pulled out of enemy fire and obviously injured (you can see healthbars, remember?), patch them up. If they're still taking fire, wait for them to die or retreat, sometimes they'll die while you're buffing them - you'll still lose supplies and gain XP, but they'll stay down.

Also, Metabolism, if you have it, is AWESOME, but the Heavies gain most from it, and Lights gain the least - use it on Heavies as a preference, or Mediums - just give Lights a normal buff.
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Angus Poole
 
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Post » Thu May 19, 2011 9:20 am

Try being a heavy medic
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Amanda savory
 
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Post » Wed May 18, 2011 6:28 pm

I don't consider Self Revive a critical Medic ability myself - it's good, and at least one Medic on a team should have it, but you don't need it if a teammate does - it's also less critical on a Light Medic, imo.

As for who to do what for - if you've take the upgraded health buff, use it on players who are of the mission critical class, and on anyone who you know will make good use of it (SKILLED Operatives who are going to find themselves behind enemy lines and in need of extra health, and SKILLED Heavies who plan to stand on the objective and hold the line). Beyond that, if a teammate's pulled out of enemy fire and obviously injured (you can see healthbars, remember?), patch them up. If they're still taking fire, wait for them to die or retreat, sometimes they'll die while you're buffing them - you'll still lose supplies and gain XP, but they'll stay down.

Also, Metabolism, if you have it, is AWESOME, but the Heavies gain most from it, and Lights gain the least - use it on Heavies as a preference, or Mediums - just give Lights a normal buff.

Never tried Self Revive so I wouldn't know how useful it is, I can see your point though. Although, I don't see why it's less critical on a Light Medic...
I can definitely see your point on who to buff though, the more skilled they are the more effective it can be I suppose.
I've also noticed whilst playing Light that Metabolism doesn't really help..like, at all.. but I only really play Light and Medium so I wouldn't know how effective it is on Heavies.

Definitely some good tips here. Thanks for the time and effort! :)

P.S. Yes, I did remember you can see health bars :P

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Ymani Hood
 
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Post » Wed May 18, 2011 8:30 pm

Try being a heavy medic

Any reason why? :)

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Ownie Zuliana
 
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Post » Wed May 18, 2011 6:04 pm

Invest in a lot of pips, revive everyone you see, try to revive as many people as you can, hand out metabolism and adrenaline when necessary. Don't just throw out adrenaline. Aid the person accomplishing the main objective. Suppy him with buffs, metabolism and when fire fights start to get really heave adrenaline. Try to be where you are needed and pay attention and look for people who need to be revived.

Buff yourself when necessary. But remember it's your job to revive others. But remember this, you can't save anybody if you can't save yourself. Sometimes you just can't get to a guy, I've found myself dying for a guy only for him to get downed again or run off an not do the objective. Make sure its safe.

I recommend finding a nice soldier to keep your ammo stocked. I be somewhat self reliant and use weapons with high starting supplies but its all up to you.
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gandalf
 
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Post » Thu May 19, 2011 7:30 am

Invest in a lot of pips, revive everyone you see, try to revive as many people as you can, hand out metabolism and adrenaline when necessary. Don't just throw out adrenaline. Aid the person accomplishing the main objective. Suppy him with buffs, metabolism and when fire fights start to get really heave adrenaline. Try to be where you are needed and pay attention and look for people who need to be revived.

Buff yourself when necessary. But remember it's your job to revive others. But remember this, you can't save anybody if you can't save yourself. Sometimes you just can't get to a guy, I've found myself dying for a guy only for him to get downed again or run off an not do the objective. Make sure its safe.

I recommend finding a nice soldier to keep your ammo stocked. I be somewhat self reliant and use weapons with high starting supplies but its all up to you.

Thanks, definitely handy tips and general so even more helpful! :)

Owenater2000
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CSar L
 
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Post » Wed May 18, 2011 10:45 pm

Self-Revive is a great skill, I exploit on all body types all the time. It's amazing how often somebody will put you down, then forget to stomp on your face... Self Revive back-stabby time!

:biggrin:

Seriously though, having it means that for 1 in every 2 or so incapacitations, you don't have to go all the way back to the spawn.
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Alexandra Louise Taylor
 
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Post » Thu May 19, 2011 4:50 am

Self-Revive is a great skill, I exploit on all body types all the time. It's amazing how often somebody will put you down, then forget to stomp on your face... Self Revive back-stabby time!

:biggrin:

Seriously though, having it means that for 1 in every 2 or so incapacitations, you don't have to go all the way back to the spawn.

Hmm, definitely seems useful, haven't really played Brink since I started this Post... :laugh:

When I start playing it more I'll use all these tips I think. ^^

Thanks.

Owenater2000
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Skrapp Stephens
 
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Post » Thu May 19, 2011 4:21 am

Never tried Self Revive so I wouldn't know how useful it is, I can see your point though. Although, I don't see why it's less critical on a Light Medic...

Lights can get back to the front lines a lot faster... And a Light Medic who self revives is more likely to get shot straight back down as he's getting up. Both are pretty solid reasons why it's a more risky ability for them to use. I won't say don't use it, some player find it awesome even for a Light, but I personally don't.
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Darren Chandler
 
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Post » Thu May 19, 2011 12:59 am

Lights can get back to the front lines a lot faster... And a Light Medic who self revives is more likely to get shot straight back down as he's getting up. Both are pretty solid reasons why it's a more risky ability for them to use. I won't say don't use it, some player find it awesome even for a Light, but I personally don't.

That makes sense... I usually only put it on my Lights because I never bother with Downed Fire on them, so they aren't exactly going to be drawing attention... it probably isn't so vital for a Light Medic, but I'd recommend you perhaps see how the skills plays out for you on Medium/Heavy and make your own judgement. I'd rather have it there just in case.
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NIloufar Emporio
 
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Post » Thu May 19, 2011 6:41 am

I switch off between the classes, but I've found myself playing Medic more lately. The things the above posters have said are good points.

I tend not to give out life buffs unless it's to a guy that's almost dead from a fight and heading to another. I took Increased Life Buff mainly for myself, but it is useful if you have more than one medic on the team, as anyone you buff gets healed to the extra 2 pips by everyone else.

Don't underestimate Adrenaline boost even though it was recently nerfed. If you've got a heavy unloading a Gotlung into a group of attackers and he's about to go down, an adrenaline buff gives him an extra few seconds of carnage before he gets dropped.

I've never bothered with Metabolism or Speed Boost as they're both mediocre at best.

Self-Revive is a must for a Medic. There's no reason not to have it. The key is knowing when to use it. Right after you mowed down by a Heavy= bad time. After said Heavy has moved on around the corner= good time. Be sure to take your ammo and pips into consideration before you stick yourself. If you've emptied your primary and most of your secondary's clip, think twice about standing back up. The exception is if you have a few incapped teammates lying around you; if you can get them back up without the enemy noticing you just might have saved the objective and won the match.

I focus on picking my teammates back up as they push toward the objective. Once you get good at running around and tossing out revives like a madman, it's hard to stop your team from taking the objective. (This can be tricky as locking on to a incapped teammate can be a little wonky at times, especially while sprinting or near walls. I've found sliding at them helps)

My last game I got 18k xp playing defense on Sec Tower doing pretty much just straight revives and pumping clip after clip of Carb-9 into the Resistance... great game, with really solid team of rando's. ( <- That's what BRINK is all about after all)
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Oscar Vazquez
 
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Post » Thu May 19, 2011 8:28 am

Ok, so a lot of people have posted since I checked and I thank you all for that. I would thank you one by one but I'm quite lazy at times. ^^

Thanks for the time and effort! :)

Owenater2000
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Mizz.Jayy
 
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Post » Thu May 19, 2011 1:37 am

The must-have skills for a Medic are Increase Supplies, Improved Increase Supplies, Improved Life Buff and Self-Resurrection. Think about Lazarus Grenade if you play Medic religiously. I also recommend the following Universal Skills: Supply Max Increase, because a Medic with more buffs in him is a good Medic; Combat Intuition, to survive flankings and avoid conflict where possible; Battle-Hardened, to give extra lasting time; and Resupply Rate Increase, to get you buffing quicker. Silent Footsteps is also good to avoid detection, to give you more freedom to sprint around undetected to get out buffs and revives in danger zones.

There's no best bodytype for Medics, go with what you're comfortable using. A Light Medic will be nimble and evasive, and can get buffs & revives distributed then dash away back to safety - though you often have to rely on the cover of your allies for protection.

EDIT: Also, as a rule that I play by myself, I try to NEVER have more than 1 pip free. Throw out a buff to anybody and everybody possible (though always keep that 1 emergency pip behind), nobody ever has a problem with constantly having topped-off and buffed health.



Self-Revive is a great skill, I exploit on all body types all the time. It's amazing how often somebody will put you down, then forget to stomp on your face... Self Revive back-stabby time!

:biggrin:

Seriously though, having it means that for 1 in every 2 or so incapacitations, you don't have to go all the way back to the spawn.


This. I second.

I mostly play Medic, and all my "non-Medic" characters have Medic as a secondary class, and I usually play that more than their "primary" class. My Light Operative has both Universal supply abilities, and only Increased Supplies, Improved Increased Supplies, Self Revive, and Improved Health Buff from the Medic abilities.

With this character two nights ago I played through the entire Security campaign on Hard with 7 other real people. At least 4 of those matches I earned the high score. On the first match, my score of 12,000+ was roughly 3-4,000 points higher than the next person. Really all I did was run around healing and (mostly) reviving. On that first security mission we escorted the guy all the way outside, and then got stonewalled. The other guys made a pretty coordinated rush to kill off everyone. Somehow I sensed the time was right and jumped down from above to find only dead friends on the ground. I revived the escort and 4-5 teammates and we won. That is the type of stuff a Medic can do.

In all of those matches there was another, fully-spec-ed Medic, who only beat be in points once. I attribute that mostly to the fact that he was playing a Medium, and couldn't get around the maps as fast. As a Light I just feel more "chicken", and focus mostly on healing/reviving rather than killing. Apparently it worked great.

And I consider Self-Revive a critical ability for a Medic. Earlier the same day as the co-op described above, I played as attacker on Container City (just me and the bots playing on Normal). That same character earned a score of 19786 (I took a picture) and won by grabbing the delivery and running off, getting killed, reviving, picking up the delivery again, and running off to victory. The more I play the more I think that Self-Revive is one of the three most important Medic abilities, and I always take it before the improved buff.

My 2 cents.
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xx_Jess_xx
 
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Post » Thu May 19, 2011 6:26 am

This. I second.

I mostly play Medic, and all my "non-Medic" characters have Medic as a secondary class, and I usually play that more than their "primary" class. My Light Operative has both Universal supply abilities, and only Increased Supplies, Improved Increased Supplies, Self Revive, and Improved Health Buff from the Medic abilities.

With this character two nights ago I played through the entire Security campaign on Hard with 7 other real people. At least 4 of those matches I earned the high score. On the first match, my score of 12,000+ was roughly 3-4,000 points higher than the next person. Really all I did was run around healing and (mostly) reviving. On that first security mission we escorted the guy all the way outside, and then got stonewalled. The other guys made a pretty coordinated rush to kill off everyone. Somehow I sensed the time was right and jumped down from above to find only dead friends on the ground. I revived the escort and 4-5 teammates and we won. That is the type of stuff a Medic can do.

In all of those matches there was another, fully-spec-ed Medic, who only beat be in points once. I attribute that mostly to the fact that he was playing a Medium, and couldn't get around the maps as fast. As a Light I just feel more "chicken", and focus mostly on healing/reviving rather than killing. Apparently it worked great.

And I consider Self-Revive a critical ability for a Medic. Earlier the same day as the co-op described above, I played as attacker on Container City (just me and the bots playing on Normal). That same character earned a score of 19786 (I took a picture) and won by grabbing the delivery and running off, getting killed, reviving, picking up the delivery again, and running off to victory. The more I play the more I think that Self-Revive is one of the three most important Medic abilities, and I always take it before the improved buff.

My 2 cents.

Well fair play to you! :D
It seems to me like either you're a pretty decent Medic or a very lucky Medic. :P
As I'm not near my Xbox at the moment I can't use all these tips so I'll check them again when I am.

Thanks for the time and effort! :)

Owenater2000
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Quick Draw III
 
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Post » Thu May 19, 2011 1:36 am

Well fair play to you! :D
It seems to me like either you're a pretty decent Medic or a very lucky Medic. :P
As I'm not near my Xbox at the moment I can't use all these tips so I'll check them again when I am.

Thanks for the time and effort! :)

Owenater2000


Glad you found them helpful. In the Hard playthrough described above, if I wasn't first in points, I was second. I finished third only once. It was kind of crazy how many points I was consistently getting relative to everyone else.

Me. like. playing. medic.
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Chloe :)
 
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