Medic Abilites

Post » Sat May 28, 2011 7:49 pm

Wonder if you can heal the escort NPCs during the medics missions.
I would say I'm 99% sure you can. I look at it the same as Engineers escorting vehicles. They can repair the vehicles, so Medics should be able to heal the NPC's.
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Janeth Valenzuela Castelo
 
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Post » Sat May 28, 2011 6:40 am

I understand being able to heal an NPC is fair, but I don't think medics should be able to revive an NPC. As long as it stays like that then this type of thing would be very fair and a bunch of fun.
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Andrea Pratt
 
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Post » Sat May 28, 2011 8:09 pm

I support a static XP gain for each buff with the sole exception of the medics health regain. More XP should be granted for the less health the person has, similar to healing a wounded teammate in TF2 allows your uber to charge faster.
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chirsty aggas
 
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Post » Sat May 28, 2011 4:56 am

I understand being able to heal an NPC is fair, but I don't think medics should be able to revive an NPC. As long as it stays like that then this type of thing would be very fair and a bunch of fun.

So let me get this - there is an objective to escort an NPC to a location, and if the NPC dies, there is no way to revive them and the game is over? If that's what you're asking for, then apply it to Engineers as well. If the team need to escort a vehicle, and the enemy team drops it down to 0 hitpoints, the vehicle is demolished and the game is over.
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Joanne
 
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Post » Sat May 28, 2011 7:30 am

So let me get this - there is an objective to escort an NPC to a location, and if the NPC dies, there is no way to revive them and the game is over? If that's what you're asking for, then apply it to Engineers as well. If the team need to escort a vehicle, and the enemy team drops it down to 0 hitpoints, the vehicle is demolished and the game is over.


this... could make for some VERY short handed games... specially if the defending team svcks at playing...
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Marine x
 
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Post » Sat May 28, 2011 3:03 pm

this... could make for some VERY short handed games... specially if the defending team svcks at playing...

Which is exactly why it is a ridiculous concept.
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ruCkii
 
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Post » Sat May 28, 2011 6:56 pm

this... could make for some VERY short handed games... specially if the defending team svcks at playing...


From my understanding it would be more a side mission not a primary, but still no being able to revive NPC's is stupid,
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SHAWNNA-KAY
 
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Post » Sat May 28, 2011 8:44 am

From my understanding it would be more a side mission not a primary, but still no being able to revive NPC's is stupid,

It has been stated that Medics will be needed for CORE objectives, like those involving NPC's.
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Kirsty Collins
 
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Post » Sat May 28, 2011 11:48 am

From my understanding it would be more a side mission not a primary, but still no being able to revive NPC's is stupid,


What if your security protecting the founder. He gets shot and you let him bleed to death?
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Amber Hubbard
 
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Post » Sat May 28, 2011 5:33 pm

If the NPc that you were escorting got kiled than u shuld half two revive him in like a minute or the objective is lost
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james kite
 
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Post » Sat May 28, 2011 5:57 pm

If the NPc that you were escorting got kiled than u shuld half two revive him in like a minute or the objective is lost


Exactly
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Eileen Collinson
 
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Post » Sat May 28, 2011 8:27 pm

I think they should be hard to kill but not revivable. If I'm on the team trying to kill a VIP and I kill him, then he's dead. I don't want to have some medic come along and just throw a revive kit at him and have to do everything all over again. The VIP should take a lot of hits but when he's dead he's dead.
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City Swagga
 
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Post » Sat May 28, 2011 2:31 pm

I think they should be hard to kill but not revivable. If I'm on the team trying to kill a VIP and I kill him, then he's dead. I don't want to have some medic come along and just throw a revive kit at him and have to do everything all over again. The VIP should take a lot of hits but when he's dead he's dead.


Then maybe you should make sure you finish off your kills then you wont have to worry about a medic being able to revive him.
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Eilidh Brian
 
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Post » Sat May 28, 2011 2:40 pm

If the NPc that you were escorting got kiled than u shuld half two revive him in like a minute or the objective is lost

It wouldn't work, and wouldn't be fair. Again, if it applies to NPC's, it would have to apply to other escort missions (like vehicles). Each objective has a time limit. Making it so you have revive an NPC in X amount of time, totally voids the purpose of a time limit.
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Quick draw II
 
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Post » Sat May 28, 2011 11:28 am

or you could just stand next two him and kill any medic that comes to help him
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Yama Pi
 
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Post » Sat May 28, 2011 7:47 pm

I think that medics should have a Team Fortress 2 feel to them (Very useful in battle, ubercharge or critital charge after milestone, weaker weapons).
I also think poisoning abilities should be involved as well, so medics and operatives could work together, such as medics passing poison kit to operative, they work together to inject enemies.
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Ladymorphine
 
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Post » Sat May 28, 2011 5:44 am

I think that medics should have a Team Fortress 2 feel to them (Very useful in battle, ubercharge or critital charge after milestone, weaker weapons).
I also think poisoning abilities should be involved as well, so medics and operatives could work together, such as medics passing poison kit to operative, they work together to inject enemies.


Well they have the ability to heal, revive, buff health and likely other buffs. I am not sure about the poison ability, takes away from the healing bit.
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dell
 
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Post » Sat May 28, 2011 3:16 pm

Well they have the ability to heal, revive, buff health and likely other buffs. I am not sure about the poison ability, takes away from the healing bit.


They probably don't have the poison ability, but it could actually be a good idea. The operative could have an ability that basically just uses a syringe to inject a target with a neurotoxin, causing a certain effect. One could be similar to tetradetoxin but only slow the target to a certain extent, or another could make the target less accurate, and would only work for a set time such as until death, or a medic cures it.

I on the other hand, thing the medic should have an adrenaline sort of ability, used on a friendly target, that could increase accuracy or fire rate for a set amount of time.
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Adam Baumgartner
 
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Post » Sat May 28, 2011 6:45 pm

Oops, double post by accident.
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Donald Richards
 
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Post » Sat May 28, 2011 11:23 am

I think that medics should have a Team Fortress 2 feel to them (Very useful in battle, ubercharge or critital charge after milestone, weaker weapons).
I also think poisoning abilities should be involved as well, so medics and operatives could work together, such as medics passing poison kit to operative, they work together to inject enemies.


No weaker weapons, and no poison. No need to make it like TF. Medics lack offensive abilities already. No need to make them the most underused class in the game.

And the poison idea was thrown around over here. There are going to be people who will be medics, just so they can use that ability. So no DoT damage of any kind is wanted.
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AnDres MeZa
 
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Post » Sat May 28, 2011 5:14 pm

No weaker weapons, and no poison. No need to make it like TF. Medics lack offensive abilities already. No need to make them the most underused class in the game.



How do they have lack offense? They get all the same weapons everyone else gets?
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jasminε
 
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Post » Sat May 28, 2011 7:53 pm

How do they have lack offense? They get all the same weapons everyone else gets?


I mean offensive skills. Like skills you purchase with credits. Like soldiers get more offensive options, such as different grenades and explosives. Operatives will probably get more offensive and stealthy options as well. Engineers can buff their guns and others. Medics simply have their guns and equipment.
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Avril Churchill
 
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Post » Sat May 28, 2011 5:25 pm

I mean offensive skills. Like skills you purchase with credits. Like soldiers get more offensive options, such as different grenades and explosives. Operatives will probably get more offensive and stealthy options as well. Engineers can buff their guns and others. Medics simply have their guns and equipment.


Isnt that the point to having different classes? Each class is suppose to be unique and bring something different to the team and its not like they are completely support role (although that is the main focus of medics) there are universal skills and they will get the same weapons ect everyone else so they can be offensive as well.
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Rachel Hall
 
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Post » Sat May 28, 2011 8:17 am

But they are still limited in offensive options compared to other classes, correct?

All I said before was to not give medics weaker guns.
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BRAD MONTGOMERY
 
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Post » Sat May 28, 2011 5:47 am

But they are still limited in offensive options compared to other classes, correct?

All I said before was to not give medics weaker guns.


Correct but this is because there main role is a support one. They may have offensive abilities we dont know yet and dont forget about the universal abilities you can get.

Of course they would never make guns weaker depending on the class which is holding it they are creating Brink to be as well balanced as possible so it will appeal to those casual players as well as the hardcoe
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Carlos Vazquez
 
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