Medic Abilites

Post » Sat May 28, 2011 8:41 pm

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


Exactly all classes can get the same weapons.
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NO suckers In Here
 
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Post » Sat May 28, 2011 10:03 am

Exactly all classes can get the same weapons.


Yea I get what he is trying to say wasnt about weapons was talking about medics not having offensive abilities to purchase with skill points which may or may not be true the game isnt out yet so we dont know. We do know there is a universal set off skills meaning there will be some offensive things they can get from that. As well as like we have stated everyones weapons are the same if I have an SMG and you do yours isnt going to do more dmg they are both the same unless one of us has been buffed by a teamate and there other has not in which case one of us will do more dmg than the other.
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Jessica Nash
 
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Post » Sat May 28, 2011 3:12 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.

no ubercharge. in tf2, the medic did not have a powerful arsenal of weapons. in brink medics get whatever they want
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aisha jamil
 
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Post » Sat May 28, 2011 7:50 pm

no ubercharge. in tf2, the medic did not have a powerful arsenal of weapons. in brink medics get whatever they want

Umm the bonesaw?
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lexy
 
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Post » Sat May 28, 2011 6:12 pm

Sorry, i meant weaker offensive ability. I should phrase my points correctly.

Not ubercharge as a weapon, but as an ability, where you have to like revive 5 team mates, or heal this many dudes. Ubercharge evened the odds in TF2 where sentries were unstoppable.

One of my points seems to have been ignored. I said that the medics would work with operatives to poison enemies. Not DoT, but like passing on a syringe to an operative who disguises and poisons enemies, where the poison could block abilities or SMART rather than health
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Jack Bryan
 
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Post » Sat May 28, 2011 7:36 am

Sorry, i meant weaker offensive ability. I should phrase my points correctly.

Not ubercharge as a weapon, but as an ability, where you have to like revive 5 team mates, or heal this many dudes. Ubercharge evened the odds in TF2 where sentries were unstoppable.

One of my points seems to have been ignored. I said that the medics would work with operatives to poison enemies. Not DoT, but like passing on a syringe to an operative who disguises and poisons enemies, where the poison could block abilities or SMART rather than health


We don't need to make the game like TF 2. But as long as it isn't DoT, it doesn't matter to me. But I still don't think they should rip off TF 2.
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Rachyroo
 
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Post » Sat May 28, 2011 11:47 am

Sorry, i meant weaker offensive ability. I should phrase my points correctly.

Not ubercharge as a weapon, but as an ability, where you have to like revive 5 team mates, or heal this many dudes. Ubercharge evened the odds in TF2 where sentries were unstoppable.

One of my points seems to have been ignored. I said that the medics would work with operatives to poison enemies. Not DoT, but like passing on a syringe to an operative who disguises and poisons enemies, where the poison could block abilities or SMART rather than health


Thats I kind of cool idea having classes have to work together in order to use certain abilities but I dont think Operatives need anything else they already have a wide variety of offensive abilities not to mention if they could get that close why not use the backstab ability? IMO from what we know sounds like they may be OP considering they will have a perfect disguise which only other Operatives can spot out. There should be some sort of clue for anyone to spot them out wether it be slight dis coloration, not showing up on mini map, crosshairs turning red, ect for anyone to have a chance to make them out if they pay attention because you shouldnt have to rely on one person on your team to tell you if there is a sabotuer in your midst as well you wont really have to time to watch there behaviors like people keep saying. This game is going to be fast past close quarter combat they already stated that. That is one the reason there is no sniper class and sniping is not integrated into the game so your not going to have the time to sit and watch people behavior on your team when your in gun fights ect most the time. But I guess we will see how it all works out when the game is released I'm sure there will be something for people to be able to tell if there is an enemy operative among you since the game is really focused on balance.
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Bitter End
 
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Post » Sat May 28, 2011 4:08 pm

Thats I kind of cool idea having classes have to work together in order to use certain abilities but I dont think Operatives need anything else they already have a wide variety of offensive abilities not to mention if they could get that close why not use the backstab ability? IMO from what we know sounds like they may be OP considering they will have a perfect disguise which only other Operatives can spot out. There should be some sort of clue for anyone to spot them out wether it be slight dis coloration, not showing up on mini map, crosshairs turning red, ect for anyone to have a chance to make them out if they pay attention because you shouldnt have to rely on one person on your team to tell you if there is a sabotuer in your midst as well you wont really have to time to watch there behaviors like people keep saying. This game is going to be fast past close quarter combat they already stated that. That is one the reason there is no sniper class and sniping is not integrated into the game so your not going to have the time to sit and watch people behavior on your team when your in gun fights ect most the time. But I guess we will see how it all works out when the game is released I'm sure there will be something for people to be able to tell if there is an enemy operative among you since the game is really focused on balance.


From what I understand about operatives there will be several ways to tell that they are in fact enemies in disguise.

The first way is the soft collision that will be in the game. Teammates will be able to pass through each other and only be softly pushed away from each other. Enemies, however, will not be able to pass through each other. If you collide with a person who looks to be on your team and can't pass through then you've found an operative.

Another way would be their behavior. Even if you did get into a gunfight they could very easily give themselves away if they are not careful. If someone who looks like a teammate runs from the enemy side of a firefight right at me and does not draw any fire, I will probably get very suspicious very quickly.

A third way is the disguises that they have to use. From what I understand, operatives have to disguise themselves as one of the enemies that has recently died. So if you see two of the same guys running around, one of them is obviously a disguised operative.

Yet another way to tell if a person is an operative is the SMART system. I am not so sure if this will actually will be the case so the first three points will be the major identifiers of operatives. This also sort of relates to my third point. When an operative disguises as another weight class, their SMART moves will be unaffected according to what I have heard. Therefore, if you see a heavy jumping off of walls and doing other acrobatic maneuvers, then you have found an operative. Somebody correct me if I'm wrong about this.

So all in all, the only thing you need to do to catch most operatives is to pay attention to those around you.
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evelina c
 
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Post » Sat May 28, 2011 9:16 pm

The first way is the soft collision that will be in the game. Teammates will be able to pass through each other and only be softly pushed away from each other. Enemies, however, will not be able to pass through each other.

I don't know if this is true. Every time I hear dev's mention soft collision, they say it applies to ALL players.

Another way would be their behavior. Even if you did get into a gunfight they could very easily give themselves away if they are not careful. If someone who looks like a teammate runs from the enemy side of a firefight right at me and does not draw any fire, I will probably get very suspicious very quickly.

Exactly. You guys need to remember, YOU CAN'T SHOOT WHILE DISGUISED. Doing so will cancel the disguise. This makes blending in (especially in firefights) not so easy.

When an operative disguises as another weight class, their SMART moves will be unaffected according to what I have heard. Therefore, if you see a heavy jumping off of walls and doing other acrobatic maneuvers, then you have found an operative. Somebody correct me if I'm wrong about this.

Yes, you're right. When you disguise, you take on the enemies look and physique, but you still move like whatever body type you are.

Also, we do not know all of the abilities available yet. There could be an ability that allows Operatives to spot disguised enemies and mark them. I know Operatives get a homing beacon skill, where they can mark and track individual players.
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Laurenn Doylee
 
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Post » Sat May 28, 2011 12:40 pm

Sorry, i meant weaker offensive ability. I should phrase my points correctly.

Not ubercharge as a weapon, but as an ability, where you have to like revive 5 team mates, or heal this many dudes. Ubercharge evened the odds in TF2 where sentries were unstoppable.

One of my points seems to have been ignored. I said that the medics would work with operatives to poison enemies. Not DoT, but like passing on a syringe to an operative who disguises and poisons enemies, where the poison could block abilities or SMART rather than health


Abilities require pips not X amount of something accomplished and the Medic is pretty useful already.

Also why just the operative? If the medic can say poison a teammates weapons it should be able to do it to all classes.

Still the ability to slow the Smart system or drain ability bar is interesting but I think it would be OP.


From what I understand about operatives there will be several ways to tell that they are in fact enemies in disguise.

Another way would be their behavior. Even if you did get into a gunfight they could very easily give themselves away if they are not careful. If someone who looks like a teammate runs from the enemy side of a firefight right at me and does not draw any fire, I will probably get very suspicious very quickly.

A third way is the disguises that they have to use. From what I understand, operatives have to disguise themselves as one of the enemies that has recently died. So if you see two of the same guys running around, one of them is obviously a disguised operative.

Yet another way to tell if a person is an operative is the SMART system. I am not so sure if this will actually will be the case so the first three points will be the major identifiers of operatives. This also sort of relates to my third point. When an operative disguises as another weight class, their SMART moves will be unaffected according to what I have heard. Therefore, if you see a heavy jumping off of walls and doing other acrobatic maneuvers, then you have found an operative. Somebody correct me if I'm wrong about this.

So all in all, the only thing you need to do to catch most operatives is to pay attention to those around you.


Good points but its always hard to spot these during a firefight and if the operative is running around with the enemy, he is a pretty dumb operative.


Exactly. You guys need to remember, YOU CAN'T SHOOT WHILE DISGUISED. Doing so will cancel the disguise. This makes blending in (especially in firefights) not so easy.

Also, we do not know all of the abilities available yet. There could be an ability that allows Operatives to spot disguised enemies and mark them. I know Operatives get a homing beacon skill, where they can mark and track individual players.


You don't need to shoot, just backstab? Also couldn't operative use pistols while disguised in previous SD games?

Ah I want more info on that fun ability. Hopefully QuakeCon will be enlightening.
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des lynam
 
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Post » Sat May 28, 2011 7:24 pm

I think we are getting somewhat off topic. This discussion is about medics and now you guys are talking about operatives. I know its easy it to get off topic (I know this by experience, and some of you may have witnessed) but lets continue discussion on the medics.
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Tom Flanagan
 
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Post » Sat May 28, 2011 9:48 am

You don't need to shoot, just backstab? Also couldn't operative use pistols while disguised in previous SD games?


taken from the Wolfenstein: Enemy Territory Game Manual: http://www.splashdamage.com/wolfguide/default.htm

A disguised Covert Ops will remain in disguise as long as they only use Smoke Grenades, Satchel Charges and Satchel Charge Detonators. They will only lose their disguise when using silenced weapons, the knife and Grenades if they do so in an enemy's field of view. This includes the enemy that they are currently engaging, which makes attacking from behind a very crucial tactic.
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Marta Wolko
 
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Post » Sat May 28, 2011 1:46 pm

I liked the idea with some of the skills for the Medics in the old Star Wars Galaxies with de-buffs (Tear Gas, Mustard Spray), Chemical (Acids, Alkalines) weapons and maybe some poisons.
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Alkira rose Nankivell
 
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Post » Sat May 28, 2011 7:32 pm

I liked the idea with some of the skills for the Medics in the old Star Wars Galaxies with de-buffs (Tear Gas, Mustard Spray), Chemical (Acids, Alkalines) weapons and maybe some poisons.

de buffs are interesting but no poisons
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luis dejesus
 
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Post » Sat May 28, 2011 5:44 pm

I liked the idea with some of the skills for the Medics in the old Star Wars Galaxies with de-buffs (Tear Gas, Mustard Spray), Chemical (Acids, Alkalines) weapons and maybe some poisons.
Operative would be considered the "debuff" class.
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W E I R D
 
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Post » Sat May 28, 2011 7:35 am

Operative would be considered the "debuff" class.


Anybody feeling shades of my earlier point of Medics and Operatives?

And other classes can work together. It would be cool if every class has one ability it can do to every other class e.g. Medic and Operative Poisoning, Medic heals Engineer it also heals sentry and say Ubercharge with the soldier (these are just suggestions, i am not requesting them)
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Julia Schwalbe
 
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Post » Sat May 28, 2011 9:13 pm

Anybody feeling shades of my earlier point of Medics and Operatives?

And other classes can work together. It would be cool if every class has one ability it can do to every other class e.g. Medic and Operative Poisoning, Medic heals Engineer it also heals sentry and say Ubercharge with the soldier (these are just suggestions, i am not requesting them)

no poisons. i dont want to be killed 15 seconds after i killed the enemy

no ubercharge. thats just stupid
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Nice one
 
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Post » Sat May 28, 2011 2:07 pm

Anybody feeling shades of my earlier point of Medics and Operatives?

And other classes can work together. It would be cool if every class has one ability it can do to every other class e.g. Medic and Operative Poisoning, Medic heals Engineer it also heals sentry and say Ubercharge with the soldier (these are just suggestions, i am not requesting them)


Its an interesting idea but it should be universal not just between two classes. Like the engineer can buff your gun for extra damage, not just the soldier.

Some classes are meant to be used in tandom: for example the operative can detect mines but only an engineer can defuse the mine.
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Heather M
 
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Post » Sat May 28, 2011 11:29 am

no poisons. i dont want to be killed 15 seconds after i killed the enemy

no ubercharge. thats just stupid


You haven't read my earlier point, please do so if you are going to quote my point in which i refer it to my earlier one.
And like i said, just suggestions. Don't take it like my word is law, if you disagree, think of some sort of replacement, don't just call it stupid.

And Wraith, that's the sort of thing i mean, where two classes using abilities to work together.
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Bee Baby
 
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Post » Sat May 28, 2011 7:57 am

Maybe the Medics health will regenerate at a faster rate than a soldier, operative and engineer. Also a poison dart gun would be cool for taking out enemies. A grenade that releases a poison cloud would be a good addition to the medics aresanol.
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Barbequtie
 
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Post » Sat May 28, 2011 10:47 am

Maybe the Medics health will regenerate at a faster rate than a soldier, operative and engineer. Also a poison dart gun would be cool for taking out enemies. A grenade that releases a poison cloud would be a good addition to the medics aresanol.

stop with the poisons
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Cash n Class
 
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Post » Sat May 28, 2011 7:23 am

stop with the poisons


If anyone should get poison it should be for the rogue operative.
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Eileen Müller
 
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Post » Sat May 28, 2011 1:40 pm

stop with the poisons


Poisons don't necessarily have to be DoTs, they could be the debuffs. I was just mentioning them from the SWG Medics and only as a suggestion. The poisons could do things like slow you down, make you less accurate, etc. What others are saying is probably a better idea, Operatives for poisons and Medics get antidotes. Only a suggestion.

With regard to the Chemical attacks that I mentioned, maybe they could degrade equipment that they hit or just do standard direct damage.

The only other sorts of abilities I can think of would be your standard heals, trauma repair and buffs that reduce damage by using things like pain killers.
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Maya Maya
 
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Post » Sat May 28, 2011 5:40 pm

I think they have the ability to save you if you're in last stand. Like they can give you an eppy(Spelling?) pen, so you can live.
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Christine Pane
 
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Post » Sat May 28, 2011 8:00 am

I think they have the ability to save you if you're in last stand. Like they can give you an eppy(Spelling?) pen, so you can live.


Its called revive, a well known medic ability. If you had read the start of this thread or the Compendium you would have know this.
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Kelly Upshall
 
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