Medic Abilites

Post » Sat May 28, 2011 11:02 am

Perhaps the difference between life and death in some battles, medics are important to teams. Just as soldiers, engineers and operatives are.

So, we know about the healing. I think they can upgrade your health capacity temporarily.

What other abilities do you think they should have?

I think they should be able to add resistance to damage as well. And regenerating health over time. What other abilities can you guys think of?
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Natalie Taylor
 
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Post » Sat May 28, 2011 5:59 am

I think health regenerates over time anyway but only to a certain point. It would be great if they could make it regenerate all the way for the duration of the life but you should definitely have to purchase that skill.

A more offensive skill they could have is the ability to inject the enemies with poison. This would be a dot type weapon that requires immediate medical assistance. To inject the poison the medic would have to get within melee range. Once treated by a friendly medic the person would then be cured.
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Lakyn Ellery
 
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Post » Sat May 28, 2011 2:18 pm

I think health regenerates over time anyway but only to a certain point. It would be great if they could make it regenerate all the way for the duration of the life but you should definitely have to purchase that skill.

A more offensive skill they could have is the ability to inject the enemies with poison. This would be a dot type weapon that requires immediate medical assistance. To inject the poison the medic would have to get within melee range. Once treated by a friendly medic the person would then be cured.


Your health will regenerate to its original health ar unbuffed to get the other bars healed requires a medic healing you. The reason they dont have it generate all the way after being buffed is because they are trying to make Brink a Team Oriented game in which when you help others have fun you are rewarded for it. So by having the buffed health bars require medical assistence it focuses on team work.

That would be kind of cool to be able to inject poison into enemies but a medics primary focus should be keeping his team alive if they added that it would lead to medics venturing into the heart of the battle to try and stick a poison syringe into someone which could lead to them dying and making the entire team suffer.

From the abilities they have stated so far for the medic I'm not too worried about there roll on the battlefield not being significant because some there abilities could change the tide of a battle ex. health buffs and revive grenades which could instantly turn the tide of a battle pulling your team through for the victory.
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lucile davignon
 
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Post » Sat May 28, 2011 8:24 am

Your health will regenerate to its original health ar unbuffed to get the other bars healed requires a medic healing you. The reason they dont have it generate all the way after being buffed is because they are trying to make Brink a Team Oriented game in which when you help others have fun you are rewarded for it. So by having the buffed health bars require medical assistence it focuses on team work.

That would be kind of cool to be able to inject poison into enemies but a medics primary focus should be keeping his team alive if they added that it would lead to medics venturing into the heart of the battle to try and stick a poison syringe into someone which could lead to them dying and making the entire team suffer.

From the abilities they have stated so far for the medic I'm not too worried about there roll on the battlefield not being significant because some there abilities could change the tide of a battle ex. health buffs and revive grenades which could instantly turn the tide of a battle pulling your team through for the victory.


I think that poison would be a great ability. I think medics should have 2 offensive abilities. And the rest are team based. I don't think they should be helpless when a teammate can't save you. I think a medic least 2 offensive options. Maybe instead of trying to rush in with it, they can throw a grenade with it.
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sw1ss
 
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Post » Sat May 28, 2011 7:00 pm

the health bar is divided into different sections. the regeneration only goes up to the closest section. medics also get revival grenades
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Nathan Maughan
 
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Post » Sat May 28, 2011 6:59 pm

the health bar is divided into different sections. the regeneration only goes up to the closest section. medics also get revival grenades


Can said revival grenades kill as well?
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Miragel Ginza
 
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Post » Sat May 28, 2011 8:08 am

Can said revival grenades kill as well?


Not that we have been led to believe. It the Lazarus grenade not the Jesus grenade.
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Melanie Steinberg
 
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Post » Sat May 28, 2011 1:28 pm

I have an idea. How about the ability or equipment, that allows you to leach health from someone and heal whoever you choose? And you can't leach anymore t'ill you use the heal. Just use the skill again and it will hand it out.
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Kim Bradley
 
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Post » Sat May 28, 2011 3:28 pm

I think that poison would be a great ability. I think medics should have 2 offensive abilities. And the rest are team based. I don't think they should be helpless when a teammate can't save you. I think a medic least 2 offensive options. Maybe instead of trying to rush in with it, they can throw a grenade with it.


They do have offensive abilities a primary weapon and a secondary weapon. Brink is a team oriented objective based game so all the classes will have abilities based on helping the team some may be more offensive but that doesnt mean the medic is completely defensless still as two weapons and depending on the body type chosen could be running around with a mini gun or grenade launcher.
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Miss K
 
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Post » Sat May 28, 2011 8:23 am

I think that they should get some kind of heal over time thing... Say each char gets 100 hp this Heal over time (HoT) would heal the full health of the char but do it very slowly so it would mean that medics would keep this up the hole time and if someone is getting shot they could run and hide till they got more health then run to the medic.

I like the idea of a poison grenade.. it would mean that the medics on the other team would have to heal every so that gives your team a chance to attack really really hard and push back the enemy and take a point really quick :)
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Myles
 
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Post » Sat May 28, 2011 12:08 pm

I think that poison would be a great ability. I think medics should have 2 offensive abilities.

Giving the Medic poison (or any type of "unique" offensive skill) is a horrible idea. You will wind up with players picking Medic just for those abilities, and not actually playing the role of a Medic - like all the people who pick Medic in BC2 just for the M60.

The Medic is a support role, and thus, should get supportive skills. You wanna kill somebody, use your gun, that's what it's for.
As for Medic abilities in the game - Here are some things that I thought of:

Adrenaline Boost - Allies that you revive will gain a boost of speed for 3 seconds.
Epidemic - Allies that you revive gain a small health regen ability that will affect any nearby teammates for 5 seconds.
Second Wind - You have a self-revive skill with a long cooldown rate.
Overheal - Your medkits heal for full health plus 1 pip, but cost more to use.
Transfusion - You can convert ability points into health, and vice-versa.
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Trent Theriot
 
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Post » Sat May 28, 2011 4:51 pm

I like these ideas so I'll +1 this
+1

Tho i would like to see some poison nades and maybe poison ammo, tho yes you will get medics that will just make medic for the poison and so on thats apart of the game i guess, but you see if it's used right they are a great help to the team! So i would like to see it tho it's not going to make or brake anything :)
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Katey Meyer
 
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Post » Sat May 28, 2011 4:42 pm

Can said revival grenades kill as well?

no but im pretty sure medics get regular grenades as well
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Emzy Baby!
 
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Post » Sat May 28, 2011 1:54 pm

Another possible skill for medics could be an area denial grenade (I know that grenades are the soldier's thing). This would be a sort of poison gas that blurs vision and saps health just enough that you could not run from one end to the other without being killed. It's not necessarily offensive because the only way it could kill somebody is if they stood in it for an extended period of time. It prevents the enemy from entering an area which is more of a defensive ability, suiting the support role of the medic.
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Paula Rose
 
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Post » Sat May 28, 2011 3:57 pm

Giving the Medic poison (or any type of "unique" offensive skill) is a horrible idea. You will wind up with players picking Medic just for those abilities, and not actually playing the role of a Medic - like all the people who pick Medic in BC2 just for the M60.

The Medic is a support role, and thus, should get supportive skills. You wanna kill somebody, use your gun, that's what it's for.
As for Medic abilities in the game - Here are some things that I thought of:

Adrenaline Boost - Allies that you revive will gain a boost of speed for 3 seconds.
Epidemic - Allies that you revive gain a small health regen ability that will affect any nearby teammates for 5 seconds.
Second Wind - You have a self-revive skill with a long cooldown rate.
Overheal - Your medkits heal for full health plus 1 pip, but cost more to use.
Transfusion - You can convert ability points into health, and vice-versa.


Thats crazy I was thinking about an ability for the medics called Adrenaline Boost what would allow players to move faster and allow bigger classes to use the S.M.A.R.T system the way the class lighter then them could for a short period of time.
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Floor Punch
 
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Post » Sat May 28, 2011 7:26 am

Giving the Medic poison (or any type of "unique" offensive skill) is a horrible idea. You will wind up with players picking Medic just for those abilities, and not actually playing the role of a Medic - like all the people who pick Medic in BC2 just for the M60.

The Medic is a support role, and thus, should get supportive skills. You wanna kill somebody, use your gun, that's what it's for.
As for Medic abilities in the game - Here are some things that I thought of:

Adrenaline Boost - Allies that you revive will gain a boost of speed for 3 seconds.
Epidemic - Allies that you revive gain a small health regen ability that will affect any nearby teammates for 5 seconds.
Second Wind - You have a self-revive skill with a long cooldown rate.
Overheal - Your medkits heal for full health plus 1 pip, but cost more to use.
Transfusion - You can convert ability points into health, and vice-versa.


With a adrenaline boost, I think you should get an increase in speed and you should get a resistance to damage, and for maybe 5 seconds. And I think you should be able to give it to anyone.

Well, maybe poison would be a bad idea. But I still think the steal health from your enemies ability that I stated earlier (lets call it transfusion) would work too.

I think the majority of the skills should be supportive. But I think there should be some skill that can be used offensively. I'd live with just the tranfusion skill. I think there also should be perks that you can add to your team. Aside from healing. Adrenaline was one. What other types of perhaps drug/medicine related perks can you guys think of?
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Justin
 
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Post » Sat May 28, 2011 7:05 pm

Tho i would like to see some poison nades and maybe poison ammo, tho yes you will get medics that will just make medic for the poison and so on thats apart of the game i guess,

There was a mod for RTCW and ET that made it so if you stuch an enemy with your revive syringe, you poisoned them i it was a [censored] nightmare. Medics running around with just their needles out, trying to stick anything they ran into. The poison effect was also overkill. It cause high DoT, you screen pulsated and rotated, and your controls got reversed.

Thats crazy I was thinking about an ability for the medics called Adrenaline Boost what would allow players to move faster and allow bigger classes to use the S.M.A.R.T system the way the class lighter then them could for a short period of time.

In ET, if you earned enough XP, the Medic got an Adrenaline shot, which enabled them to sprint without draining the sprint meter and take less damage for a certain amount of time. That's where I got the idea from.
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Ludivine Dupuy
 
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Post » Sat May 28, 2011 8:58 am

In ET, if you earned enough XP, the Medic got an Adrenaline shot, which enabled them to sprint without draining the sprint meter and take less damage for a certain amount of time. That's where I got the idea from.


Yea there are alot of class based games that have adrenaline boosts in them I just like the idea of it giving classes the manuever ability of the lighter class below them for a short period of time because it will allow people who are playing as heavier classes the ability to see what they are missing out on for a short period giving them a taste of what they could do with lighter body types and maybe opening peoples minds to venture other body types.
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victoria johnstone
 
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Post » Sat May 28, 2011 11:49 am

I also think that any class the actually gives a perk, that the person who gave that perk gets extra XP for the damage he deals. Than people would be healing everyone and giving everyone perks cause it would be the support builds who level up the fastest. And I feel this would encourage team play.
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Ebou Suso
 
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Post » Sat May 28, 2011 9:10 pm

I also think that any class the actually gives a perk, that the person who gave that perk gets extra XP for the damage he deals. Than people would be healing everyone and giving everyone perks cause it would be the support builds who level up the fastest. And I feel this would encourage team play.


I can see the benefit of this but I can also see problems. The amount of xp would have to be very small, otherwise your just giving xp away. The concept is sound but the way I would prefer this to be done is a good amount of xp up front like traditional games.
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Kanaoka
 
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Post » Sat May 28, 2011 10:37 am

I can see the benefit of this but I can also see problems. The amount of xp would have to be very small, otherwise your just giving xp away. The concept is sound but the way I would prefer this to be done is a good amount of xp up front like traditional games.


They still get XP regardless and the amount of XP they get is uneffected.

I feel that that might not be enough. You get triple the amount of XP for capping a flag in domination in MW2 than you do for killing someone, but look at the game now. Its focused on kills.
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David John Hunter
 
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Post » Sat May 28, 2011 8:41 am

Maybe I misunderstood you. The way I read what you wrote it seems like you want the amount of xp given to be dependent on the player who receives the buff. So if you buff a soldier's gun, then you would get 5 xp for every kill he gets. If this is in fact what you meant, I can see a major problem with this. At the beginning of a match, people will figure out who the good players are and only buff them. That way they maximize their own xp, but the less skilled players who actually need the buffs are left out because of their limited output.
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Jason Rice
 
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Post » Sat May 28, 2011 4:52 pm

Maybe I misunderstood you. The way I read what you wrote it seems like you want the amount of xp given to be dependent on the player who receives the buff. So if you buff a soldier's gun, then you would get 5 xp for every kill he gets. If this is in fact what you meant, I can see a major problem with this. At the beginning of a match, people will figure out who the good players are and only buff them. That way they maximize their own xp, but the less skilled players who actually need the buffs are left out because of their limited output.


Hmmm. I see what you mean. I guess just give them a huge amount of XP for buffing.
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^~LIL B0NE5~^
 
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Post » Sat May 28, 2011 6:59 pm

Another way to do this would be to spread the xp out over a period of 10 seconds or so. So when you give a person a buff or revive you receive 10 xp every second for 10 seconds. However, if they die before the 10 seconds is over, you don't get the rest of the xp. This would encourage you to stay with the person you just helped so that you could get all of your xp.
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Tiffany Holmes
 
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Post » Sat May 28, 2011 9:00 pm

Wonder if you can heal the escort NPCs during the medics missions.
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rheanna bruining
 
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