Medic: advantage or disadvantage?

Post » Tue Jun 01, 2010 7:12 am

in BRINK their are four classes: medic,operative,soldier, and engineer. my question is: wont operatives,soldiers, and engineers have a greater advantage over medics XP wise? their is no objective wheel for medics besides to heal and from videos i have seen such as the PAX video, you only gain aroud 100XP but in other videos engeneers,operatives,and soldiers have an objective wheel consisting of goals or objectives ranging from 100 to 500. how will medics be balanced if they cant really do anything besides heal?
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ashleigh bryden
 
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Post » Tue Jun 01, 2010 8:46 am

I believe the Medic Class gets ''save civillian/hostage'' missions, also in some chapter, the Medic is the one to carry the ''bio-weapon'', I think from Container City?

And Medics get bonus exp for helping at the main objective with Engineers, Soldiers, and the like I think? :l Or am I just dragging [censored] out of my ass?
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Kerri Lee
 
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Post » Mon May 31, 2010 11:28 pm

Also, Medics heal and revive, that's what they've done in all games with them in so far, yeah? :P

And Medics are really important, they're needed to keep the team alive, even if they get the short end of everything, they must be in a team to make it work, in alot of games people don't want to be ''healers'', but I think Splash Damage got something in mind for this, so people want to be Medics.
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Sabrina garzotto
 
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Post » Mon May 31, 2010 9:33 pm

how do you know about chapters? as in "carry teh bio weopan" what vid was that... if their is a vid
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lisa nuttall
 
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Post » Mon May 31, 2010 8:16 pm

how do you know about chapters? as in "carry teh bio weopan" what vid was that... if their is a vid


Perhaps ''map'' would be a better word then :P

I am really sure I have seen a video of the container from the cutscene being open, and a white suitcase with green glow oozing out of it being inside of it, and I think the Medic would be the one to carry it back to the start, and Splash Damage have mentioned something about Bio-Weapons and Medics in the same sentence, I really hope I'm not mistaking something for something else right now.

I think it was one of the videos that got removed from YouTube, becuase filming at one of those events was'nt allowed.
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Milagros Osorio
 
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Post » Mon May 31, 2010 9:09 pm

ah ok. now i do remeber a dev talking about bioweopans. and in teh cantainer city things their is a bio weopan mentioned. the resistancwe have it and are planning to use it.
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Rachel Tyson
 
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Post » Mon May 31, 2010 5:28 pm

Yes, and the cutscene always ends in ''what was our objective again?'', and I have seen the suitcase, I really have! I can't be the only one who saw that video before it got removed.

But we don't know if the Medic is the one to carry it :P
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helliehexx
 
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Post » Tue Jun 01, 2010 3:24 am

The guys at Splash Damage are OCD about balancing. They are not going to have one class be ridiculously under or overpowered. And I've seen that video too. You're right. Medics are going to make ridiculous amounts of XP just for reviving people and using buffs and so on. And just because you haven't seen anything on that objective wheel thus far does not mean there will not be.
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Zualett
 
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Post » Tue Jun 01, 2010 3:31 am

''hurray, I got 200 EXP for blowing up the door, finally!''

''I just got 2000 EXP for healing you while you were blowing up the door, lame''

''what''
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AnDres MeZa
 
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Post » Mon May 31, 2010 7:26 pm

I think medics have a slight advantage. As a medic, you're one of the most important characters in the game. You keep people alive, if you are near someone who's completing an objective, you have to keep him alive. As a medic you also have the fastest pipbar reload speed, because most of your work involves helping people. Let's say you get 500 xp for completing a main objective as engineer, than a medic will get 100 xp for reviving someone, which he has to do on a regular basis.
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FLYBOYLEAK
 
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Post » Tue Jun 01, 2010 5:41 am

I think medics have a slight advantage. As a medic, you're one of the most important characters in the game. You keep people alive, if you are near someone who's completing an objective, you have to keep him alive. As a medic you also have the fastest pipbar reload speed, because most of your work involves helping people. Let's say you get 500 xp for completing a main objective as engineer, than a medic will get 100 xp for reviving someone, which he has to do on a regular basis.


I can see that, yeah, but do they really get a faster ability pip-bar?
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Hazel Sian ogden
 
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Post » Tue Jun 01, 2010 2:28 am

I think medics have a slight advantage. As a medic, you're one of the most important characters in the game. You keep people alive, if you are near someone who's completing an objective, you have to keep him alive. As a medic you also have the fastest pipbar reload speed, because most of your work involves helping people. Let's say you get 500 xp for completing a main objective as engineer, than a medic will get 100 xp for reviving someone, which he has to do on a regular basis.


The objectives are hard to do. Medics just have people all around the need healing, reviving, boosting. If anything they have the advantage. The OP has it all wrong.
I can see that, yeah, but do they really get a faster ability pip-bar?


They might get an ability that does that.
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matt white
 
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Post » Mon May 31, 2010 7:45 pm

Just saying, in the expo demo the medics were always the leading class, XP-wise.
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Terry
 
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Post » Tue Jun 01, 2010 3:42 am

Just saying, in the expo demo the medics were always the leading class, XP-wise.

Apparently they are useless because in some video there was nothing for them to do on the mission wheel at some point. You need to explain for the original poster's reading pleasure why this is not the point.
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Samantha Mitchell
 
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Post » Tue Jun 01, 2010 2:52 am

The guys at Splash Damage are OCD about balancing. They are not going to have one class be ridiculously under or overpowered. And I've seen that video too. You're right. Medics are going to make ridiculous amounts of XP just for reviving people and using buffs and so on. And just because you haven't seen anything on that objective wheel thus far does not mean there will not be.

The guys at SD have been working out how much xp each class gets for class actions vs just killing. They have said they want to make it so even the Soldier (the main "killing" class) is a viable team player, by awarding good amounts of xp for handing out ammo (probably more than you would get for killing guys.)

As for the advantages vs disadvantages of playing Medic - (in general, not just for Brink)

PROS:
by far, the most fun class to play
tends to be the class other teammates are most willing to help out. (they acknowledge your importance) Holds more true if you are a good medic.
the backbone of any team
other than skills needed to complete the core objective(s), Medics provide, overall, the most important skills/abilities for the team.
XP wise, they tend to be the class that accumulates the most, the fastest.
Based on their abilities and their tendency to be the least played class, there is almost never a situation where it is bad/wrong to play one.


CONS:
you are a high value target
Other than the Operative, I would say it is the hardest class to master.
typically is a "sidekick" class - A player won the match by arming the charge, but you were the one who kept him alive. He gets all the glory.
typically, they are Incapable of doing core objectives (not in BRINK)
they tend to have the weakest weapon (not in BRINK) and/or have the least ammo of starting ammo (not in BRINK)
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Alyesha Neufeld
 
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Post » Mon May 31, 2010 6:51 pm

Well that's just like ... uh ... your opinion, man.

As for the advantages vs disadvantages of playing Medic - (in general, not just for Brink)

PROS:
by far, the most fun class to play - I think I'll prefer Soldier and Operative.
tends to be the class other teammates are most willing to help out. (they acknowledge your importance) Holds more true if you are a good medic. - I think just the same goes for Soldiers because they are your mobile ammo depot.
the backbone of any team - More like one of four backbones.
other than skills needed to complete the core objective(s), Medics provide, overall, the most important skills/abilities for the team. - Soldiers provide ammo and bullet-resistance, Engineers provide weapon-strengh and turrets. They are just as important.
XP wise, they tend to be the class that accumulates the most, the fastest. - Which I consider a serious balance issue.
Based on their abilities and their tendency to be the least played class, there is almost never a situation where it is bad/wrong to play one. - I think you should replace 'least' with 'frequently'.


CONS:
you are a high value target - Just like everyone else, as for aforementioned reasons.
Other than the Operative, I would say it is the hardest class to master. - In which way that is? Given the mass-revival-grenade does work as it sounds, it could also be one of the easiest.
typically is a "sidekick" class - A player won the match by arming the charge, but you were the one who kept him alive. He gets all the glory.
typically, they are Incapable of doing core objectives (not in BRINK) - The statement in brackets nullifies the argument.
they tend to have the weakest weapon (not in BRINK) and/or have the least ammo of starting ammo (not in BRINK) - Wrong. In Battlefield they usually use LMGs, which are extremely powerful. In BRINK they may use the same weapons as every other class, so this argument again is nugatory.

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Emma louise Wendelk
 
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Post » Tue Jun 01, 2010 6:14 am

Other than the Operative, I would say it is the hardest class to master.

Y?
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SiLa
 
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Post » Tue Jun 01, 2010 5:11 am

Y?

Between learning how to avoiding enemy fire and dying (running out to revive/heal), knowing who and when to heal and revive, how to conserve energy/heals, where to position yourself, and always needing to be with the team, makes the Medic the most overlooked and underrated class, in terms of learning to play them effectively. Every other class can do well on their own - Medics are the only class that need to be near teammates to excel.
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Darrell Fawcett
 
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Post » Tue Jun 01, 2010 1:37 am

Between learning how to avoiding enemy fire and dying (running out to revive/heal), knowing who and when to heal and revive, how to conserve energy/heals, where to position yourself, and always needing to be with the team, makes the Medic the most overlooked and underrated class, in terms of learning to play them effectively. Every other class can do well on their own - Medics are the only class that need to be near teammates to excel.


He's right. Healers in any game are usually the hardest to be good at. Every other class can do some solid work being a lone wolf but for a medic to gain xp he almost has to be around his teammates.
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willow
 
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Post » Mon May 31, 2010 9:08 pm

He's right. Healers in any game are usually the hardest to be good at. Every other class can do some solid work being a lone wolf but for a medic to gain xp he almost has to be around his teammates.

But. Not. In. Brink.

In Brink basicly every class is equally dependent on the team because every class has a core ability which supports the team.
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GEo LIme
 
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Post » Tue Jun 01, 2010 1:39 am

But. Not. In. Brink.

In Brink basicly every class is equally dependent on the team because every class has a core ability which supports the team.


How not...

Whats a healer going to do if he goes off by himself? He can't take command posts, he can't blow up routes, he can't gather intel from downed enemies, what's he gonna do? In order for a medic to be effective at all he has to be around teammates. An operative can go around BY HIMSELF and grab command posts or intel. A soldier can blow up objective BY HIMSELF.
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Albert Wesker
 
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Post » Tue Jun 01, 2010 12:03 am

Even in brink, medics will require the most skill micro-managing. Everyone else can use their pips buffing everyone, then just focus on using their gun, but the medics main goal is healing and reviving at all times. Do you heal the guy that's at 50% health now, or wait for him to lose a bit more before healing him? He might die if you don't take care of it now, but you may need that pip in a little while to revive someone. A medic can be helpful just healing and reviving until he runs out of pips, but a good medic will be the backbone of the team.
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Zach Hunter
 
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Post » Tue Jun 01, 2010 2:09 am

Even in brink, medics will require the most skill micro-managing. Everyone else can use their pips buffing everyone, then just focus on using their gun, but the medics main goal is healing and reviving at all times. Do you heal the guy that's at 50% health now, or wait for him to lose a bit more before healing him? He might die if you don't take care of it now, but you may need that pip in a little while to revive someone. A medic can be helpful just healing and reviving until he runs out of pips, but a good medic will be the backbone of the team.


Which is the case for any game involving a healing class and is displayed the best with MMO's. In WoW the backbone of a group is it's healer and tank. If you have a good healer and a good tank your group will most likely succeed. If you've got good DPS and a crappy tank and healer your group will fail period. Healing classes a lot of the time can be the deciding factor to if a battle is won or lost. You keep your soldiers in the battle and out of the spawn wave. In the case of Brink, you have to keep your team up while still keeping yourself up and fighting off the enemy.
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hannaH
 
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Post » Tue Jun 01, 2010 9:34 am

I imagine being a medic is fairly easy if you are good at staying near the action but also staying alive.
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maya papps
 
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Post » Mon May 31, 2010 10:51 pm

I imagine being a medic is fairly easy if you are good at staying near the action but also staying alive.

I would rather have a good medic that stays away from the front lines than have a medic who stays at the front lines randomly throwing out heals. They are both useful, but a good medic is a rare thing.
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Sunny Under
 
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