Medic Discussion

Post » Sat May 28, 2011 1:21 am

needs some other kind of weapon beside or in addition to bioweapon..G18's, autopistols something like that..


The bioweapons is an ability. It thankfully isn't like TF 2. You don't have to use any specific gun as a medic. What is determined by that is the build. Please refer to this http://www.gamesas.com/index.php?/topic/1102014-brink-info-compendium-v2/
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Dalton Greynolds
 
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Post » Fri May 27, 2011 10:26 pm

A lot of special abilities seem to center around explosives. I know that that's like a Soldier thing, but the Operative can change his grenades to be sticky, Engineers get mines, that sort of thing. Medics obviously get Lazerus grenades, but their poison or bioweapon or whatever is probably a grenade-type weapon as well. Some sort of health-sapping or even paralytic toxic gas.

It just doesn't make much sense to poison people by stabbing them with a syringe, you know? If you're going to do that you'd might as well just shoot the guy, or hit him with a regular melee.
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christelle047
 
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Post » Fri May 27, 2011 7:13 pm

A lot of special abilities seem to center around explosives. I know that that's like a Soldier thing, but the Operative can change his grenades to be sticky, Engineers get mines, that sort of thing. Medics obviously get Lazerus grenades, but their poison or bioweapon or whatever is probably a grenade-type weapon as well. Some sort of health-sapping or even paralytic toxic gas.

It just doesn't make much sense to poison people by stabbing them with a syringe, you know? If you're going to do that you'd might as well just shoot the guy, or hit him with a regular melee.


No, if you haven't noticed, eveyone except the soldier seems to only get one type of grenade. There are other abilities unique to each class as well. Like soldier's handing out ammo and specialty with explosives, medics healing and reviving, engineer's weapon buffs and turrents, and the operative's hacking, playing dead, etc....
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Quick draw II
 
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Post » Fri May 27, 2011 7:22 pm

The medic's reviving here seems to be able to be countered by shooting downed people.
Look at CONTAINER pt 2 (I think) where he changes to engineer and shotguns a guy then the guy falls to the ground then he shoots him up some more with a pistol.
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Isabella X
 
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Post » Fri May 27, 2011 6:11 pm

The medic's reviving here seems to be able to be countered by shooting downed people.
Look at CONTAINER pt 2 (I think) where he changes to engineer and shotguns a guy then the guy falls to the ground then he shoots him up some more with a pistol.


I thought the guy was in last stand or whatever Brink is calling it, I recall reading about it. That's why he shot him I believe. I keep reading your never "Dead" your just incapacitated so you can be revived by a medic if you wait long enough.
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Hope Greenhaw
 
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Post » Fri May 27, 2011 7:18 pm

Do we know any other buffs for the medic besides health buffs. Maybe weapons or something. I know he is a support player but I think the medic should have 1 or 2 offensive buffs, maybe for laying down covering fire or some such, you know, like a fire rate increase or something.
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Zosia Cetnar
 
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Post » Fri May 27, 2011 6:03 pm

No, if you haven't noticed, eveyone except the soldier seems to only get one type of grenade. There are other abilities unique to each class as well. Like soldier's handing out ammo and specialty with explosives, medics healing and reviving, engineer's weapon buffs and turrents, and the operative's hacking, playing dead, etc....

It was in one of the videos. The guy, who was an Operative, used one of his skills to turn his regular grenade into a sticky bomb. I assume the other grenade-type skills work in much the same way. You use the skill to modify the grenade, in other words. Soldiers probably get a bunch of offensive grenade types, and a lot more variety than the other classes, but that doesn't mean that the other classes don't get any special grenades. They've already told us that Medics get the Lazerus grenade. I just figure that if Medics get any kind of poison it might also be in grenade form.

Do we know any other buffs for the medic besides health buffs. Maybe weapons or something. I know he is a support player but I think the medic should have 1 or 2 offensive buffs, maybe for laying down covering fire or some such, you know, like a fire rate increase or something.

Fire rate would be something for Engineers to modify, as it's strictly a gun trait, not a player trait. Medics could, however, hand out buffs that increase reload speed, or movement speed, or melee damage. Err...maybe not melee damage. Not sure how that would work with the melee system they've got.
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He got the
 
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Post » Fri May 27, 2011 6:03 pm

how about an injection that heightens your senses and allows a higher accuracy?
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WYatt REed
 
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Post » Sat May 28, 2011 7:19 am

how about an injection that heightens your senses and allows a higher accuracy?

I already suggested that a so called "Adrenaline Boost" which could allow teamates buffed with it to have magnitude of side effects:
- Movement speed and SMART abilities upgraded for period of time ( ex. heavies could now use smart like mediums , mediums like lights, lights overall speed climbing ect boosted)
- Take less dmg for short peroid
- Ability cooldown speed is faster for period of time
- PIPs refresh quicker for period of time
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Kyra
 
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Post » Sat May 28, 2011 4:09 am

I already suggested that a so called "Adrenaline Boost" which could allow teamates buffed with it to have magnitude of side effects:
- Movement speed and SMART abilities upgraded for period of time ( ex. heavies could now use smart like mediums , mediums like lights, lights overall speed climbing ect boosted)
- Take less dmg for short peroid
- Ability cooldown speed is faster for period of time
- PIPs refresh quicker for period of time


If lights get any better at the SMART system they will be able to leap high building with a single bound. I don't think those should all be grouped into one buff however.
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Donald Richards
 
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Post » Fri May 27, 2011 8:31 pm

Interesting thread. I'm curious about how long it takes to swap back and forth between a weapon and the tools of the trade. I play KZ mainly and the swap seems to take FOREVER during intense fights. mpwolf was more to my liking.
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Jenna Fields
 
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Post » Sat May 28, 2011 4:44 am

If lights get any better at the SMART system they will be able to leap high building with a single bound. I don't think those should all be grouped into one buff however.

Well of course not they were all just suggestions on affects it could have on the person injected with it.
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Mario Alcantar
 
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Post » Sat May 28, 2011 7:27 am

Well of course not they were all just suggestions on affects it could have on the person injected with it.


That makes more sense. Unless they turn god mode into a buff.
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Doniesha World
 
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Post » Sat May 28, 2011 8:18 am

Well speed boosts are in as a medic buff.

http://www.vg247.com/2010/10/06/brink-is-definitely-a-shooter-at-its-heart-says-splash-damage-boss/
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CxvIII
 
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