Medic Discussion

Post » Fri May 27, 2011 7:38 pm

Magical reviving C4? I like it, but it seems overpowered.

id prefer a claymore
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Khamaji Taylor
 
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Post » Fri May 27, 2011 10:36 pm

1. Is the medic able to lay down healthpacks that can be picked up by alliies when they need it? So when defending a building, a medic can lay down some packs for later use. They had it in ETQW so i presume this will be in. If they are in can someone please tell me if it is on a meter than runs out or do they have a limited number etc.

I don't think they've said anything the nitty-gritty of the mechanics of this; wait for H0RSE and his eidetic memory to wander this way. I know they've said that medics will be able to instantly heal people to 100%, instead of having to heal multiple times.

2. Are they able to heal themselves with their own health packs? After all, we dont want invincible soldiers.

They have said that the medic's self-healing will be on a cooldown. They don't want players spending all their energy on themselves, so they're restricting the medic's ability to Rambo by allowing them to charge up their healing much faster than they can use it on themselves. Since you'll be able to heal to 100% instantly, though, it shouldn't be as terrible as it might sound.
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Philip Rua
 
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Post » Sat May 28, 2011 3:53 am

They have said that the medic's self-healing will be on a cooldown. They don't want players spending all their energy on themselves, so they're restricting the medic's ability to Rambo by allowing them to charge up their healing much faster than they can use it on themselves. Since you'll be able to heal to 100% instantly, though, it shouldn't be as terrible as it might sound.

the cooldown timer isnt just for healing themselves but for healing anybody. you can heal yourself as much as you want but without any xp gain or you can heal teamates for precious xp
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Neko Jenny
 
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Post » Sat May 28, 2011 6:48 am

id prefer a claymore

I'd prefer proximity and tripwire mines.
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Neko Jenny
 
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Post » Fri May 27, 2011 6:19 pm

the cooldown timer isnt just for healing themselves but for healing anybody. you can heal yourself as much as you want but without any xp gain or you can heal teamates for precious xp

This is new to me. I thought they said the self-heal will be on a much longer cooldown (they said 30 seconds, and then said not to quote them, oops) than healing others, so that medics literally couldn't spend all their energy on themselves.
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Rinceoir
 
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Post » Fri May 27, 2011 7:05 pm

the cooldown timer isnt just for healing themselves but for healing anybody. you can heal yourself as much as you want but without any xp gain or you can heal teamates for precious xp

the cooldown is for self heals only.

Source - post from Rahdo:

"the selfish medic issue is dealt with mostly again with ability cooldowns. If i can only heal my self once every, say, 30 seconds (that's not a real final number, mind, just an example), then generally i've got power to heal others in the meantime. that, plus the fact that healing others gets you a LOT of xp (more than you can earn by killing, by a long shot), and healing yourself gets you nothing."
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Jade
 
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Post » Fri May 27, 2011 8:04 pm

Thats good, a medic was a good class to play as in ETQW, i will probably be a medic some of the time.
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Yvonne Gruening
 
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Post » Sat May 28, 2011 9:16 am

Thats good, a medic was a good class to play as in ETQW, i will probably be a medic some of the time.


Yea me too, Love playing Medics. you can really change the tide of the game with a few revives here and there
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Breanna Van Dijk
 
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Post » Sat May 28, 2011 4:59 am

The best thing about Medics for me, is how you can contribute so much to the team, without really killing anyone or being on the frontline. With Medics having core objectives now in Brink, it will make them even more useful.
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Amanda savory
 
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Post » Fri May 27, 2011 7:12 pm

Yea me too, Love playing Medics. you can really change the tide of the game with a few revives here and there


All the more reason to kill the Medic first. It going to be harder now since they can self revive. I wonder if interrogation would prevent it? Even better knocking them out and stealing their clothes. :wink_smile:
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Your Mum
 
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Post » Sat May 28, 2011 12:14 am

probably not the best idea to use the medic player as a disguise. If the enemy team recognizes who their medic is and they expect you to heal them but u dont, they'll know what up...and thats only one of the risks, lol

medic will be a fun class to use, if you get tired of the norm then switch to medic for a round or two
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no_excuse
 
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Post » Fri May 27, 2011 10:43 pm

probably not the best idea to use the medic player as a disguise. If the enemy team recognizes who their medic is and they expect you to heal them but u dont, they'll know what up...and thats only one of the risks, lol

medic will be a fun class to use, if you get tired of the norm then switch to medic for a round or two


I agree just like TF2. I just think it would be funny to see a medic running around in his underwear.
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josie treuberg
 
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Post » Fri May 27, 2011 6:18 pm

probably not the best idea to use the medic player as a disguise. If the enemy team recognizes who their medic is and they expect you to heal them but u dont, they'll know what up...and thats only one of the risks, lol

Somehow I think this logic will be fairly applicable to all the classes.

Medic: Why aren't you healing me?
Soldier: Why aren't you shielding me?
Engineer: Why aren't you ... wait, what do you do again? Whatever; why aren't you shooting someone?
Operative: Why are you here?
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Cool Man Sam
 
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Post » Fri May 27, 2011 10:58 pm

Somehow I think this logic will be fairly applicable to all the classes.

Medic: Why aren't you healing me?
Soldier: Why aren't you shielding me?
Engineer: Why aren't you ... wait, what do you do again? Whatever; why aren't you shooting someone?
Operative: Why are you here?


Why are you here? Lulz

If the medic has a revival grenade it can only rez 1 person.
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Shaylee Shaw
 
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Post » Fri May 27, 2011 11:42 pm

Why are you here? Lulz

If the medic has a revival grenade it can only rez 1 person.

better than 0
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Ebou Suso
 
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Post » Sat May 28, 2011 8:28 am

I'm still trying to wrap my head around the concept of a healing grenade. But there's that canister on the Teamplay Features page, staring at me with all its medical whiteness ...
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Russell Davies
 
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Post » Fri May 27, 2011 7:36 pm

Actually, that Teamplay tap shows that all classes have a grenade of some sort. It shows a landmine for the Engineers though. Maybe Medics just get a flashbang or something?
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CYCO JO-NATE
 
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Post » Sat May 28, 2011 6:23 am

Maybe Medics just get a flashbang or something?

That was http://www.gamesas.com/index.php?/topic/1095357-medic-discussion/page__view__findpost__p__15996057 too. A flashbang would be the most suitable grenade I can think of to match heal/revive abilities: stun your enemies long enough to revive an ally and allow both of you to get to cover.
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YO MAma
 
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Post » Fri May 27, 2011 6:29 pm

I think that a good ideain this case, for Brink, is to look at how Medic is used in Team Fortress 2 give their own unique twist to it. maybe that will be how the buff gun will work, or whatever the buffing agent will be. also if your getting Brink, Spread te word everywhere, and if you are gettin it for XBL put Revolution on your profile
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Sebrina Johnstone
 
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Post » Sat May 28, 2011 5:12 am

I think that a good ideain this case, for Brink, is to look at how Medic is used in Team Fortress 2 give their own unique twist to it. maybe that will be how the buff gun will work, or whatever the buffing agent will be. also if your getting Brink, Spread te word everywhere, and if you are gettin it for XBL put Revolution on your profile

Well, what we know so far about medic buffs is that, like TF2, you can give people more health than their normal maximum--but unlike TF2, it doesn't decay. The limiting factor is that you can only buff a certain number of people. Unlike TF2, you can buff yourself, but it takes extra energy, and you don't get any points for it. Unlike TF2, healing and buffing are different things: you can use energy to heal people instantly to their maximum, or you can use energy to increase their maximum health for the duration of their current life. You can also revive people who are incapacitated and haven't respawned yet.

The biggest TF2 medic idiom is the übercharge, which is a mechanic Valve included to break stalemates. Medic doesn't get that in SD games, but they do have the same firepower as everyone else to make up for it.
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Charles Weber
 
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Post » Sat May 28, 2011 8:52 am

I wonder if medic could get some "spec into ability" that would give them some sort of buff after they rez someone. Perhaps it could give them some increased accuracy for like 5 seconds or something.
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Sarah Knight
 
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Post » Sat May 28, 2011 12:47 am

I wonder if medic could get some "spec into ability" that would give them some sort of buff after they rez someone. Perhaps it could give them some increased accuracy for like 5 seconds or something.


Meh idk. Boost for doing things like that is weird and a little useless.
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Marcin Tomkow
 
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Post » Sat May 28, 2011 1:15 am

I cant really think of much a medic could spec into as far as abilites. Besides making the buff bigger or maybe the cooldown on abilites get shorter. Although an evil ability would be some sort of poison a medic could use on a downed enemy that could make them skip the next respawn so they had to wait an extra 20 seconds.
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Brentleah Jeffs
 
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Post » Sat May 28, 2011 5:35 am

I cant really think of much a medic could spec into as far as abilites. Besides making the buff bigger or maybe the cooldown on abilites get shorter. Although an evil ability would be some sort of poison a medic could use on a downed enemy that could make them skip the next respawn so they had to wait an extra 20 seconds.

thats actually not a bad idea

at least i think its not
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Kellymarie Heppell
 
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Post » Sat May 28, 2011 12:47 am

I hated the "poison needle mods" in RTCW and ET. You had Medics running around with their needles out, more interested in pricking you with it, than actually playing a Medic. Getting stuck with a needle reversed all your controls, messed up your vision, and gave you DoT. I would rather have Medics stick to healing and support. Once you give them some unique offensive ability, it will be like players in BC2 picking Medic just for the M60. I can't tell you how many times I had a Medic run past me when I need health, or run right past my corpse, and do nothing.
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natalie mccormick
 
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