Overpowered Medic

Post » Tue May 17, 2011 12:16 am

Oh, man! You gave away my strategy! I was going to so do that, lol. -_-

Actually, I'm going to literally follow the nearest Heavy (or Medium) non-Operative teammate the entire mission, lol. (Wait, wasn't there a button that had you dragged behind a teammate or something or did they recently change that again?) :huh:


A button no. A slight acceleration to catch up if you are buffing them. So you wouldn't follow me around?
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chloe hampson
 
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Post » Tue May 17, 2011 12:17 am

I think it's a slightly more curious issue that I can throw a grenade into a room full of guys (let's say 4 guys) and not kill any of them, but a medic can throw a grenade into a room full of incapacitated guys (let's say, the same 4 guys) and res them all.

No OHKs but plenty of OHRs.
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Britta Gronkowski
 
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Post » Tue May 17, 2011 11:36 am

Because the dev's said they want people to be alive more to play not laying around dead all the time
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Lifee Mccaslin
 
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Post » Tue May 17, 2011 6:37 am

I think it's a slightly more curious issue that I can throw a grenade into a room full of guys (let's say 4 guys) and not kill any of them, but a medic can throw a grenade into a room full of incapacitated guys (let's say, the same 4 guys) and res them all.

No OHKs but plenty of OHRs.


True grenades have say 30 second cooldown and cost one pip. Laz grenades will have say 2 min cooldown and cost 2 pips. Please note these are just guesses but I know that cooldowns and pips depend on how powerful the ability is.
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Quick draw II
 
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Post » Mon May 16, 2011 11:22 pm

I don't think regular grenades take up pips Wraith. Only special grenades.
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Lory Da Costa
 
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Post » Tue May 17, 2011 12:17 pm

Because the dev's said they want people to be alive more to play not laying around dead all the time


By making the wave spawn 20secs that seriously counter acts that but i do see it as being necessary so medics will be useful.
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Joe Bonney
 
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Post » Tue May 17, 2011 9:25 am

the 20 second counter was added as an anti-sniper/camping device if more then 1 of your team respawns at the same time then someone IMO has a chance to take anyone out thats foolish to try it with undestroyable turrets to help protect you
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Sarah Knight
 
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Post » Tue May 17, 2011 1:09 pm

I don't think regular grenades take up pips Wraith. Only special grenades.


You may be right but I was making a point more than anything factual.
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Mr. Allen
 
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Post » Tue May 17, 2011 4:13 am

I think it's a slightly more curious issue that I can throw a grenade into a room full of guys (let's say 4 guys) and not kill any of them, but a medic can throw a grenade into a room full of incapacitated guys (let's say, the same 4 guys) and res them all.

No OHKs but plenty of OHRs.


great! more people for me to kill!

...this is a shooter after all...
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stevie critchley
 
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Post » Tue May 17, 2011 5:01 am

My plan is to be a Heavy Medic Security and lets say I hobbling around and I see a team mate injured... yet again I'm injured (just for the sake of argument) wouldn't it make sense to heal yourself before others... when clearly its cheaper (in pips) to heal others then yourself? I'm totally cool for the teamwork thing.. but you can't heal a team, if your dead?
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louise hamilton
 
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Post » Tue May 17, 2011 12:57 pm

My plan is to be a Heavy Medic Security and lets say I hobbling around and I see a team mate injured... yet again I'm injured (just for the sake of argument) wouldn't it make sense to heal yourself before others... when clearly its cheaper (in pips) to heal others then yourself? I'm totally cool for the teamwork thing.. but you can't heal a team, if your dead?


No you can't heal anyone if you're dead. But if your philosophy is "self over others" then maybe you should consider another class besides the medic? It isn't hard at all to jump behind said teammate and heal him, then heal yourself later once you two have killed the enemy. Or you could simply duck behind some cover after tossing him some health or run up a wall to a safe spot and then wait for your own heal to be ready.

If there is no shooting going on, then you should always heal him first. This is because if you heal yourself then he might run off to secure an objective or help someone else before your pips can recharge.
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louise hamilton
 
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Post » Tue May 17, 2011 12:24 am

No you can't heal anyone if you're dead. But if your philosophy is "self over others" then maybe you should consider another class besides the medic? It isn't hard at all to jump behind said teammate and heal him, then heal yourself later once you two have killed the enemy. Or you could simply duck behind some cover after tossing him some health or run up a wall to a safe spot and then wait for your own heal to be ready.

If there is no shooting going on, then you should always heal him first. This is because if you heal yourself then he might run off to secure an objective or help someone else before your pips can recharge.


I guess in that situation it makes sense. But what I said was not my philosophy bud :) it was just a scenario where I think the medic should have a passive ability or something to counter balance to how the medic can't defend himself while healing others. Sure it maybe for a split second but thats all it takes for you to die.
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Kelvin
 
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Post » Tue May 17, 2011 2:47 pm

I guess in that situation it makes sense. But what I said was not my philosophy bud :) it was just a scenario where I think the medic should have a passive ability or something to counter balance to how the medic can't defend himself while healing others. Sure it maybe for a split second but thats all it takes for you to die.


That's just a matter of either clearing the area before you take the split second, or trusting your team to cover your ass.
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Manuel rivera
 
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Post » Tue May 17, 2011 11:49 am

A button no. A slight acceleration to catch up if you are buffing them. So you wouldn't follow me around?


Ah, okay, lol.

Isn't it bad to follow an Operative, though? I mean, wouldn't I ruin your ninja sneaking/disguise skills if I (a teammate Medic who is not disguised, lol) was nearby? :poke:

The more I hear about the Medic's cooldowns and limited pips abilities, I am actually the opposite of OP and I really, really hope the Medic is not UNDERpowered, lol.
I hope my team (when I go online) has my back, lol! :yes:

I have to play it and get some serious hands-on time to get used to finding how long my cooldowns and how much Pips each would take and test out the different body types to find out my preferred gameplay style.
(Must have game Naaowww! :D )
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Setal Vara
 
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Post » Tue May 17, 2011 5:33 am

Ah, okay, lol.

Isn't it bad to follow an Operative, though? I mean, wouldn't I ruin your ninja sneaking/disguise skills if I (a teammate Medic who is not disguised, lol) was nearby? :poke:

The more I hear about the Medic's cooldowns and limited pips abilities, I am actually the opposite of OP and I really, really hope the Medic is not UNDERpowered, lol.
I hope my team (when I go online) has my back, lol! :yes:

I have to play it and get some serious hands-on time to get used to finding how long my cooldowns and how much Pips each would take and test out the different body types to find out my preferred gameplay style.
(Must have game Naaowww! :D )


Well its not like I would have you standing right next to me, one doesn't have to be an operative to be stealthy.

All abilities have cooldowns and the pips, in the most recent vid there seems to be a lot of different buffs. You can heal, revive, buff speed and god only knows what else?
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rolanda h
 
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Post » Tue May 17, 2011 1:44 am

Well its not like I would have you standing right next to me, one doesn't have to be an operative to be stealthy.

All abilities have cooldowns and the pips, in the most recent vid there seems to be a lot of different buffs. You can heal, revive, buff speed and god only knows what else?


Wait, I'm now confused. Is SD god in this situation?
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Francesca
 
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Post » Tue May 17, 2011 2:25 pm

Well, if the assaulting team is bunched close together, in the proximity of one grenade, they deserved to die. When you're assaulting an objective, the last thing you want to do is stand by 2-3 allies.

You assume they all died in the same place at the same time. If both teams decide to duke it out in one spot, its not unusual to have bodies pile up. The person in the best cover for that hallway dies, so someone moves up, and also dies, etc. It usually happens for both sides if they meet up en masse.

If that's the case, the team with a laz nade at the end might be the one who wins that battle.
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Andrew Lang
 
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Post » Mon May 16, 2011 11:20 pm

You assume they all died in the same place at the same time. If both teams decide to duke it out in one spot, its not unusual to have bodies pile up. The person in the best cover for that hallway dies, so someone moves up, and also dies, etc. It usually happens for both sides if they meet up en masse.

If that's the case, the team with a laz nade at the end might be the one who wins that battle.


I thought about that, but it still seems kinda situational. There might be a pile of bodies at a chokepoint and you can revive them all there (still don't know why they would be running straight down a chokepoint)

Anyways, I guess what it all comes down to (for me at least) is what the medic's other active abilities are. I've heard talk of a bioweapon ability of some sort for the medic; if that's true (and useful) I'll probably run my medic with revive syringes, health buff, and bioweapon, just to make it a bit more diverse. Jack of all trades, master of none, amiright?
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Kevin S
 
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Post » Tue May 17, 2011 3:53 am

I thought about that, but it still seems kinda situational. There might be a pile of bodies at a chokepoint and you can revive them all there (still don't know why they would be running straight down a chokepoint)

Anyways, I guess what it all comes down to (for me at least) is what the medic's other active abilities are. I've heard talk of a bioweapon ability of some sort for the medic; if that's true (and useful) I'll probably run my medic with revive syringes, health buff, and bioweapon, just to make it a bit more diverse. Jack of all trades, master of none, amiright?


Seems like the grenade could still be effect even when being used on just one person. Say someone's pinned down 20 ft or so away from you and you can't get close enough to syringe them, you could just toss a laz nade at them and boom - problem solved
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Eddie Howe
 
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Post » Tue May 17, 2011 12:27 am

Seems like the grenade could still be effect even when being used on just one person. Say someone's pinned down 20 ft or so away from you and you can't get close enough to syringe them, you could just toss a laz nade at them and boom - problem solved


Agreed, it takes a huge amount of the time and risk out of being the medic. Whether that is a good thing or a bad thing remains to be seen.

Two players dying near each other is going to happen a lot, 3 or more maybe less, but the 2 getting res'ed together is already going to be a powerful possibility, particularly because it is thus easier to res 2 than drop 2 in the same amount of time.
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Causon-Chambers
 
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Post » Tue May 17, 2011 3:07 am

A cooldown would certainly be the best, I think. I had heard rumors that medics have a limited amount of revives, but that didn't make any sense to me.

Also, a cooldown would take care of medics getting incapacitated and constantly reviving themselves, because after all, exp bonus or no exp bonus, who can say no to invincibility?


Its true. Each character only has so many "Pips" (are they called that?) which are used up by doing things like throwing a syringe. So even a large body type medic with a lot of pips can't just help out forever. Not sure if you can regain Pips in one life though.
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jason worrell
 
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Post » Tue May 17, 2011 12:56 am

Pips (I think they're called "supplies" now) regenerate over time. The self-revive, as well as the self-heal, however, have a cooldown time on top of taking a good amount of supplies. Healing and reviving your teammates, on the other hand, has no cooldown and can be done at any time, provided you've got the supply pips to do so.
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Emily Jeffs
 
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Post » Tue May 17, 2011 7:57 am

Well i have yet to see anything stating that incapping an enemy is the same as killing them so thats not entirely true ...


Not sure what you ment by that, but, you can not kill an enemy instantly , once you bring there health to zero (0) they become incappitated, they can now pull out a gun (if they have the perk for that), join the next respawn wave, or wait for a medic to revive them, once a medic comes and throws them a revive syringe, they now have the choice to revive, or join the respawn wave.

When you incapitate a enemy you may shoot him while he is down and that will kill him, where he will be forced to respawn as he has no other choices.
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Nauty
 
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Post » Tue May 17, 2011 1:15 pm

please don't get this confused with being downed it's totally different.
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Blaine
 
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Post » Tue May 17, 2011 2:13 pm

please don't get this confused with being downed it's totally different.


How am i confused? Or was that not directed at me?

Being down means you took to much damage and you go down, a medic can revive you or you can respawn, and a enemy player may also shoot you/melee you to kill you and then you cannot be revived by a medic, because, well your dead.
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El Goose
 
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