I seem to see medics getting alot of flak because they are the "Most vital" and "Easyest point earners" of the team so allow me to add an aditional perspective into this because everyone seems to be forgeting that this is an objective baised game, and unless the medic has expended all of his energy bar in the Heads Up Display, he quite honestly should not be doing things like takeing a command post because that is not his vital function unless he is the last one left or prefurrobly has a solder with him that has the shield perk because he cannot add further benifets to the teams situation as even the soldier can provideing a meat shield.
I'll show you what i mean by provideing a breakdown:
Medic: everyone knows the medic's job he does two confirmed things but he does them efficently and well from what we can gather-
Healing teamates from non-mortal wounds and provideing medical eppy-pins for downed-but-not-out teamates.
Pending confermation: Medic "Qureshi" buffed "jolly" with a speed boost nearly as the game begins within the Brink bomb defusal walkthrough.
The strength that the medic experences is from his consistant heal points but suffers from the very fact that his service is vital- an over zealus medic that does nothing but buff his teamates before a fight starts will find that he won't be able to bring up the casualtys in an orderly fasion.
Soldier: The soldiers job seems preety stright forward, shoot the enemy and distribute upgraded ammo- but he serves a number of key roles in pushes depending upon, and indeed reguardless of what he specialized in. the soldier is required to emplace High Explosive charges to breach vital barricaded or impassable areas so that the team or indeed whatever they are escorting my pass by with ease.
also depending upon how he specializes he can gain the "Shield" ability and keep his teamate up for those few vital seconds that he needs to capture a command post or have an Operative interrogate an enemy and turn that 12 seconds left into another 3 minutes of hectic shooting and no doubt earning points for takeing the bullet. Specilizeing in grenades will also allow the soldier to frequently launch a number of grenades to assist his teamates and by 'assist' i mean that he will earn "Group ponts" which (pending confermation) are earned for ganging up to take down a member of the opposeing team, so while the soldier does not get "Massive" points for revives he still gets points for what he does frequently especially if he is clever with his flashbangs.
Engineer: At first glance one might dismiss the engineers job to one of "Team gun buffer" but it really is a blank slate for the player to dicide what function to serve outside his two vital functions of Disarming High Explosive charges placed by hostile soldiers and repairing delapidated Equipment (e.g. like the Robot and crane in container city). With the option to instantly place self-controlled turrets and create minefields the engineer can become an area denial specialist and turn the enemy team into a bunch of unhappy campers as they have to choose between your friends or the turret thats been giveing them guff. opting for the previous option however and the engineer can easily turn himself and his team into a team of deadly combatents with boosts to weapon damage, inprove Command posts and can still scrap with the best of them.
Operative: With all those roles fofilled what is it that the Operitive rely's upon for points? in a word: Havoc
Operatives excell in hacking enemy defences and Engineer's turrets as well as secureing inteligence on the enemy team getting vital mission time and sneeking behind enemy lines before takeing a command post and firewalling it to make it more difficult to re-capture and createing an element of unease were the men at your back may just not be on your side, and when the time is the worst for it-you'll find out.
sure people are gonna get hurt, its a shooter- but don't count the other three classes out just yet.
Don't really agree with this niche thinking of classes, I much more agree with Dysfunkshion's statement of "mixing it up" not only from a "fun" standpoint but a strategical standpoint.
It isn't always the best thing for a team to die-hard to your job, I've played medic classes since RTCW and spending all your energy as soon as you can is on paper the most efficient, but rarely the most helpful.
Pages and pages have been written on how to play each of these types of classes. It's the subtlety's of how each classes responsibilities spill over into one another e.g. command posts, 'ramboing', defensive and offensive postures.