Overpowered Medic

Post » Tue May 17, 2011 1:27 pm

Considering medics hand out stuff that kicks Death away for longer than natural, it's hard for a medic to not be overpowered. I guess we could have it so instead of tossing syringes, they actually enter a mini-game with the Grim Reaper and have to box with him. If they win, the guy gets revived, if the medic loses, both the guy and the medic die. Is that what the people calling "OP!" on the medics want?

The way I see it, medics revive. I'm not gonna complain that medics are being allowed to revive. They also need guns to kill enemies preventing them from reviving allies. Thus, I'm not mad that they get guns. Medics also need legs so they can move around and get to people who are incap'd and can't move around, so I can't exactly call legs over-powered, can I?

If a class is built to successfully perform their role, I don't see how they're over-powered. If anyone is over-powered, it's the soldiers and operatives who get their health and weapons buffed constantly. Wait and see.
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Katy Hogben
 
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Post » Tue May 17, 2011 1:09 pm

Also, Medics can only self-revive when downed correct? (besides the normal standing syringe)
This would mean if you kill them while downed, they can't revive?
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noa zarfati
 
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Post » Tue May 17, 2011 2:16 am

Also, Medics can only self-revive when downed correct? (besides the normal standing syringe)
This would mean if you kill them while downed, they can't revive?


Yes. They can't raise themselves from the dead, only from the incapacitated, and only if they have saved enough pips? to do it.
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Anthony Rand
 
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Post » Tue May 17, 2011 3:12 am

Also, Medics can only self-revive when downed correct? (besides the normal standing syringe)
This would mean if you kill them while downed, they can't revive?


Correct. It really isn't a "revive" as much as it is a "stand back up now."

But the word revive is a lot cleaner than what was mentioned.

Edit: Mathonn ninja'd me.

But yes, the medic has to use pips to self revive, and there's been a cooldown mentioned for self revive too i.e. you can't go running into an enemy base with four pips, get incapped, self revive, get incapped, self revive, etc.
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Noraima Vega
 
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Post » Tue May 17, 2011 1:21 pm

Correct. It really isn't a "revive" as much as it is a "stand back up now."

But the word revive is a lot cleaner than what was mentioned.

Edit: Mathonn ninja'd me.

But yes, the medic has to use pips to self revive, and there's been a cooldown mentioned for self revive too i.e. you can't go running into an enemy base with four pips, get incapped, self revive, get incapped, self revive, etc.


Okay then this confirms what I had thought before. Medics don't really seem to be overpowered.
People might think this because you can syringe yourself. Imho, not much of a bonus in the middle of a firefight unless:

1) You get lucky and no one tries to kill you while you are down.
2) You end up downed, kill your opponent with the downed ability and have a chance to revive.
3) You end up downed and a team member kills said opponent and gives enough cover.




- :flame:
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Benito Martinez
 
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Post » Tue May 17, 2011 5:06 am

Okay then this confirms what I had thought before. Medics don't really seem to be overpowered.
People might think this because you can syringe yourself. Imho, not much of a bonus in the middle of a firefight unless:

1) You get lucky and no one tries to kill you while you are down.
2) You end up downed, kill your opponent with the downed ability and have a chance to revive.
3) You end up downed and a team member kills said opponent and gives enough cover.


- :flame:


Yeah. I'd rather have an up medic than a syringe with the chance of making myself an up medic.
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kevin ball
 
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Post » Tue May 17, 2011 9:12 am

Okay then this confirms what I had thought before. Medics don't really seem to be overpowered.
People might think this because you can syringe yourself. Imho, not much of a bonus in the middle of a firefight unless:

1) You get lucky and no one tries to kill you while you are down.
2) You end up downed, kill your opponent with the downed ability and have a chance to revive.
3) You end up downed and a team member kills said opponent and gives enough cover.




- :flame:

It could work if your trying to get to a teamate and a lucky bullet downs you when you turn the corner. So you get up and get out of there. It's not meant for running at the enemy because they'll kill you before you can use it.......
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Theodore Walling
 
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Post » Tue May 17, 2011 2:41 pm

It could work if your trying to get to a teamate and a lucky bullet downs you when you turn the corner. So you get up and get out of there. It's not meant for running at the enemy because they'll kill you before you can use it.......


Right, for the Medic it seems to be a sort of "last hope" option.




- :flame:

Edit offtopic: @Devil, PM me about the Machinima. Posted in the thread yesterday.
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Isabella X
 
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Post » Tue May 17, 2011 2:19 am

Right, for the Medic it seems to be a sort of "last hope" option.




- :flame:

Edit offtopic: @Devil, PM me about the Machinima. Posted in the thread yesterday.

(You did? i gotta go look) Yes it is.
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Javier Borjas
 
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Post » Tue May 17, 2011 11:07 am

I just think all the classes should level up equally. Since the soldiers and the operative recieve the least amount of XP for what they do, I think their objectives should reward more. Maybe as much as 700 or even 1000xp. But then I worry then soldiers and operatives will be overused.

Btw, they have ability bars. So if they use it up no more revs till it recharges, and they do have other abilities to invest in. If they throw it out like free crack as you say it, they may be left vulnerable without the support of a teammate.


i understand but i was referring to a team of medics not just one ...
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George PUluse
 
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Post » Tue May 17, 2011 5:11 am

True they may level up faster but people still want to be soldiers and operatives (most want to be operatives). And on this forum there are more soldiers than engineers. I don't think everyone is going to be medics. In most games, they are one of the fewest played classes.


I completely agree from a fun stand point most people would choose the other classes but from a competitive stand point there will be lots of medics for those people that are not interested in what the game has to offer and just want to win.
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Michelle Serenity Boss
 
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Post » Tue May 17, 2011 6:54 am

Epic medic move, tosses a Laz grenade while sliding into all his downed teammates, he is downed then revived by the Laz nade with the rest of his group.
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Lawrence Armijo
 
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Post » Tue May 17, 2011 1:40 pm

i understand but i was referring to a team of medics not just one ...



A team of medics is still going to have a hard time because of the advantages gained by an opposing team having varied lines doing the different side objectives.

I suspect there will be an "optimal" team set up for general play, but with the variety of weapons, abilities, and player styles it still won't be as simple as a team of X running through without trouble.
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Cathrin Hummel
 
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Post » Tue May 17, 2011 2:32 pm

A team of medics is still going to have a hard time because of the advantages gained by an opposing team having varied lines doing the different side objectives.

I suspect there will be an "optimal" team set up for general play, but with the variety of weapons, abilities, and player styles it still won't be as simple as a team of X running through without trouble.


good point i havent gotten to touch the game yet so this is all speculation.
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no_excuse
 
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Post » Tue May 17, 2011 6:54 am

good point i havent gotten to touch the game yet so this is all speculation.


Well, technically this game revolves around strategic team play, so I'm assuming just as other similar games that a whole team of Medics would end up getting wiped by an organized balanced team.
Simply because you can't actually "heal" like in other games. There is no heal-gun type of thing like in TF2/Global Agenda.
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Breanna Van Dijk
 
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Post » Tue May 17, 2011 1:11 pm

Well, technically this game revolves around strategic team play, so I'm assuming just as other similar games that a whole team of Medics would end up getting wiped by an organized balanced team.
Simply because you can't actually "heal" like in other games. There is no heal-gun type of thing like in TF2/Global Agenda.


yeah i was never concerned with the heal just the revives but yeah being that you can use the "pips" up fast it probably wont be a problem unless you have a full team of medics but then like Mathonn said they will be losing on the objective side.
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Eileen Collinson
 
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Post » Tue May 17, 2011 2:05 pm

i understand but i was referring to a team of medics not just one ...


Do you mean a full squad of medics? I don't see how that would be helpful, if no one is filling the other classes then they would not be able to complete the missions..

On another note does anyone know if the medic gets charged a pip on the deployment of a revive syringe or do they get charged when the downed player finally uses the revive.. Meaning if you toss a syringe, for some reason the downed player doesn't use the revive right a way, say due to a firefight.. during which they got finished off and never used the syringe.. At what point should the medic get charged a pip?

I would think that they should be charged per deployment to prevent revive spamming.. But I know I would be mad if I burned a pip trying to reviving someone but didn't get any XP because they did not use/get to use it..
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Jimmie Allen
 
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Post » Tue May 17, 2011 3:20 pm

Do you mean a full squad of medics? I don't see how that would be helpful, if no one is filling the other classes then they would not be able to complete the missions..

On another note does anyone know if the medic gets charged a pip on the deployment of a revive syringe or do they get charged when the downed player finally uses the revive.. Meaning if you toss a syringe, for some reason the downed player doesn't use the revive right a way, say due to a firefight.. during which they got finished off and never used the syringe.. At what point should the medic get charged a pip?

I would think that they should be charged per deployment to prevent revive spamming.. But I know I would be mad if I burned a pip trying to reviving someone but didn't get any XP because they did not use/get to use it..



You get XP for tossing and more when they use it. I believe you are charged when you throw it.
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casey macmillan
 
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Post » Tue May 17, 2011 2:21 pm

I always thought that the Medics just give the syringes to a downed player, but its up to the player to actually use the syringes? Am I wrong?
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Sammi Jones
 
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Post » Tue May 17, 2011 12:11 am

I always thought that the Medics just give the syringes to a downed player, but its up to the player to actually use the syringes? Am I wrong?


No you are right.
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Stephanie Valentine
 
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Post » Tue May 17, 2011 3:33 am

I remember in a game of battlefield me and some friends were a fireteam of four medics, we all got into good cover near each other, all threw down health packs and if one went down one would revive him with his defib. The defenders couldn't get rid of us and it let us form a beachhead for the rest of our team to assault from, so I can understand the OP's concern.

However, I think the advantages of having Engineers to deploy turrets, Operatives disguisng themselves and taking out targets, Soldiers refilling ammo and of course Medics to keep people up will be a more potent (and not to mentiuon balanced) force than a team of medics who swap out one person to get the objective!
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Jason King
 
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Post » Tue May 17, 2011 1:32 pm

I remember in a game of battlefield me and some friends were a fireteam of four medics, we all got into good cover near each other, all threw down health packs and if one went down one would revive him with his defib. The defenders couldn't get rid of us and it let us form a beachhead for the rest of our team to assault from, so I can understand the OP's concern.

However, I think the advantages of having Engineers to deploy turrets, Operatives disguisng themselves and taking out targets, Soldiers refilling ammo and of course Medics to keep people up will be a more potent (and not to mentiuon balanced) force than a team of medics who swap out one person to get the objective!


It's certainly a valid concern, but when you consider that unlike Battlefield you can't just lay down health packs, you have higher limitations to how often you can heal, you only have 8 guys, and there's much less ground to cover, it at the very least breaks down the possibility of solid healing chains.
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Eduardo Rosas
 
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Post » Tue May 17, 2011 10:51 am

I remember in a game of battlefield me and some friends were a fireteam of four medics, we all got into good cover near each other, all threw down health packs and if one went down one would revive him with his defib. The defenders couldn't get rid of us and it let us form a beachhead for the rest of our team to assault from, so I can understand the OP's concern.

However, I think the advantages of having Engineers to deploy turrets, Operatives disguisng themselves and taking out targets, Soldiers refilling ammo and of course Medics to keep people up will be a more potent (and not to mentiuon balanced) force than a team of medics who swap out one person to get the objective!



That just made me think of a team of Heavy Medics on here all with miniguns o.o
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sam smith
 
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