#What can we do about medics

1 messages · Page 1 of 1 (latest)

mystic forum
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As medic player I confirm that the class is not balanced right now.
Maybe this help:

  1. Lock medic's main weapons to only SMGs; 1.1. Nerf some of (maybe all?) the SMGs (at least Kriss have to be nerfed).
  2. Self healing and healing other medics should be 2x-3x time slower (I suppose that this is the necessary point). 2.1. Self-bandaging should be not 2x time faster that basic's but 1.5 time faster.
  3. Reduce the medic's armor stats. 3.1. All medic's helmets should be [Empty] type.
rose coyote
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The movement speed + self heal is why everyone plays medic. Make medics movement speed same as engi and it will prob be fine

grim siren
lucid shell
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Also a fan of removing flashes, impacts, and frag grenades from medic. Leaving it with only smokes and flares.

true wigeon
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i think delete all explosive is best option
medic can do self-healing, revive teammates, self bandage faster, destroy armored vehicles,have ranger armor so medic can get fast movement speed and a lots of primary magazines and medic can carry grenades so medic can do aggressive play
delete explosive (C4, impact, normal grenade)can make medic more supportive

whole basin
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or perhaps more incentive to play support/leader?

jaunty warren
fluid vale
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wouldn't really care if they removed explosives from medic. But really it's an issue with limited bandages and no way to regenerate HP on other classes, which makes medic pretty much the only choice for anyone who isn't playing in a premade squad. You just can't rely on others and medic is the only way to be somewhat self sufficient.

They could make other classes more appealing by giving them 5 bandages instead of 3, then giving a delayed regen that caps out at 66% HP. That gives people more room to play without being hard tethered to a medic, but you still need to rely on one to be optimal. 66% HP is still a big deal, but it's much less of a big deal than being at 10% HP and having to hope there's a random medic who takes the time to heal you.

covert bluff
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Or give medic some way to affect players in a radius, like imagine if they could drop the healing box on the ground and people could use it to heal themselves.

That would be wild !

Oh wait

jaunty warren
exotic oriole
# fluid vale wouldn't really care if they removed explosives from medic. But really it's an i...

I like the idea of self healing to not full, and with more bandages maybe it only kicks in when a bandage is used, bleeding or not.
Also, maybe when you bandage others, there's a slight decrease in time it takes compared to doing it yourself, with medics getting a greater buff to speed of bandages. Incentives bandaging others, and still gives medic a boost. Assault may be able to bandage themselves quicker, like medic speed, gives them a bit more reason to be played solo flanker.

chilly kite
# covert bluff Or give medic some way to affect players in a radius, like imagine if they could...

I likes this as the default use of the medic box; manually healing you or othjers is slow, but dropping your box is far faster and, I don't know, an icon appears above with. But if we don't make changes like above mentioned (removing super lethal stuff), then they'll just drop it somewhere hot and go hunting. For this we could give the box like, I don't know, 10 charges of 1hp to max hp and these charges can only be regenerated while thme medic carries the box, BUT, they can still heal without spending charges, but once again, slower. If the medic runs too far away from the box (And I'm not talking far enough for them to be defending a stop, but straight up going to another place while recieving "free points", then the box is destroyed and the medic doesn't regains that box. Knowing whose box is whose would make things less annoying if we add their name or squad above it.

chilly kite
# chilly kite I likes this as the default use of the medic box; manually healing you or othjer...

This might sound way out of my league, but we could also unlock medicbox perks or mini gadgets, like "around XY meters this box, allies run 5% faster" and all that stuff, but might be overkill. This goes along with what I said that these 'buffs' ONLY apply when the box is dropped, the medic within range, and the box has charges. Effects wouldn't stack perfectly along other things like that

exotic oriole
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Medic boxes increasing heal/bandage speed for all is a really cool idea, feels like it'd make me want to leave one behind for others more often

quartz laurel
mystic forum
final shale
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No medic seems fine, what would be cooler if they add an option to remove the medical backpack. It would be "very" fun

exotic oriole
final shale
exotic oriole
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Ahh is see, I'd almost say that making the medic speedy should be low on priority. Give assault the speed so that maybe people will pick it if they want to run and gun

lucid shell
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2 nades of different types on assault would be nice

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And if there was any class to have a self heal mechanic for ~100 or 200 health, it would be assault (but understand that this might not fit the game)

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And remove explosives from medic which I suggest here before which got some decent support

exotic oriole
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I'd be sad without a nade tbh. Reducing to 1, armor can give 2, would be better imo

lucid shell
exotic oriole
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I consider both those useless as fuck. Flashbangs would be my preferred swap and I hate flashbangs lool. If all I had was smoke grenades, I'd feel crippled.

lucid shell
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I love the smokes, but what you’re saying is more than reasonable

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Personally losing the c4 would be the biggest thing for me, but I think it’s a necessity for the classes to be balanced.

exotic oriole
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And I've never touched c4 on medic, however I've also thrown like, 2 smoke grenades in 100 hours lool.

lucid shell
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C4 is a must on medic once you unlock it. It’s good for killing, making cheeky angles, and going through buildings

exotic oriole
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I wish they got hammers, I'd use that over c4.

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I already use the vector I don't need to be flamed over c4 usage as well xD

elder sierra
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imo the best way to balance out all classes atleast a little bit is to give everyone heals but medics can just heal faster because battlebit has so many damaging factors playing as an aggresive player you need to run the medic class right now or it will be an uphill battle

woeful isle
elder sierra
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yes

astral tapir
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i think assault should be the faster one personally like medic should be toned down by like 65% and add a speed boost to assault by that 65%. there's no reason to play assault, which u think would be the most commonly used class in the game, but everyone uses medics which isn't wrong cuz it would be one of the second most used. it's all just to balance out useable between the two

simple ridge
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instead of nerfing medic make all the classes as strong as medic

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seems to be the better strat

sinful halo
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power creep is never a good strat imo

astral tapir
random pine
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I think if they gave a slow heal to other classes a lot of people would stop playing medic

mortal tundra
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there is always going to be a most played class, and out of all of them, medic is the best to have alot of people play, i rather have 70 medics than 70 of any other class

woven crystal
fluid vale
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Lucky you. I keep getting teams that are 50% recon players who don't leave their spawn zone

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I wish they would straight up disable Snipers in the safe zone, if I'm being completely real.

The safe zones need to be heavily reworked on some maps, regardless. There are some places where they literally touch objectives, especially in rush.

In others, (32v32 domination), the maps can be so narrow that teams literally have a wall of players shooting safe zone to safe zone. Construction is one example. That could be killer domination map if the safe zones were altered

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The biggest problem I have with these safe zones (which aren't really safe) is that it, ironically, ends up making spawn camping easier. Because you end up with just two lines of people shooting each other, and an impossible number of players looking in the direction of spawn so you can't get past the front line.

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If the players were more scattered, it's easier to flank or get past the front line and find a way to break the spawn camp

mortal tundra
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because it makes sense for it to be only medics and snipers

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no tanks or trucks so no real reason to play engineer

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and support/assault just are not fun to play

forest marsh
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is there damage falloff in the game?

fluid vale
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Yes

modern stirrup
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Medics should only have AR’s, give the other guns to assault as they are near useless right now

mortal tundra
random pine
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Maybe just remove smg, then they'd have to play some other class to use the vector

silk sorrel
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or just limit 1 or 2 medics per squad so not everyone is medic

forest marsh
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is there any perk that assault has?

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im trying to think of it but nothing comes to mind

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obv medic has their heal & faster bandaging, support has more armor and their guns, engi has vehicle repair and rpgs, but what does assault have

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they get shafted so hard i cant even think of their own perk, they even get less weapons even though theyre assault

modern stirrup
mortal tundra
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assault has beter gunplay kinda but it doesnt matter

modern stirrup
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That’s not my point lmao, I’m saying to nerf medics don’t give them the options of every gun, that should be assaults role, that’ll make people pick them

cinder sail
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Ideas:

  1. Give the other classes a limited form of self healing
  2. Promote the dropping of med-kits by giving the medic that dropped it xp for each usage by another player
safe galleon
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literally 0

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theres no point in playing assault

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only thing it has is a fcking sledgehammer and medic alr has a c4 so why bother with sledge

spiral marten
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So, I agree first of all. But I do think it's not about: How can we make the medic less fun, but instead how can we make other classes more fun?

obtuse siren
safe galleon
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Its not which class is more fun

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people dont play medic cause they think medic is awesome

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its cause assault is just a worse choice overall

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so I do think you need to nerf medic

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doesnt make it any less fun just makes it not op

safe galleon
forest marsh
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the snipers are 2 shot kills to the body

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and one shot to the head

safe galleon
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would still love a sweet spot for a 1 shot kill that is not to the head

spiral marten
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I can heal myself, I cna heal others

safe galleon
spiral marten
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I can res/stop bleeding twice as fast

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I have decent armor, SPEED as fuck

safe galleon
safe galleon
spiral marten
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Make it so other classes are more interesting

safe galleon
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add self heal

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that would make everything interesting

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add sweetspots to recons

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call me skill issue but a recon can only one shot with a shot to the head is a bit ridiculous

spiral marten
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Assault getting more points for damaging vehicles or something, or getting rid of explosives.
Support more for ressupplying.
Engineer for building/when your buildables take damage from enemy fire.
Recon for spotting people

And rework spotting system

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Put a bigger emphasis on teamplay and utility, and people will naturally play like such instead of being kill hungry goblins

safe galleon
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spotting system is non existent

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tbh

spiral marten
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PRetty much, it's barebones.. It turns red if you spot an enemy

safe galleon
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wow put a mark on a constantly moving enemy

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what a great system

spiral marten
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Honestly if you had a spotting system, this horrible sniper glint wouldn't be neccesary

safe galleon
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I think sniper glints are always necessary

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would be hard to spot them in the first place

spiral marten
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Nah, people just need like 2 whole braincells to figure out where snipers be sitting.

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Sniper glint can be useful, but more needs to be heavily reduced in radius and brightness

safe galleon
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honestly this game has so many issues with it but people seem to turn a blind eye cause they're so thirsty of a good battlefield game

spiral marten
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You right

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Don't get me wrong, game is fun

safe galleon
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yes

spiral marten
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But the balance man, oof..

safe galleon
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but the amount of ridiculous issues

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is almost a joke

spiral marten
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It just got out of early access

safe galleon
spiral marten
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I'm sure it'll be fine, but boi the community can be clowns on some issues

safe galleon
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though I feel like a lot of things can be fixed pre early access

spiral marten
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Aye

safe galleon
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with a little logical thinking and reference to good bf games

spiral marten
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I do be missing my BF man

safe galleon
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like who had the idea that someone putting down 5 claymores at the same time would be a good idea

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what about no self heal

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no sweet spots

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shit spotting

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terrible vehicle system

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shit class balance

spiral marten
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The issue isn't the fact that you can have 5 of em.. It's that they persist after death

safe galleon
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no weapon variety

safe galleon
spiral marten
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That too, I mean looking at Recon.. Wtf is even the Remington700? It's worse than L97

safe galleon
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I personally dont run into mines anymore, but when I started I kinda died to it 20 times

safe galleon
spiral marten
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I died to em maybe 6 times so gfar

safe galleon
# safe galleon Its so unfun to play a bolt action

its like well, you kill in 2 shots to the body but medic is also the most popular class rn. Well you 1 shot to the head, but you dont get rangefinder after a certain amount of kills. A lot of people enjoy sniping in the frontlines, but the only choice is a 6x scope before 15 kills

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You dont even have a default setting for zeroing so you gotta adjust that

spiral marten
# safe galleon Its so unfun to play a bolt action

Why would you? A support can tank a hit from a sniper headshot.
The glint is so atrocias that you can be seen through foliage but you can't see them.
You peek once and the entire map can see you.
Rechamber is slow as piss, and whilst I support the idea of them being weak closer.. I can do the exactly same with a scar, or M4.

You're basically force to play with medium scopes or die

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Or you have to be so far out, that you'll have to pay import fees for your bullets

safe galleon
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it fcking sucks dick

spiral marten
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Which only a handful of maps actally support. Like WHEN have we ever needed a 40x scope

safe galleon
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that makes no fcking sense

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?????????????????????!

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Who the fuck snipes from 1km

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gotta be jackfrags for that one

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even he cant pull it off 3 times a game

spiral marten
safe galleon
spiral marten
# safe galleon Who the fuck snipes from 1km

I do, but man I don't always want to be forced in like uberlong range just to be able to play. And even then I don't want a sniper glint telling me exactly where my opponent is, it's boring

spiral marten
safe galleon
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The only snipers on the first half of the leaderboard

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are over rank 150

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none of them are rank 50 rank 40 snipers

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all of them have the 'best guns with best attachments'

spiral marten
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The answer to sniper glint is to avoid it all together kek

safe galleon
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and even with that their kd is comparable to a a lv 40 pleb with an m4a1

spiral marten
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With medic right

safe galleon
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doesnt take a genius to figure out problems man

spiral marten
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I can literally get so much KPM/KD it's stupid.. I just zoom across the battlefield like I'm on crack deleting people with a vector and mines

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It's fun, but other classes just feel meh

safe galleon
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also you know how there are so many vehicles in this game

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to the point of annoying

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a lot of them do nothing

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theres like 20 cars with guns all empty and useless

spiral marten
safe galleon
spiral marten
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I should not have seen that mfers

safe galleon
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impressive shot btw

spiral marten
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Cheers

safe galleon
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also thank god that guy was low enough

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imagine if he was full

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didnt get the kill oopsie BBClown

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you get how ridiculous it is

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land a shot from 480 m to the body and you get a simple white 'click'

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Cause the damage only ramps up after 1km

spiral marten
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I mean I'm fine with it being headshot only kill, I don't mind

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But if you add faceplates being able to block that

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Eh, not so much

forest marsh
safe galleon
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You dont get a rangefinder when you start

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And you dont get a mid range scope as well for closer ranges

forest marsh
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what

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early recon is nowhere near shit

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you dont need that many kills for a rangefinder

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and even without it you still get alot of kills anyways

safe galleon
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Compare it to a medic with m4

daring folio
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medic honestly is overtuned, self heal needs to be like 3x slower, shouldn't be able to do any explosives period, and maybe consider limiting them to SMGs, in order to force them to play their role. Assault should either get a reasonable buff like perhaps to certain guns or attatchments not reducing movement speed as much, or the other classes should also be balanced for them to fulfil more niche roles while assault remains as the 'generalized' class.

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Recon is very balanced though.

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TL:DR, assault is shit because medic, support, engineer, are just straight upgrades to it, there needs to be a perk for assault, or changes to medic/support/engineer in order for them to be fulfilling a niche instead of being a direct upgrade

lone hull
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IMO the main problem with medics is that they are the only class that can self heal, I don't think that that is necessarily a problem but it does make a massive difference in gunfights.
I pretty much only play medics because of this, if you get revived and the person doesn't/cant heal you, you're at a massive disadvantage in any gunfights you come up against as you basically get one hit.
I think that all classes should be able to self heal but at a much slower rate than the medic can heal.
Everyone has bandages, why not make the bandages a bit more useful and give them a slow heal over time effect for all classes ? As they are fairly limited to other classes it shouldn't take away too much from the medic class adds a additional choice of do you heal yourself or save to res people while also providing more use to the support to restocking the bandages ?
I think with more (slower) self healing options for other classes it will make players more willing to branch out and use more of the other support classes as well which should balance the class playercount distribution.

modern stirrup
wintry shale
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medics are only being played by everyone cause you can self heal, I think every class should have a small medic kit with them that is slower when it comes to healing, and medics also have access to more sorts of weapons that assault and leader, I feel like the other classes should have access to more than two types of weapon types other than engineer

foggy blade
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You can make something similar to bandages in Battlefield V or just copy it

wintry shale
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it isn't just the ability to heal, I think, I also think the weapons personally affect those descion to play medic

karmic bridge
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BF4 figured this out by having a small pack you can pick up yourself but isn't as good at healing groups or you can throw down a big med pack that heals everyone with a longer cooldown

silk sorrel
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make it so medic has a squad cap of 2 or 3

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thatll even it out a little bit

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then nerf

bitter fern
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How about give auto health regen to everyone (obviously slower without the medics pack)

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And then give medpack a healing time buff

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It worked in BF

sinful halo
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healing is 100% the issue, there's no reason to not pick medic if you're going to sweat
they need to give us other ways to heal, or limit medics healing somehow

brisk steppe
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The healing is already limited so I think limiting medic won't solve anything. As it stands now if you want to take more than 1 gunfight per life you need a medic.

fluid vale
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auto HP regen doesn't work with the rest of the games pacing, it would have to be something manual, like medics, but distinctly worse(ie, you are stationary while it happens, can only heal yourself, and only to 90 HP instead of 100)

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you are supposed to be vulnerable while bandaging/healing, but having auto regen sort of breaks that philosophy. So doing it like how I said is the only way

bitter fern
fluid vale
bitter fern
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I think milsim esque healing and ammo mechanics dont really match with the gunplay and mobility

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Which are similar to battlefield where auto health regen works just fine

fluid vale
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I'd argue one of the main reasons battlefield sucks so much now is because they were trying to copy call of duty, with the fast regen, and it doesn't scale well into the larger style fights/battles.

It's similar in battle royales, healing takes much longer and leaves you vulnerable. With the number of players on the field, fast regen doesn't work well, that is fine for smaller game modes like cod traditionally has, but not ones with this many players.

The vulnerability while healing, resetting, etc gives large windows where you can be aggresive vs players or squads. With auto regen, if you are hurt, you can just safely post up, holding an angle, and mow down anyone chasing.

Having to bandage, then be healed/heal yourself with the medbox creates enough of a window to create openings for playing aggressive.

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I often get 2-3 kills, reset myself, then push where those guys died, ending in squad wipes, while the medics are trying to rez and reset them, but are vulnerable. Without that, it would be impossible to push into squads. That was one of the major issues battlefield had, even if you killed 3-4 players, a medic could rez them all before you had time to push up, and you'd have 3-4 players staring at you when you came around the corner, guns ready, just holding angles while waiting for their regen to kick in

hybrid venture
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Personally I think they should remove the self heal option from medics. Most medics in my games, don't bother reviving or healing anybody, they just run it, healing themselves. Take away their ability to heal themselves and then maybe medics will do their damn job

livid plume
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Medic is fine
. Just remove the vector from it and presto its balanced .

fluid vale
brisk steppe
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Locking the only source of healing to one class is not "fine" imho.

sinful halo
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its early access, they should try out different approaches

brisk steppe
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But this issue mostly stems from how the game is having an identity crisis atm.

tight island
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Honestly the easiest way to fix this issue would be to allow health to regenerate up to a certain point, what that point is would have to be tested but it would allow players be actively engaging with firefights without having to be as heavily reliant on medics as they are now.

hybrid venture
fluid vale
# hybrid venture Maybe, maybe not. But there needs to be something to incentivize medics to heal ...

There is plenty to incentivize them, medics can reach top of the scoreboard without getting a single kill.

Many players run by because you aren't in a safe place, you are 2-13 and spending time healing won't suddenly make you go 30-3, or they are the top fragger and actually playing objs and kills. No one is obligated to immediately stop what they are doing and rez you when you go down.

Regardless, what needs to happen is other classes need a worse way to heal themselves than medic. Ie, they can only heal themselves to 90 HP, while stationary. This alleviates the primary issue of why medic is so popular, sine it's the only class that can self heal, while still keeping medic as extremely important, since it's the only class that can heal itself/others to 100 HP, as well as having 20 bandages and faster animations, and can self heal while remaining mobile. This opens up assault, engineer, and support to being more fragging out classes, while medic could still do it well, it wouldn't be the best simply because those other class bonuses are already insanely good.

Once that's done, see how things are, then buff/nerf accordingly. For example, maybe medics lose C4 and get C2, which would be more of a breaching charge and much weaker against players. Or maybe medics don't have access to ARs, and instead get DMRs, or lose access to SMGs.

But there's no point in looking at any form of nerfs until the other classes are actually playable and fun, and imo, that will not happen unless they get a (more limited) form of self sustain, because being unable to reset yourself just makes them unplayable. Having only a single "fair" fight isn't fun, especially when there's aim punch and armor mechanics on top of that. There needs to be some form of resetting, but auto HP regen does not fit in with battlebits pace, so that's out.