Very well people, the theme is as follows, here we are going to argue, balance and see the things that can improve in this class, once the points have been made clear, a summary will be made and we will ask for the last time if everyone agrees, From there the post will be closed and the last publication will be the summary of all the changes, balances and more of the corresponding class
#Medic Overhaul
1 messages · Page 1 of 1 (latest)
The offensive capabilities of the medic should be nerfed massively. Their main role should be to support other players, not be a one-man-army.
Some games limit accomplish this by restricting medics to single-shot rifles or carbines with small magazines.
For my part, I think I should carry PDW, Submachine guns and carbines, the rest of the types of weapons are too much for the medic
Reviving:
The Medkit needs a way to heal more quickly recently revived teammates, because many medics leaves their teammates for combat, because is very risky and the reward is not enough
I think there is too much
SMG Medic is already the meta, because they're fast, smgs are great, they can self-heal infinitely, and you'll probably lose any 1v1 against them at close range with any other class
Let's not think about what is "meta" in that aspect, also if this publication goes well we could make another one related to weapons in general, but let's not move away from the current point which is the mefic
Medic*
I would argue that the weapons that the medic can use is a large, perhaps the most important, part of why the medic class needs an overhaul.
In fact, they are an important part of this class, you are not wrong about that, but I was referring to the fact that you should not focus so much on the appearance of the current weapons, which are meta and which are not, because, the truth is, the game itself mechanics in general are "broken", you have to look more at the function of the category itself of the weapons you will use
In this case the submachine guns, PDW and carbines, so you can defend yourself at short and medium lengths (defending is not the same as being able to attack)
The medic turns them into offensive weapons due to their fast movement speed and healing ability. They can flank you and gun you down with their fast fire rates.
A support class with an SMG (if they were allowed to carry them) would die pretty quickly, because they are slow.
So it's not the weapon itself, it's a combination of the class that uses it.
Limiting Medic to, say, ironsight-DMRs would help reduce their offensive capabilities by a lot.
Of course, the issue of movement must also be taken into account, you are right... what if we reduce the sprint speed? (of course taking into account that when we make other revisions to other classes we will reduce their sprint speed as well haha)
I think it's good to have medics be faster than other classes, so that they can quickly help someone in danger.
Or perhaps if everyone moved at the same speed, and if that speed were lowered so that nobody can just zig-zag (or air-strafe) through bullets with a high chance of surviving, that would be good
Perhaps it would be best to reduce the speed, also so that the vehicles are useful again, perhaps to 6.5 m/s? that was the sprint speed in Battlefield 4
Maybe it's best if you guys don't want to nerf everything
Okay, let's buff everything else instead!
A medic has to heal better than anyone else. Like raising the fallen even faster. Or lift with more lives. Or (there was such a continuation) the ability to change any gadget to a gadget with almost instantaneous lifting of a fallen fighter. A defibrillator, for example. Instead of the same c4, for example, and again optional. If you want to take it, you don't want to take it.
- Remove Medkit, replace with item that improves player drag speed/other options to improve supporting capacity.
- Allow medics to bandage any class at any health % as a replacement to medkit.
- Improve the health granted from a revive by medics to 85% so players can resume fighting without additional heals.
- Decrease self bandage speed of medics.
Reviving and healing allies makes you extra vulnerable because the revived player has a tendancy to heal again making you both easier to kill, this would address that issue. 4 Reduces medics ability to yolo by lower self healing rate, which would allow assault to become a better aggressive class than medic.
do you look at the players at the stat? I don't see more player playing med
Friend, here we are all trying to collaborate so that there are changes that everyone or the majority likes, if you are going to be here then collaborate, if not, if you just come to clown, go somewhere else, thank you very much 😄

Please don't act like you don't understand, since you arrived you have been denying ideas that people have given and you haven't done anything, to be a toxic hater without supporting, or giving ideas but only annoying because there are other posts
"throw the stone and hide your hand" in Chilean terms haha
21:55]azabenji: Maybe it's best if you guys don't want to nerf everything
[22:00]azabenji: dmg 1.3x
[22:00]azabenji: everything
Yes, yes, of course, my friend, whatever you say, I'll tell you again, if you only come to throw hate, go somewhere else, thank you very much 😄 (also those messages literally show that they are messages for trolling, I don't even know how you can use them as justifying, pathetic and childish)
Medic is not meta anymore
Has not been for months
It also occurred to me @lethal terrace that the other option would be to only have SMG and semi-automatic rifles as you mentioned
This way he has to defend himself for both distances, but at the same time only his main weapon is limited to these
If you understand me
@grand flame finally, the man I wanted to see here haha
long text incomming 
Nah, that's fine, this is how he explains from his perspective what things to do to make the medic a better medic haha
now he stopped 
I'm going to make a notebook with what we currently have for the meantime.
medic is probably the most versatile class in the game right now. i don't think it has any business having as much offensive power as it does. naturally, you should pick assault or engineer for that role, but self-healing is such a useful tool - especially combined with high mobility and a good arsenal. i think medic needs reduced ammo (like, the least amount) and a med-kit rework so that it cant be used as selfishly.
Just look at any good player. They all use assault. There’s a reason for that.
Maybe self healing works well with your particular play style but medic is absolutely not meta right now.
there still are some good medics because hes better if you survive long which isnt the case for most good players from what i have seen
#Medic
[Healing]:
-The Medkit regenerates health at a faster rate for allies or replaces it with a device to heal faster and at any percentage of health. (of course again only for allies)
-Reduce the speed of self-bandaging by medic
[Revival]:
-Give him a defibrillator instead of bandages to resuscitate faster
-The medic can revive downed soldiers to 85% health
[Armament]
-Reduce the amount of ammunition you can carry
do you mean the medic can also heal himself faster?
I mean... I just sent a summary of what we have done so far, we still have to keep talking, and I hope that more people join the conversation to get more ideas, what I sent is what we have done so far... and that's all
As I mentioned brother, this is what they commented, if you don't like the idea, go ahead and comment on it, no problem, at the end of the day you have to reach a point where at least the majority agree.
What things in the summary I sent seem to you to be acceptable and what not, I read to you.
im commenting on the summary 
Well, maybe yes, or maybe not, let's see what others think about the quick cure from the medic.
By the way, now I noticed and wrote it wrong in my opinion, sorry, that healing thing is for allies.
From this part @young frost
he has a valid point
Ready, there I fixed it
As I mentioned, people, this is what there is at the moment, do not despair or throw hate, you have to discuss the points well and hope that more people join to get different points of view
And of course, this will continue until the majority say that the medic balancing or "overhaul" is ready.
of what or why?
And... that's why we're doing this... don't you think?
no
That's why it's Early Access

Then why?
you want to nerf it so that even fewer player choose it

D: Oh he didn't discover my evil plan, it had to be Perry the platypus
Nah, as I say, without joking, this time I don't want to be involved in the balancing act, but I will be organizing the ideas of the group of players until, as I say, the majority agrees.
skilled players aren't worse because you nerf something, it's just more difficult for others
.
As I told you, the majority of players do approve some type of "definitive summary" it will be because of that, the majority of players and that's it, nothing to do with it.
Also, of course, if it goes well, I plan to do an "Overhaul" for the other classes doing the same, collecting information and ideas from different players to reach a summary that the majority agree with.
It is the least conflictive way and more calling for the help of the players to change things
yes, +dmg for every gun
Don't worry, I will take your idea into account, but for a specific "overhaul" for weapons
@grand flame do you think this can grow and attract more people to give their ideas?
I don't know, but I would like it, so I need it in the game ¯_(ツ)_/¯
too early for a medic overhaul, other stuff to be pushed first, state of game will be way different after those priority changes and then medic has to be looked at again, no point speculating now
some quality of life changes would be good in general such as reviving to 50 and perhaps a bf4 style medkit that gets drop and heals 5hp per tick, would incentevice using it in cover/near teammates and prevent spamhealing while running
In fact, it is more than anything to give him a catchy name, it is more than anything, as the description says, to make some changes to make him a better medic
You don't have to do anything without an alternative. It's about "putting away the first aid kit." Also, you should never slow down a medic's self-binding. He won't be played just because of that. What is the point of getting a random bullet to sit in a corner for half an hour and lick your wounds. This is one of the reasons why other classes were not popular.
If there is an alternative way to make a class better, without cutting back on its abilities, that's a better choice. For example, as I wrote that you can give a choice, first aid kit or defibrillator. Giving the choice. Not taking it away. The best balance is to not do the circumcision, but raise it to the rest and give a choice. Giving too much is also bad. Making alternatives to what we have now is great. Without completely emasculating the possibilities
Reducing cross-dressing will kill the class. No one. I repeat, no one wants to get randomly shot and sit around "dressing up" for half an hour. It takes a lot out of gameplay. Especially considering how often you can accidentally snag something here and there that will leave you bleeding. While the medic will be bandaging himself up in combat, all of his allies will already be hitting the space bar. And if he picks them up first, he'll die himself because he won't have time to bandage himself afterward.
The rest of it looks logical. The only thing is that with the reduction of ammo, we need to work with support to make these assholes give others ammo or make their process more convenient. But that doesn't apply to medic anymore.
Of course, I also made other "overhaul" posts about the other classes in case you want to go and leave your grain of sand hehe