#Medic viability

1 messages · Page 1 of 1 (latest)

silent elm
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Would there be a way of making manpower more of a consideration which would then make the class more useful. A ticket system or similar comes to mind but I’m sure there are others ways of going about it.

proven gull
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I mean yes we could make the game fundamentally different to make medic viable.

Or we could just leave things as they are...

Or we could use the search function and see how this suggestion and others have been discussed ad nauseum.

dire vapor
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Give them more ammo and a rifle with the second class would be my suggestion, but love the manpower idea emoji_HLLCommendation

sick hawk
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Keep the ammo the same, we want medics to be medics, not riflemen

But for possible improvements and a fun new system

What if when you get shot it inflicts a small debuff, not enough to ruin the game but enough to inconvenience you

Like a speed debuff for being shot in the leg or aim for arm shots, chest shots could mean you can only sprint for short periods of time or you can't hold your breath

And only medics can fix these, give them some tourniquets or stitches or something that will fix these issues
{Side idea, give a tourniquet/stitches (2 or so) to the 2nd support class as that specific one is ment to keep the fight going}

As for reviving allies, decrease the bleed out time to about 1/3 of what it is now, because a lot of players get in the habit of auto giving up because the bleed out time is just so long
This also add more pressure to the medic making them more fun to play

With that give the morphine a small boost that lasts about 3 min,(I say 3 min bc they will also need the time to bandage and tourniquet/stitches), like the healed soldier gets 25% more HP or they move 10% faster, don't make it game breaking but make it useful

Next Thing I feel like we could do is give the medics the ability to drag injured and a slow pace
Let the injured use their side arm if equipped with one

Not directly aiming at medic but this will help stop people from letting themselves die:
I also like an idea suggested in a different thread, have people spawn in with the same ammo they died with (with a minimum of 2 mags and 1 throwable) so there's less incentive to let yourself bleed out so they don't just get all their ammo back, and more incentive for people with ammo boxes to use them and people to use ammo boxes

Give medic a shotgun loadout at lvl 3
Add the Geneva slayer

Ducksaws, did you read the first line of this message?

lunar cypress
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Just give medics the same kit as Rifleman tbh revive isn't that powerful

proven gull
sick hawk
# proven gull Yes, let's punish all the other players in the game just to make medic special.

It's not meant to punish nor is it ment to make the medic special, it's meant to encourage team play and add a more realistic environment(like team 17 has been going for)
And it's definitely a better option than the tickets or increasing the respawn time like many others offer

And please, if you're going to shoot down ideas, at least offer some ideas or alternatives.
Otherwise we'll get nowhere

frank fjord
proven gull
# sick hawk It's not meant to punish nor is it ment to make the medic special, it's meant to...

Giving speed or movement debuffs to players to force them to use a medic is absolutely penalizing them.

I don't see how it encourages teamplay, or at least interesting team play by forcing someone to play medic and press on their friends to remove penalties.

As far as constructive feedback goes. Nothing new has been said in this conversation. It's just parroting the 15 other threads with the same suggestions.

HLL has an extremely low ttk, guns that are really, really easy to kill people and fast respawns. None of this lends the game to squad/ps style gameplay.

Players don't have health pools, they have states downed/bleeding/healthy. Gun damage is based on range and weapon type, so like one hit at under 200m to the torso = dead. How does a health bonus fit into this.

If I have to wait for a medic to bandage me why not just go die and respawn?

signal escarp
rocky trench
frank fjord
# rocky trench Hear my out, it's not a combat role.

That reminds me of a guy I once knew who said medic class shouldn't even have a weapon.

I feel like you 2 would get along well.

Anyway, if I was a medic I'd grab a garand.

Edit - all roles are combat roles when in combat

sick hawk
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For the first point I'd like to refer you to pande4360's comment below yours

As for the health pool thing, I don't see why they can't add alternative damage like the bolt action rifles are still 1 shot (this gives bolt action weapons more viability) but the carbine and everything else does just a little less

And since you appear to know so much Abt the game I have a genuine question if you can answer it.
You said players have 'states' stable, bleeding, and downed, how does the system calculate damage for smgs and pistols, and things you can get hit with multiple times before you go bloody or down. How does it calculate the damage? And with that how does it know how long you need to bleed before you go down without having a health pool?

For waiting for the medic, I'm trying not to make the respawn time any worse than it is, most people agree that's a bad idea

I will edit this message if I have anything else to add until the timer is up

Edit
@proven gull
It increases team play by encouraging people to stick near medics, serving as a way to encourage the team to stick closer together

Also it's similar to bandages in a way, most people get 2 but won't survive long enough to use both, if ur shot it's likely you will die outright and experience no debuff, but if they do survive they will be slowed, or have more sway to your aim, consequences for being shot other than the risk of death, and better yet, consequences that can be fixed, similar to bandages, except not having bandages will kill you, and that's why most infantry won't have it, because it's a minor debuff and not ment to kill you.

proven gull
signal escarp
# proven gull How though? Just saying the words doesn't make it a thing. If you want that inf...

We have several games that already have that implemented and successfully tested so there is nothing needed to be said. Their respective communities are more fans of hardcore gameplay and tehrefore like it. The only question here is does THIS community like it more hardcore or not. Both answers are viable ofc. I think most solutions except giving the medic more ammo require somekind of change to a more hardcore game.

hearty sun
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just give the medic one extra mag and be able to drag downed to cover

proven gull
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Yeah - I think that is the crux of the matter. HLL is successful, perhaps, because it is more accessible than games with deeper and more challenging mechanics.

I also, and this is an opinion, get the sense that the people that are attracted to WW2 games are not attracted to squad/Arma style shooters based on PS.

sick hawk
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Consider this
Medic with a shotgun

elfin pewter
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What about using the medical supply box from the second load-out to set up an aid station. Maybe it functions like an airhead. In my experience nobody really uses the medical supply box, the best thing about the second load-out is the extra smoke grenades.