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ratfusion
2012-07-18, 03:40 PM
It appeared in Higbys video that there was a medic chasing around the character we were watching and some stream of 'healjuice' healing him. This seems very similar to TF2, and is bad news IMO, as that method of medic isn't much fun to play.

I'd rather see a fixed radius healing terminal like STO or BF3 medpacks.

Hopefully I'm wrong and was seeing something else entirely, does anyone know the details?

Sephirex
2012-07-18, 03:41 PM
We prefer the term "Medical Firearms"

also: See Tribes.

The Kush
2012-07-18, 03:42 PM
Yes it is a heal gun that shoots a heal beam.

If you had played PS1 you would understand this is exactly what the game needs.

Maticus
2012-07-18, 03:43 PM
It isn't going to be like medic on heavy, its just a quicker heal up to 100%

EisenKreutzer
2012-07-18, 03:47 PM
Combat medics have access to Medical Weaponry™, and I have heard the devs talk about both an area of effect heal and a "heal grenade." Those last two might be referring to the same item, but they might also be different pieces of equipment. Either way, lots of options and medic goodness.

I also remember hearing that medics cannot heal MAX suits, instead requiring an Engineer, and the recent TB video seems to support that. So no TF2 Medic/Heavy combo in other words.

ratfusion
2012-07-18, 03:47 PM
Yes it is a heal gun that shoots a heal beam.

If you had played PS1 you would understand this is exactly what the game needs.

Day 1 PS1 vet. They've sped up the game to match modern shooters, except for this aspect, and I think its a drag, as I planned to play a lot of medic. They've used BF3 as a model for a lot of things, and I'm surprised this isn't one of them. The medical applicator was slow in PS1, but fit the pace. The armor applicator was too slow to repair MAXes so most people wouldn't, and would let them die. If they would have let the glue gun repair maxes much quicker, we would have seen some teamwork there.

The answer in modern games is give the support character the ability to have their hands free so they can join in too. I'm surprised this isn't the case.

Heavygain
2012-07-18, 04:02 PM
They have said the medic will have an aoe heal as well.

Rivenshield
2012-07-18, 04:04 PM
The medical applicator was slow in PS1, but fit the pace. The armor applicator was too slow to repair MAXes so most people wouldn't, and would let them die.

You must be a separatist. The Terran answer to that is to stack one or two combat engies behind every MAX, as we can and do. It works fine, as you know to your sorrow. :P

I think having a medical applicator that snaps more easily onto target and has a slightly greater range is a wonderful thing. I just hope they won't let us heal people on the move. You want to heal a moving target, chuck a 'healing grenade' at him.

Same for glue guns.

Galzus
2012-07-18, 04:07 PM
As long as people who are being shot at get vastly reduced healing/repairing amounts (and not just because they're taking damage), I'm OK with heal/repair guns.

I just hate shooting at targets that are getting healed ridiculously fast, because it promotes the "I have a medic and you don't, so I win" crap that plagues TF2

Warborn
2012-07-18, 04:14 PM
People die in a handful of bullets, you don't need any debuff if you're being healed, a headshot or two and you're down instantly.

Heal gun/grenades means that medics can actually heal in fights in PS2. In PS1 you kind of couldn't as people moved too much for it to be practical. As such, and because everyone who played infantry had the medic cert, the medic role basically didn't exist in any real form in PS1. So the healgun/etc is an obvious step up, as for the first time you'll be able to be a medic in Planetside and now have people giving you funny looks.

etheral
2012-07-18, 04:18 PM
A medic has to choose between fighting or healing. I fail to see a problem with this.

On the subject of healing grenades, I really hope that they dont differentiate between friend or foe, so they are a real expert's tool

Infernalis
2012-07-18, 04:20 PM
I have no problem with the medic beam or revive except when it concerns MAXes, I don't know if it's in the video of TB or Higby but when a MAX is revived it comes back with 100% armor.

ratfusion
2012-07-18, 04:20 PM
In PS1 I liked that you couldn't effectively heal during a fight. You got to fight too, and then healed people after the fight.

If its easy to heal on target in a fight with a stream of heal goo, people will, and then medics will be expected to run around healing constantly, and never get to fight as well.

Bags
2012-07-18, 04:21 PM
It appeared in Higbys video that there was a medic chasing around the character we were watching and some stream of 'healjuice' healing him. This seems very similar to TF2, and is bad news IMO, as that method of medic isn't much fun to play.

I'd rather see a fixed radius healing terminal like STO or BF3 medpacks.

Hopefully I'm wrong and was seeing something else entirely, does anyone know the details?

How is dropping a stationary medkit more fun than using a medigun?

Shadowrath
2012-07-18, 04:21 PM
The heal guns look awesome. Remind me of TF2 and Global Agenda.

Emperor
2012-07-18, 04:25 PM
It appeared in Higbys video that there was a medic chasing around the character we were watching and some stream of 'healjuice' healing him. This seems very similar to TF2, and is bad news IMO, as that method of medic isn't much fun to play.

You did preface with "IMO," but it really is just your opinion. If the medigun wasn't fun for some, no one would use it in pubs. I don't personally see anything wrong with a beam.

Soothsayer
2012-07-18, 04:25 PM
It appeared in Higbys video that there was a medic chasing around the character we were watching and some stream of 'healjuice' healing him. This seems very similar to TF2, and is bad news IMO, as that method of medic isn't much fun to play.

I'd rather see a fixed radius healing terminal like STO or BF3 medpacks.

Hopefully I'm wrong and was seeing something else entirely, does anyone know the details?

Well, you are wrong about that method of medic not being much fun to play.

I love playing TF2 as a medic when the team is lacking one.

I would like to see a wide variety of options, whether you do the TF2 style heal beam, a BF medkit or Global agenda style AoE (either grenade or centred on self.) Might as well make everybody happy no matter what their preferred style of healing is as long as SEP is in the mix.

Memeotis
2012-07-18, 04:25 PM
Yes there's a heal gun, but unlike TF2, you die very rapidly, which means it won't create the medic - heavy dynamic. There's also an AOE heal, which will heal team-mates within a certain proximity, and I think I heard in one of the videos that the more friendlies that are within said radius, the more it heals. That would be kind of bad, but I think that what they meant was that the heal is the same regardless of how many people are close to you, in other words; it doesn't split the heal into smaller parts. So if two people are close to you, they both get 100% each, not 50%.
You see TB using the ability in his latest video 'Raw and Uncut', but only to heal himself.

I love this ability, and I love the fact that a medic can heal in multiple ways. In fact I'd like for there to be even more ways to heal. Like the medic-gun could have an alternate fire (right-click), where you apply a healing-over-time to a single target: good when you're trying to sprint with a squad from point to point and want to heal them up. And finally there could be another alternate gun with the same primary fire, except its alternate fire would be to drop BF3-esque medpacks; good for defensive and stagnant situations.

etheral
2012-07-18, 04:29 PM
IMO it'd be better if Medics couldn't heal themselves. Isn't the whole point of the class system to reduce self-sufficiency?

Infernalis
2012-07-18, 04:31 PM
http://www.youtube.com/watch?v=_dcfjVnLrgQ&feature=youtu.be#t=28m

Yep I hope in the full game a revived MAX won't have 100% armor like it is now, otherwise you will have very little need of engineers for a pure infantry squad.

sylphaen
2012-07-18, 04:42 PM
It may look like TF2 but it fortunately does not work the same way.

COMBAT medic: the devs are not planning to make you the squad's healing bitch who gets slaved around.

You aim to heal, there is a short range on it, the target does not get healed if it moves, medics actually have a decent weapon.

Core mechanics >> they can revive and heal themselves

Like the infiltrator, I think the rest is about customization where you choose your true role.
Offensive combat medic ? gear that deals damage.
Defensive combat medic ? I guess the group revive grenade we have heard about for a while.

A lot more stuff can be added in over time to further differentiate and specialize the classes.

I think devs have it right with revive not being instant either.

If you ever played medic in Wolfenstein: Enemy Territory, you know what combat medic means: you spend a lot of time shooting (with a real gun) and a lot of time healing/reviving when there is nothing to shoot at.

The final rank in W:ET for medics gave a self-only stimpack that decreased damage taken by 50% and did not burn stamina.
http://strategywiki.org/wiki/Wolfenstein:_Enemy_Territory/Ranking#First_Aid

RoninOni
2012-07-18, 05:09 PM
Heal grenade will consume resources PER APPLICATION.... just like Frag Nades have a cost associated per NADE THROWN.

The reason why healgun > radial med box you drop is quite simply.... that would be RIDICULOUS.

Think about it... 1 med bag could keep 10-20 soldiers healed up with virtually NO active action. A few on the outskirt of the heal raidus would need to move in and out of the ring when they get injured.. but mostly you've got large group healing, free, and wihtout negative.

Heal gun means you can only heal 1 person at a time.

Oh, and you're NUTS if you think medics won't be effective. Anything that extends the staying power of your infantry push is worth it. That means you need proper balance in your squad to cover all your requisites.

ratfusion
2012-07-18, 05:12 PM
How is dropping a stationary medkit more fun than using a medigun?

You're not stuck chasing people around as healbitch, you get to shoot too.

RoninOni
2012-07-18, 05:13 PM
You're not stuck chasing people around as healbitch, you get to shoot too.

From what I can tell... medics have access to the same Rifles/Carbines as light assault... underbarrels and all.

EisenKreutzer
2012-07-18, 05:15 PM
Heal grenade will consume resources PER APPLICATION.... just like Frag Nades have a cost associated per NADE THROWN.

Lets not confuse people.

Throwing grenades will not deduct resources from your resource pool. Grenades are purchased from the in-game store for resources. Same applies for heal grenades, I would imagine.

Death2All
2012-07-18, 05:15 PM
Personally, I don't find the Medic healing beam game play to be all the compelling but I will admit that healing/reparing from PS1 wouldn't fit within the pace that PS2 is striving for.

I have no reasoning against heal beam gameplay apart from it's just not that compelling and it's whole lot less personal. In PS1 you had to sit still and let the medic heal you. As the Medic you felt like you were actually treating a patient, albeit you were just filling up a red bar, but you still felt connected in a sense. As a patient, you had to remain still and let them heal you up. Clearly gave the medic a necessary role on the battle field, albeit in slow and out dated by todays standards, I still really liked that feeling.

With healing beam gameplay, the Bouncing around like a rabbit squirrel, furiously dashing around to evade gunfire and death while maniacally healing random patients. I'll admit that it makes playing medic a lot more intense than how it was in PS1. Dancing around frantically and healing people til your uber charge fills up and then pushing forward with heavy is a ton of fun in TF2. I'm not sure how much I like it here.

Also, as a patient you have no real input your being healed from the medic. Again, it's just not as personal. You get low and a beam of light will surround you healing you up in a few seconds, then you're off to the next battle. I don't know, that just doesn't appeal to me for whatever reason.


Oh, and medic packs that you drop on the ground are just as lame.

I really don't know how they could strike a perfect balance for me with the medic. The healing clearly needs to be sped up for the pace of the game, but I really dislike healing beam/med pack being thrown on the ground gameplay.

Absentis
2012-07-18, 05:39 PM
You're not stuck chasing people around as healbitch, you get to shoot too.

This is the reason why I would like a more offensive medic (poison medic if we're to continue drawing parallels to Global Agenda); have a lessened ability to heal while keeping with the shooting. Medpacks essentially do the same thing if they have a proper speed and units are stationary to keep a gun in the battle.

If you ask me, the best way to keep people from doing a heavy-medic of sorts would to make it so the heal beam is fast enough to heal and do small amounts of revives in battle, or at least a cert to allow faster healing/reviving. Alternatively, medkits with a comparably slower heal could be available with the trade-off that the medic would not be able to revive.

Klockan
2012-07-18, 06:50 PM
Medic is basically a light assault but with a medgun instead of a jumppack. Your main role is to shoot people, healing is for after combat. After shield is gone people are killed in ~3 shots so you healing them wont help much when you need like 1 second to counter 1 shot and they shoot like 10 shots a second.

SilverPaladin
2012-07-18, 07:01 PM
This is the reason why I would like a more offensive medic (poison medic if we're to continue drawing parallels to Global Agenda)

One thing I noticed in the medic certs listed here (http://www.planetside-universe.com/showthread.php?t=40430&page=3) is that there is a listing under Medical Tools for "Nanovirus Applicator". I wonder if that's going to maybe be a weapon for the medic that lets you infect enemy players.

OutlawDr
2012-07-18, 07:14 PM
Honestly, healing in PS1 was boring and not engaging at all. Basically stand still in between combat while I press a button.

TF2/GA healing is fun and engaging....IMHO. I think too many people have knee-jerk reactions against anything thats perceived as being associated with the dreaded "modern FPS". If something was in a FPS game past 2005, surely it must be bad.

Tatwi
2012-07-18, 07:18 PM
In PS1 I liked that you couldn't effectively heal during a fight. You got to fight too, and then healed people after the fight.

If its easy to heal on target in a fight with a stream of heal goo, people will, and then medics will be expected to run around healing constantly, and never get to fight as well.

This. So much this!

Please, no more World of HolyTrinityCraft MMOs...

WoWRAWR: "Get behind the tank."
SaneDude: "I don't see a tank."
WoWRAWR: "He's right bedside you..."
SaneDude: "What? Where? Should I re-log?"
WoWRAWR: "FFS! Crouch behind the MAX unit nubcake! He's the tank, you're the healer, and we're the DPS! Get a grip man..."
SaneDude: "Grip gotten, Sir!"
WoWRAWR: "I'm sending him for headlight fluid after this."
SaneDude: "What you did there. I see it."
WoWRAWR: "Shut up and heal us."
SaneDude: "Shutting up sir".
*SaneDude has been removed from the squad*
WoWRAWR: "Damn nooooobssss!!!!!11111!!!!1HK47... Mudfappa, kill yourself and pull a Max unit. Now cheesedick!"

This, we don't need.

EisenKreutzer
2012-07-18, 07:23 PM
I really doubt anyone will be coming into PS2 with MMORPG assumptions about the classes. I know, I know, you were being funny, but it bears pointing out. ^^

Death2All
2012-07-18, 07:23 PM
Honestly, healing in PS1 was boring and not engaging at all. Basically stand still in between combat while I press a button.

TF2/GA healing is fun and engaging....IMHO. I think too many people have knee-jerk reactions against anything thats perceived as being associated with the dreaded "modern FPS". If something was in a FPS game past 2005, surely it must be bad.

I will admit that shooting people was pretty entertaining in GA as the Medic. The healing beam was pretty boring though, just look at someone, click and then heal them up borignly. Actually aiming at your friendlies, shooting them and healing them was pretty hysterical though. Since locational damage and hit boxes are making an appearance in the game it would be interesting to get a "Medic Sniper rifle" and sit back snipping friendlies and getting headshots that "INSTA HEAL!!!!" them. Now that would be engaging :lol:



ONE SHOT ONE HEAL

Littleman
2012-07-18, 07:32 PM
I will admit that shooting people was pretty entertaining in GA as the Medic. The healing beam was pretty boring though, just look at someone, click and then heal them up borignly. Actually aiming at your friendlies, shooting them and healing them was pretty hysterical though. Since locational damage and hit boxes are making an appearance in the game it would be interesting to get a "Medic Sniper rifle" and sit back snipping friendlies and getting headshots that "INSTA HEAL!!!!" them. Now that would be engaging :lol:



ONE SHOT ONE HEAL

Naw, head shots wouldn't do someone very much good if it's a healing dart. Shoot them in the ass, where there's enough meat to catch and hold the needle. Might even earn the "Crack Shot" ribbon and title.

sylphaen
2012-07-18, 07:38 PM
I think too many people have knee-jerk reactions against anything thats perceived as being associated with the dreaded "modern FPS". If something was in a FPS game past 2005, surely it must be bad.

Let me return the following comment:
in Planetside, we have more room and we also have a world with more persistance. What about thinking about a different kind of game, a grander game with greater objectives and leaving behind the idea that games balanced around 15 minutes round-based 64 player maps represent the pinnacle of computer gaming ?

Stereotypes go both ways...

To me, what you describe as a "knee-jerk" reaction is impressions that spawn from having had a different kind of gameplay experience.

I enjoyed HL: DM, HL:CS, HL: DoD, Red Orchestra, Quake3 W:ET, BF2142... All were very different games with very different mechanics and all offered something to enjoy.

I feel like instant revives in a game with massive amounts of players is not a good idea. Why ? It favors the side with most numbers and medics too much. You'd also run out of ammo just shooting at the medics who keep reviving each other instantly or have your squad wiped by the first who triggers his übercharge.

Why do you always assume PS1 players are against a gameplay mechanic because it was not in PS1 ? It's not because something is different from "modern FPS" that some of us say it's bad. Maybe it's because it does not belong to a game the scale of Planetside ?


Edit: for the sake of discussion on a forum, instead of complaining, why don't you share how you think healing should work ? No worries, we all know we will have a better feel when we actually play Beta so it's all about sharing ideas.

Accuser
2012-07-18, 07:51 PM
Since locational damage and hit boxes are making an appearance in the game it would be interesting to get a "Medic Sniper rifle" and sit back snipping friendlies and getting headshots that "INSTA HEAL!!!!" them. Now that would be engaging :lol:

ONE SHOT ONE HEAL

The best FPS healer ever was Roland, the Combat Medic from Borderlands. You don't have a medkit. You don't have a healing gun. You aim your assault rifle at your friend and heal him with bullets. That would be OP in an MMO obviously, but a bunch of "healing guns" that don't hurt enemies would be the greatest thing ever... Just make the healing range dropoff pretty steep so you don't have heal snipers and you've got yourself the most entertaining medic experience in any game ever.

Just imagine they're nanite-filled paintballs :bouncy:

EisenKreutzer
2012-07-18, 07:54 PM
Actually, heal snipers sounds pretty damn awesome to me.

Accuser
2012-07-18, 08:08 PM
Actually, heal snipers sounds pretty damn awesome to me.

God damn, we might be on to something. Give medics the option to drop their Assault rifle for a "heal friendlies only" SMG/rifle/sniper-rifle that's more effective and has longer range than the nanite tool...

If the enemy catches him, he's only got his pistol to work with. But working as a team or heal-sniping friendlies from a catwalk, he makes all the difference in a battle. DO WANT
:sniper:

Tatwi
2012-07-18, 08:22 PM
Naw, head shots wouldn't do someone very much good if it's a healing dart. Shoot them in the ass, where there's enough meat to catch and hold the needle. Might even earn the "Crack Shot" ribbon and title.

I'm sorry, but I have post that I lol'd at that. It's priceless!

AzureWatcher
2012-07-18, 08:34 PM
Battlefield veteran here who has never played Planetside 1.

I can say, without a doubt, that the Medic's heal gun looks much more entertaining to use than the medpack. It is also more balanced around larger numbers than the Battlefield Magic Paddles too.

There's no dropping a medpack at your feet behind cover and shooting while the box heals everyone near it. There's no hopping out of cover to tap someone with two paddles to instantly bring them back to their feet with full health.

You either sit and heal someone or sit and kill someone. You can't do both. This makes for tactical decisions that simply aren't present in the Battlefield games. (Not to mention the countless gameplay and aesthetic differences. (The U.S. does not employ medical weaponry, and the Russians don't either. ))

Brusi
2012-07-18, 08:36 PM
The heal guns look awesome. Remind me of TF2 and Global Agenda.

Uuughhh, I love playing both those games... and i am a mean medic, but fuck that shit. If i want to be someone’s pocket-medic bitch, i still have both those games installed.

PS medic healing should be limited to out-of-combat-healing for the most part I rekon. As long as your healgun DPS is significantly slower than your weapon DPS, then this should take care of the pocket medic dilemma.


On the subject of healing grenades, I really hope that they dont differentiate between friend or foe, so they are a real expert's tool

This!^

I love the idea and it wouldn't make sense to me any other way!

Murkie
2012-07-18, 08:47 PM
Actually, heal snipers sounds pretty damn awesome to me.

God damn, we might be on to something. Give medics the option to drop their Assault rifle for a "heal friendlies only" SMG/rifle/sniper-rifle that's more effective and has longer range than the nanite tool...

If the enemy catches him, he's only got his pistol to work with. But working as a team or heal-sniping friendlies from a catwalk, he makes all the difference in a battle. DO WANT
:sniper:

I was just about to post the same thing... I want a healing sniper rifle!

WorldOfForms
2012-07-18, 09:11 PM
Pretty sure the "healer follows tank around" won't be an issue in PS2. Why? TTK and shields.

Remember, a player's health is divided between actual health and shields. So you have a short TTK even when including full shields, but then the medic will only be healing the actual health.

So if you follow an HA around trying to be his constant healer, 1) you aren't helping him until his shields go down, and 2) once he's down to only health, he's going to die in just a few shots, making your healing beam next to useless. This is all assumptions, but it's based on what we've seen so far.

All the healing beam sounds like is a more mobile version of the PS1 med app. It's actually going to be much more useful for topping off your squadmates when they aren't being shot.

GhettoPrince
2012-07-18, 09:15 PM
The heal beams look like a low battle rank thing, and probably something that needs a lot of certs to get any good distance and power.

I forget where the E3 medic tree pictures are, but they had a TON of options, virus guns and stuff like that.

Pyreal
2012-07-18, 09:32 PM
As long as people who are being shot at get vastly reduced healing/repairing amounts (and not just because they're taking damage), I'm OK with heal/repair guns.

I don't see why moving should negate Healing. There are two players involved.


I just hate shooting at targets that are getting healed ridiculously fast, because it promotes the "I have a medic and you don't, so I win" crap that plagues TF2

It's not "I have a medic and you don't," its
"I have a teammate and you don't,".
L2TP? harhar There is a difference.




The best FPS healer ever was Roland, the Combat Medic from Borderlands. You don't have a medkit. You don't have a healing gun. You aim your assault rifle at your friend and heal him with bullets. That would be OP in an MMO obviously, but a bunch of "healing guns" that don't hurt enemies would be the greatest thing ever... Just make the healing range dropoff pretty steep so you don't have heal snipers and you've got yourself the most entertaining medic experience in any game ever.

Just imagine they're nanite-filled paintballs :bouncy:

SWTOR Commando class did the same thing. You shot enemies they go Aaah you shoot friendlies they go Oooh.

Klockan
2012-07-18, 09:42 PM
SWTOR Commando class did the same thing. You shot enemies they go Aaah you shoot friendlies they go Oooh.
Some hillbilly version of acupuncture?

Emperor
2012-07-19, 02:24 PM
All this talk of snipers with heal bullets makes it sound like everyone wants the Crusader's Crossbow.


On the subject of healing grenades, I really hope that they dont differentiate between friend or foe, so they are a real expert's tool
Sorry, but this is a terrible idea. It wouldn't become an "expert's tool"; people would spam the hell out of it to heal their teammates without heed of the enemy, and hope that their soldiers out-shoot the enemy soldiers while the healing bubble or particle cloud or whatever it is is up. So you'd have friendlies and enemies standing within this thing's AoE, point blank, blasting at each other in the hopes that they manage to kill the other once the grenade's effects wore off.

Eventually people would come to realize how dumb this is and stop using the grenade altogether except in situations where it's of little use (like outside the area of engagement, the zone where a healing grenade could really be put to effect) and the item would be seen as 'useless' and pushed to the wayside.

Just an absolutely terrible idea for gameplay.

sylphaen
2012-07-19, 02:32 PM
All this talk of snipers with heal bullets makes it sound like everyone wants the Crusader's Crossbow.


Sorry, but this is a terrible idea. It wouldn't become an "expert's tool"; people would spam the hell out of it to heal their teammates without heed of the enemy, and hope that their soldiers out-shoot the enemy soldiers while the healing bubble or particle cloud or whatever it is is up. So you'd have friendlies and enemies standing within this thing's AoE, point blank, blasting at each other in the hopes that they manage to kill the other once the grenade's effects wore off.

Eventually people would come to realize how dumb this is and stop using the grenade altogether except in situations where it's of little use (like outside the area of engagement, the zone where a healing grenade could really be put to effect) and the item would be seen as 'useless' and pushed to the wayside.

Just an absolutely terrible idea for gameplay.

Trust me, if they get some grief from healing the enemy and if grief is actually consequential like Higby hints it will be, they will NOT spam it.
:)

Friendly fire is a good for both skill and balance: know when to shoot, know where to shoot, know what to shoot with. The rest is just about tactics when the enemy attacks and behaves in ways that prevent you to make optimal use of your AoE heal grenade.

EisenKreutzer
2012-07-19, 02:53 PM
All this talk of snipers with heal bullets makes it sound like everyone wants the Crusader's Crossbow.

I don't know about the others, but I was joking about the heal sniper.

RoninOni
2012-07-19, 03:23 PM
Lets not confuse people.

Throwing grenades will not deduct resources from your resource pool. Grenades are purchased from the in-game store for resources. Same applies for heal grenades, I would imagine.

po-tay-to / po-tah-to

Yes, you buy grenades up front with in game resources (can't buy em with cash)... throwing them uses up the nade, requiring repurchase...

hence, every thrown heal/revive nade will cost you in game creds.

I see how maybe someone might get confused but it's just semantics

EisenKreutzer
2012-07-19, 03:44 PM
I think the distinction is kind of important. by saying every grenade thrown will cost you resources, it implies that you can throw an infinite amount of grenades, as long as you can pay for it.

I might be nitpicking, but I'm a stickler for accuracy. ^^

Symmenix
2012-07-19, 03:49 PM
They have said the medic will have an aoe heal as well.

THIS THIS, AND THIS.

Quit yo whinin' foo's.

sylphaen
2012-07-19, 03:52 PM
I think the distinction is kind of important. by saying every grenade thrown will cost you resources, it implies that you can throw an infinite amount of grenades, as long as you can pay for it.

I might be nitpicking, but I'm a stickler for accuracy. ^^

I think that's a correct statement.
:p

Flaropri
2012-07-19, 04:02 PM
This seems very similar to TF2, and is bad news IMO, as that method of medic isn't much fun to play.

I actually enjoy it. I just prefer the Pyro's "Damage Beams."

Anywho, from what I understand there are a few things to keep in mind:
1. You don't have to use it, they also have (at least access to) passive AOE healing and can be brought along for the rez at the very least.
2. You have a good gun.
3. You have more utility slots in this game than TF2.
4. You don't have overheal (or ubercharge), so even if you focus on keeping your troops in top shape with the medical firearms you don't need to use it constantly like you might in TF2.

damijin
2012-07-19, 04:12 PM
It appeared in Higbys video that there was a medic chasing around the character we were watching and some stream of 'healjuice' healing him. This seems very similar to TF2, and is bad news IMO, as that method of medic isn't much fun to play.

I'd rather see a fixed radius healing terminal like STO or BF3 medpacks.


Havent played BF3. I know in BF2 I liked running around with my shock paddles and getting folks up.

Anyway, I play a healer in virtually every game that I play with friends. I love fulfilling that role and making sure my group of pals is more effective than the enemy. I love TF2's medic and I thought it was the greatest thing to happen to FPS healing since ever. Its a great class to play with friends, though I agree its a bit boring to play with strangers.

Anyway, what makes the TF2 Medic so great is that you're able to effectively figure out when to use those ubers, and you have your bonesaw to dispatch spies that might try and come up behind you or your target. Its a blast if you're playing it correctly.

I have no idea what PS2's medic will be like, but I already know it'll be my primary class when my buddies are online -- and if its even remotely like the TF2 medic, I'll be thrilled.

LightningDriver
2012-07-19, 04:21 PM
Having a bandage bazooka sounds like fun. :groovy:

Flaropri
2012-07-19, 04:30 PM
Having a bandage bazooka sounds like fun. :groovy:

It's all about the Loverator with Health Bombs.

Emperor
2012-07-19, 10:00 PM
Trust me, if they get some grief from healing the enemy and if grief is actually consequential like Higby hints it will be, they will NOT spam it.
:)

Friendly fire is a good for both skill and balance: know when to shoot, know where to shoot, know what to shoot with. The rest is just about tactics when the enemy attacks and behaves in ways that prevent you to make optimal use of your AoE heal grenade.
Well, "consequential grief" would be that the enemy is benefiting from the heal.

Let's say that you're at a point, or a small open 'yard' area, or just picture any area where egress isn't an option, you have to push forward or hold your ground. Heal grenades that affect enemies are risk/reward; reward is that you heal your teammates, risk is that the enemy gets caught in it too. Whenever it's going to really matter, like capping a point, you'd rarely want to hold something like that; you're going to use it. The reward completely outweighs the risk.

FF doesn't factor in here. Assuming that you don't have everyone running around within the 'heal bubble' or whatever it is like chickens with their heads cut off, they're probably going to be positioned in a way that they're not tripping over each other into everyone's line of fire. Assuming the enemies aren't dumb as bricks they're probably going to be similarly aligned. NOW what you're looking at is roughly line infantry firing volleys at each other, just waiting for the effect to run out and hope that your side gets the most bullets in first.

So I'm willing to bet that if this is the way the heal grenade'd work, people are going to spam the hell out of it. There'd be no reason not to, because it's either giving you a temporary boost (if you can still be damaged/killed while the grenade is in effect), or a completely free reset (if you're immune during AoE heal). This isn't going to be something used to pinpoint effect like having the med toss it at just the right spot so that your teammates are standing within the last two pixels of the area; this is gonna be chucked into rooms.

Accuser
2012-07-19, 10:06 PM
Having a bandage bazooka sounds like fun. :groovy:

I made a thread about switching your main gun to "healing only" ammo in the idea forum. I think it'd balance pretty well, and maybe a healing bazooka would be an option :-P

Honestly, I think being able to shoot long range "nanite paintballs" makes more sense than heal grenades, but maybe that's just me.