View Full Version : This is for my homies that are medics
regisp
2012-07-30, 10:26 AM
So, thinking about how Higby was discussing the medic class not too long ago...I have a couple questions that I wanna run by everyone
In light of the constant reviving that should be happening, do you think it will have an increased time than what was previously shown? I remember Higby stating it may need one, but I'm not 100% sure if he said that definitely.
Do you think there will be a "group revive"? Example: 3 of your teammates die, but you are the awesome, bad ass medic, so you revive them...ALL AT ONCE!
Lastly, do you believe that the medic class will have the capability of being combat-heavy (ish). When I say this, I don't mean being Rambo, and never being able to die, but at least be able to hold their own in the fight, while doing that healing thing to the teammates once in a while.
Just some questions I wanna throw out there.
:wantbeta: <--TODAY OR TOMORROW
Creezey
2012-07-30, 10:39 AM
Do you think there will be a "group revive"? Example: 3 of your teammates die, but you are the awesome, bad ass medic, so you revive them...ALL AT ONCE!
:wantbeta: <--TODAY OR TOMORROW
I think for the sake of balance this won't be included. Being able to revive multiple teammates at the same time seems a little gamey to me. If indeed implemented, I would assume it would have some pretty tight proximity restrictions because of the obvious combat advantage that it would have.
I've always been all about the CM class in really any game or shooter I've played. PS2 will follow suite. I just enjoy bringing something else to the squad or team other than just lead (can never have too much firepower though). I feel the combat medic will have some bite to its combat ability so it won't seem like a heal spambot. To expect it to have the same toughness or firepower as a dedicated assault class is a little far fetched.
In a couple weeks or so once we're all in beta we can completely take the guess work out of it.
Zebasiz
2012-07-30, 10:44 AM
I believe that, currently, the medic has healing grenades as well as a revival grenade, both on a cooldown of sorts. But both also possibly not recognizing FoF so you could end up raising enemies as well as allies.
There has also been quite a bit of footage where they were playing as a medic and being capable in combat. I believe Higby's latest stream had him playing medic for a bit. or it was a different video sorry. But medics do have guns that work. Though from what we've seen of the medic Certs so far is that their abilities are mainly defencive rather than offencive.
Littleman
2012-07-30, 11:06 AM
Medics, like Heavy Assault and MAX suits, are front line assault troops. Their ONLY method of combat is frontal assault through direct fire. In their own ways, they are very durable classes: medics can self heal, HA can use their shield, MAXes are just plain tough.
While Engineers, Light Assault, and Infiltrators have thus far shown they have frontal assault capabilities (even the infiltrators have access to at least SMG's as of the latest videos) they have indirect methods of engaging their enemies, and regarding the latter two, a bit of a more soloist approach to things. They're not classes meant entirely to slug it out on the front line, at least not to the same effect as the first three classes mentioned.
The Engineer, Light Assault, and Infiltrator classes have other options available to them that the Medic, Heavy Assault, and MAX classes just don't have in a combat situation. Thus, the latter three have the superior basic killing implements (assault rifles, LMGs/rocket launchers, BFGs respectively) to give them a little more oomph in the place where they most belong: in an intense firefight. Healing capability is no reason to believe the Medic will be a weak offensive combatant: healing capabilities just gives him something else to bring to a squad besides more firepower.
Reaction
2012-07-30, 11:56 AM
The vanu have a cert unlockable nade that revives a radius after being thrown. T-ray discussed this on one of the earliest video SOE put out.
BlueSkies
2012-07-30, 12:42 PM
The vanu have a cert unlockable nade that revives a radius after being thrown. T-ray discussed this on one of the earliest video SOE put out.
Which means that it was an idea they were tossing around. We'll have to see if that even makes it to beta/launch.
Anyway, of course the medic will be combat viable (did you see the Gauss rifle with 4x scope and grenade launcher?!?)
All of the classes are combat + a utility
LA: jump jets
Eng: deployables
Inf: sneaky
Medic: heal/revive
HA: minor survivability/AV
MAX: major survivability
AzureWatcher
2012-07-30, 12:55 PM
Which means that it was an idea they were tossing around. We'll have to see if that even makes it to beta/launch.
Anyway, of course the medic will be combat viable (did you see the Gauss rifle with 4x scope and grenade launcher?!?)
All of the classes are combat + a utility
LA: jump jets
Eng: deployables
Inf: sneaky
Medic: heal/revive
HA: minor survivability/AV
MAX: major survivability
Engi's can also heal vehicles and MAX units.
But, yes. I'd like to think of the Medic as a light assault without the jump jet. Instead (s)he has a heal gun and an adorable "Shoot Me Here" cross on his/her forehead. Intending to be a medic myself, I think I'll be a combatant first and healbot second. Depending on variables, of course.
Rivenshield
2012-07-30, 01:04 PM
Ugh. Resurrection grenades?
/puke
Ceska
2012-07-30, 03:16 PM
I'm not sure but I have seen on footage that medic has a kind of auto heal : when in a critical state, maybe 5 second later, we can see some healing halo although he didn't get his healing gun out of the holster.
I'm not sure, maybe it's just another medic behind him, but I have seen this multiple time on medic gameplay.
Only played PS1 about 4 or 5 months ago, but I found it a good way to introduce yourself into the game, if you weren't good at shooting things, then hanging back and keeping people repaired and healed was a good job to do. I'm considering going for medic in Ps2, either that or AV/AA which is what I ended up doing in PS2, will just have to see the changes before I can say for sure.
Reaction
2012-07-30, 05:34 PM
Which means that it was an idea they were tossing around. We'll have to see if that even makes it to beta/launch.
Anyway, of course the medic will be combat viable (did you see the Gauss rifle with 4x scope and grenade launcher?!?)
All of the classes are combat + a utility
LA: jump jets
Eng: deployables
Inf: sneaky
Medic: heal/revive
HA: minor survivability/AV
MAX: major survivability
It was still in the cert trees for the E3 demo etc.. I have not heard anything about it being taken away so it's safe to assume it will be in beta and unless extremenly complained about in final release also.
it's called the Rebirth grendae
Masterr
2012-07-31, 05:13 PM
which makes medics an absolute necessity on the battlefield.
QuantumMechanic
2012-07-31, 05:19 PM
Regarding the "revive grenade", the idea does make me barf a little as well. However there is some consolation in that all grenades will be cash shop items that you buy with station cash, not in-game resources. So they should be pretty rare because people have to buy them with real money.
And it seems like Medics will have access to assault rifles, so all in all Medic is looking like a very strong class to play.
Littleman
2012-07-31, 05:22 PM
Regarding the "revive grenade", the idea does make me barf a little as well. However there is some consolation in that all grenades will be cash shop items that you buy with station cash, not in-game resources. So they should be pretty rare because people have to buy them with real money.
And it seems like Medics will have access to assault rifles, so all in all Medic is looking like a very strong class to play.
And where, pray-tell, did you read this load of tripe?
Grenades are a form of power, they'll be purchased with in game resources, as has been stated by SOE themselves many times in the recent past.
Gonzo
2012-07-31, 05:25 PM
Regarding the "revive grenade", the idea does make me barf a little as well. However there is some consolation in that all grenades will be cash shop items that you buy with station cash, not in-game resources. So they should be pretty rare because people have to buy them with real money.
Wait, what? Where did you hear that grenades cost real money? I am entirely sure they are bought with in-game resources. Grenades being station cash only goes against everything SOE has been saying about their F2P system.
EDIT: Ninja'd
BlueSkies
2012-07-31, 05:26 PM
Regarding the "revive grenade", the idea does make me barf a little as well. However there is some consolation in that all grenades will be cash shop items that you buy with station cash, not in-game resources. So they should be pretty rare because people have to buy them with real money.
And it seems like Medics will have access to assault rifles, so all in all Medic is looking like a very strong class to play.
You have it backwards. As grenades are direct power items (and grenades were the specific example used), they will ONLY be purchasable with in game resources, not station cash.
QuantumMechanic
2012-07-31, 05:31 PM
Yes, yes. Calm down everyone. No need for people to go having hernias on accout of my being wrong on that one. In-game resources required for grendes, not cash. Sorry.
Edit: It still should cut down on the revive grenade spam as you have buy them with resources. Heck, this is one item that I wouldn't mind being purchasable via station cash only, assuming it was very very expensive :P
opticalshadow
2012-08-01, 12:34 PM
. Heck, this is one item that I wouldn't mind being purchasable via station cash only, assuming it was very very expensive :P
oh i would. plenty of f2p games tried to have a really kinda op feature balenced around it being exspencive IRL to afford, so it would be rare.
it never worked
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