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Old 2012-07-01, 05:22 AM   [Ignore Me] #16
Kezz
Sergeant
 
Re: Medic Question


I have a related question.

Is it going to be the Medic's job to repair their buddies' armour? Because if they can't (which would tend to suggest that it's the Engineer's job), it's not going to be worth reviving anyone unless there's also an Engineer about to put their armour back together, and even healing live ones isn't going to be much use. Making one class's relevance depend on the presence of one specific other class would be a mistake.

I'm making a poorly-educated guess that there will be separate armour and life tracks like PS1, since the troopers in the videos seem to have two HP tracks, and I don't think either was a shield, since they weren't all Heavy Assault (who's special ability is a personal shield, I gather). If that isn't the case, obviously this question is irrelevant, but it would, I feel, also be a shame.
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Old 2012-07-01, 05:25 AM   [Ignore Me] #17
GreatMazinkaise
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Re: Medic Question


Armor is out... we get regenerating shields instead (and Heavy Assault gets a built-in Personal Shield special ability).

MAX units are healed by Engies and revived by Medics.
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Old 2012-07-01, 05:30 AM   [Ignore Me] #18
GuyFawkes
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Re: Medic Question


Originally Posted by Kezz View Post
I have a related question.

Is it going to be the Medic's job to repair their buddies' armour? Because if they can't (which would tend to suggest that it's the Engineer's job), it's not going to be worth reviving anyone unless there's also an Engineer about to put their armour back together, and even healing live ones isn't going to be much use. Making one class's relevance depend on the presence of one specific other class would be a mistake.

I'm making a poorly-educated guess that there will be separate armour and life tracks like PS1, since the troopers in the videos seem to have two HP tracks, and I don't think either was a shield, since they weren't all Heavy Assault (who's special ability is a personal shield, I gather). If that isn't the case, obviously this question is irrelevant, but it would, I feel, also be a shame.
teamwork will require a medic and engineer available ,plus maybe a tank or 2 (maxes) 'melee dps' ( heavy assault) 'ranged' (light assault/ infil). (I know there isn't 'melee' dps, it just puts the teamwork aspect into traditional mmo terms for those not accustomed to ps). Protecting the medic and engi will be the main focus for any team worth its salt.
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Old 2012-07-01, 05:34 AM   [Ignore Me] #19
GreatMazinkaise
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Re: Medic Question


Originally Posted by GuyFawkes View Post
teamwork will require a medic and engineer available ,plus maybe a tank or 2 (maxes) 'melee dps' ( heavy assault) 'ranged' (light assault/ infil). (I know there isn't 'melee' dps, it just puts the teamwork aspect into traditional mmo terms for those not accustomed to ps). Protecting the medic and engi will be the main focus for any team worth its salt.
Nonsense, I don't need any protecting, I've got a carbine with a tight CoF and lots of deployables. It's the other guys who need protecting from ME.
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Old 2012-07-01, 07:21 AM   [Ignore Me] #20
Kezz
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Re: Medic Question


Originally Posted by GreatMazinkaise View Post
Armor is out... we get regenerating shields instead (and Heavy Assault gets a built-in Personal Shield special ability).
Oh, it's a shield. And the HA ability is a supplement to it? Meh, that's kindof a shame. Still, things change.
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Old 2012-07-01, 10:26 AM   [Ignore Me] #21
Daffan
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Re: Medic Question


Not sure..

Dont want it to be much like TF2;

In PS1 good luck healing in combat, takes time to switch, fire and than heal up. Couldn't move back then either so the shooting aspect (so i've seen in PS2 vids) is good enough changes...
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Old 2012-07-01, 03:59 PM   [Ignore Me] #22
Memeotis
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Re: Medic Question


The medic's role is to keep the momentum of a squad, not to turn a Heavy Assault into a tank.

That said, healing an individual meat-shield for a short period can have some merit to it, but it wouldn't make sense for a medic to be doing so constantly. And thank god for that, because that would be very boring.

As opposed to TF2, the medic in PS2 is expected to not only kill his fair share of enemies, but is also expected to keep his squad alive with varied mechanics such as heal-beam, revives, heal aura, protective barrier, health grenades and revive grenades (+ hopefully health packs and a HoT alternate fire on the medical applicator - but that's just me).

It's a creative and diversified role and I am really looking forward to playing it 99% of my time on Auraxis.
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Old 2012-07-02, 12:49 AM   [Ignore Me] #23
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Re: Medic Question


I doubt the medics role will have any resembalance to that of a TF2 medic. They said in the E3 video that the medic is still very much apart of the combat and can still pack quite a punch. Also I think I remember them saying that the reviving and healing abilities will have cool downs (so it's not going to be BF3 where you run around reviving everyone like crazy)
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Old 2012-07-02, 12:54 AM   [Ignore Me] #24
Electrofreak
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Re: Medic Question


Originally Posted by ChipMHazard View Post
Aye the medic's role will probably be more about keeping up the pressure than keeping team mates alive during intense fire fights.
But who knows, their aoe healing might stack for all we know.
I sure as heck hope not. I can see the exploits now...
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Old 2012-07-02, 01:05 AM   [Ignore Me] #25
Xaine
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Re: Medic Question


Right, my 2 pence right here.

They Medic class is here, because in the current version of Planetside, pretty much everyone doing infantry combat has Engineering and Medical stuff certed so they can heal/repair their own armour between fire fights.

Take that away.

You have a load of people who can't sustain themselves.

Add a medic class.

He is going to do the healing for the squad between fights, and ress when needed.

He can heal people up and rezz them. However, while the fighting is actually going on, he will be shooting as well, not healing people.

I see him playing much more of a Battlefield medic role, which IMO, is a good thing.
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Old 2012-07-02, 01:30 AM   [Ignore Me] #26
Furber
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Re: Medic Question


I hope the regeneration of HP (likely to be changed a lot in Beta) doesn't reduce the need for medics. I liked having the Medic certs in Planetside 1, it was nice being able to heal allies to had just come out of a fire fight. But if the health regen is anything like Tribes: Ascend, then I could see the value of medics being reduced (but they will still be important for res'ing ofc). I'm anxious to see how this turns out
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Old 2012-07-02, 02:24 AM   [Ignore Me] #27
OutlawDr
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Re: Medic Question


If you want Tank/Medic gameplay, it looks like engineer/MAX is your answer. Go watch the HVAR video again, and look at those engineers repair the MAXes... TF2 style. However you'll also find medics healing infantry in the same way. Of course, its a staged, idealized battle, and you wonder how effective a medic doing that will really be.
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Old 2012-07-02, 03:17 AM   [Ignore Me] #28
xnorb
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Re: Medic Question


Engineers repairing maxes during fight for sure could work.
But i can't see them survive that long with lots of bullets flying their direction.

Medics definitely shouldn't work like in TF2, that would be horrible.
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Old 2012-07-02, 06:53 AM   [Ignore Me] #29
Kezz
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Re: Medic Question


One thing that the PS1 herd will have to be broken of (if Revive is a base Medic skill) is the automatic reaction of de-ressing on death. Hopefully, Revive being a bit more common, people will unlearn that twitch quickly.
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