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Old 2012-06-10, 10:04 PM   [Ignore Me] #31
Werefox
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Re: Medic/Engineer: Necessity vs Fun


Originally Posted by Zolan View Post
No one cares about medics, until they need a medic.
Amen to that one
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Old 2012-06-10, 10:15 PM   [Ignore Me] #32
Meriv
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Re: Medic/Engineer: Necessity vs Fun


I support the post saying we will see mainly two type of squads, heavy ones with maxs and HA and lighter ones with more support, plus I bet we will find the heavy ones in the center of the T where massive conflicts and zergs will happen, and in borders map sectors ( the sector that by me counts a lot more) a lot more coordinated light teams, including the night warfare/drops.

and for the ones that doesn't like support imagine a engy in a canyon with mines for veicles and turret fir infantry alone he can hold with proportion to 4vs1.
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Old 2012-06-10, 11:25 PM   [Ignore Me] #33
Lonehunter
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Re: Medic/Engineer: Necessity vs Fun


Different people think different things are fun, open your mind.

Every class can shoot people, and has customization in doing so.
But every class also fills a secondary niche, healing, repairing, cloaking, etc.
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Old 2012-06-10, 11:37 PM   [Ignore Me] #34
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Re: Medic/Engineer: Necessity vs Fun


Originally Posted by TheInferno View Post
The virus gun kind of worries me... I don't want to be a debuffer/buffer class. I heal people, revive people, and shoot people. I don't need anything else. I sure as heck don't need an evil heal gun style thing like the vampiric healgun from Firefall. That's just silly.
I don't see why you couldn't heal anyways even with those abilities....
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Old 2012-06-10, 11:40 PM   [Ignore Me] #35
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Re: Medic/Engineer: Necessity vs Fun


I just had a planetside gaming session, where I was running around repairing MAX's and vehicles, and mining entry points where I could. I hardly pulled out my gun, but had a good number of kills from the mines and a lot of fun.

I'm not sure why you are separating necessity and fun. Isn't everyone important? A successful army will always have a good mix of troops. Last I checked, any faction who has all ground troops and only uses heavy assault will lose every single time. Losing all the time does not sound fun to me.
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Old 2012-06-11, 12:18 AM   [Ignore Me] #36
SoNaR
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Re: Medic/Engineer: Necessity vs Fun


LA class should be combined with the Medic class once they move the ammo from the LA class to another class. LA looks like its going to be a very popular class because of its jetpack, so giving that class the ability to heal/revive instead of just scout and lone-wolf will be a huge bonus to the whole team play aspect of the game.
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Old 2012-06-11, 12:31 AM   [Ignore Me] #37
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Re: Medic/Engineer: Necessity vs Fun


Originally Posted by SoNaR View Post
LA class should be combined with the Medic class once they move the ammo from the LA class to another class. LA looks like its going to be a very popular class because of its jetpack, so giving that class the ability to heal/revive instead of just scout and lone-wolf will be a huge bonus to the whole team play aspect of the game.
I disagree. LA has enough important jobs on it's plate without being a healer as well. I would also say LA doesn't really need the ammo drops, but that's a different topic.

It's good that medics have their own class. It brings diversity to the game play.
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Old 2012-06-11, 12:40 AM   [Ignore Me] #38
super pretendo
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Re: Medic/Engineer: Necessity vs Fun


Engineer looks awesome. Support is generally the most fun because it provides utility and tide-turning abilities that just OMG SHOOTING can't possibly provide. If you only find facerolling GUNSHOOTIN ad nauseam, this may not be the game for you
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Old 2012-06-11, 12:55 AM   [Ignore Me] #39
Kran De Loy
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Re: Medic/Engineer: Necessity vs Fun


To start off I have to admit I just skimmed over each post (I actually did skim each post) and it seems the general gist of the thread is the OP complained about the Medic not looking fun to play. (This isn't the point I'm gonna make.)

That's waaaaaaay too general of a thing to say. He needed to me more specific, like stating in what way the medic felt lacking.

To me the medic felt lacking in that he used a Heal Ray kind of tool to heal people with. Over all the medic felt like any other soldier on the field and that's as it should be. However the medic gun would tie up the player just healing people too much, imo.

The medic should have a recharging meter that is used for his resurrections and for his heals.
-Heals should be strictly something that medic throws at or instant injects into his targets. The heal should be gradual of course, but over all the action of healing someone should take up very little of the medic's time.
-Resurrections could either be a quick action like the heal or a sustained action that eats up the medic's time to do. Personally I lean towards making resurrections a sustained action that takes a second or two to do.

The Engineer however already has many of the same concepts in things like placable mines and turrets. However I believe the Engineer should keep his repair gun as it is, since repairing a vehicle, something much much bigger and tougher than anything else should take up the engineer's time.

Kind of like Brink


Originally Posted by mirwalk View Post
I enjoy playing a medic. As long as I am not gimped on weapons.
I saw under the cert thread that there seems to be virus gun. I'll be spreading the plague baby!
It will be instantly known as the AIDs gun. Terrible joke but it will happen and there is no use denying it.

Last edited by Kran De Loy; 2012-06-11 at 01:07 AM.
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Old 2012-06-11, 01:01 AM   [Ignore Me] #40
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Re: Medic/Engineer: Necessity vs Fun


Originally Posted by NoKitty View Post
From what I can gather, (I realize we know so little right now) I don't see much of a reason to play the support classes (personally) other than necessity. I think the idea that a class/role exists out of pure necessity is a gimmick. Some of the engineer abilities look fun, but medic less so.

Every class ought to be fun in their own right. Necessity should take 2nd place to fun. It is a video game and every addition, improvement, and aspect of the game should be based around that concept.
I agree that every class should be fun to play in its own way, but that does not mean every class has to be equally fun for every person who plays the game. Some people find great satisfaction in the simple act of supporting their fellow gamers. Those people only need the tools to do so. No other gimicks are required.

If you find yourself frowning at the playstyle of a medic or engineer, it may be that they simply aren't the right class for you. Again, its highly unlikely that SOE could make every role equally enjoyable to every type of gamer out there. Most people are going to find a class they play more often than the others. That isn't a failing on the part of the developers, its just a matter of personal taste.
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Old 2012-06-11, 01:10 AM   [Ignore Me] #41
Kran De Loy
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Re: Medic/Engineer: Necessity vs Fun


As I was thinking of a way to condense my posts some more so it makes sense instead of just rambling all over...

I realized that my suggestions could easily be optional while the MedicGlu Gun would be the basic item that medics get.

That would be pretty sweet. To be a medic that specializes in quick injections so as to be more active participant on the battlefield while still being able to heal his allies.

Originally Posted by Kran De Loy View Post
To start off I have to admit I just skimmed over each post (I actually did skim each post) and it seems the general gist of the thread is the OP complained about the Medic not looking fun to play. (This isn't the point I'm gonna make.)

That's waaaaaaay too general of a thing to say. He needed to me more specific, like stating in what way the medic felt lacking.

To me the medic felt lacking in that he used a Heal Ray kind of tool to heal people with. Over all the medic felt like any other soldier on the field and that's as it should be. However the medic gun would tie up the player just healing people too much, imo.

The medic should have a recharging meter that is used for his resurrections and for his heals.
-Heals should be strictly something that medic throws at or instant injects into his targets. The heal should be gradual of course, but over all the action of healing someone should take up very little of the medic's time.
-Resurrections could either be a quick action like the heal or a sustained action that eats up the medic's time to do. Personally I lean towards making resurrections a sustained action that takes a second or two to do.

The Engineer however already has many of the same concepts in things like placable mines and turrets. However I believe the Engineer should keep his repair gun as it is, since repairing a vehicle, something much much bigger and tougher than anything else should take up the engineer's time.

Kind of like Brink




It will be instantly known as the AIDs gun. Terrible joke but it will happen and there is no use denying it.
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Old 2012-06-11, 02:29 AM   [Ignore Me] #42
Logri
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Re: Medic/Engineer: Necessity vs Fun


I'm kind of curious if defined classes will breed the "get the medic first" mentality.
In PS1 it doesn't matter since virtually everybody has a healing and repairing tool.

I'm not sure, but it looked in Neurotoxin's cert thread, that the medic has some advanced shield certs.
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Old 2012-06-11, 02:46 AM   [Ignore Me] #43
JesNC
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Re: Medic/Engineer: Necessity vs Fun


There are various sorts of preferred gameplay.

Me for example, I'm imagining the support classes as being fun and the assault classes as a necessity.

Repairs, explosives, deployables, lightning grenades - count me in !!
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Old 2012-06-11, 03:24 AM   [Ignore Me] #44
Shade Millith
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Re: Medic/Engineer: Necessity vs Fun


Originally Posted by NoKitty View Post
From what I can gather, (I realize we know so little right now) I don't see much of a reason to play the support classes (personally) other than necessity. I think the idea that a class/role exists out of pure necessity is a gimmick. Some of the engineer abilities look fun, but medic less so.

Every class ought to be fun in their own right. Necessity should take 2nd place to fun. It is a video game and every addition, improvement, and aspect of the game should be based around that concept.
Medic has a good rifle, plus self heal ability.

Engineer has good rifle, deployable turrets, plus easy access to repairs for vehicle pilots.

How are they not desirable classes to play as, even playing them solo?

Your idea of fun is not shared by every single other person. There are plenty who will play these roles for a variety of reasons.
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