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View Poll Results: what do you think the Medic needs.
like Nano-Medic beam 3 18.75%
like nano-medic bot 4 25.00%
like Nano-Enhancement 3 18.75%
Medic's should be better at combat 1 6.25%
Medic's need somthing but not this 6 37.50%
Medic's are good as is 7 43.75%
Multiple Choice Poll. Voters: 16. You may not vote on this poll

 
 
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Old 2012-06-05, 02:32 AM   [Ignore Me] #16
ThirdCross
Contributor
Corporal
 
Re: PS 2 medic combat abilities


As someone who actually played PS1 I want to clarify this blatant misunderstanding you have of how the medic certs worked in PS1. Right off the bat, there's no medic class in PS1, the only medics that exist are those that self-identify as medics.

How it works is there are two certifications that you can pick. The first one gives you access to the medical applicator which allows you to heal teammates AND YOURSELF. The second cert, which requires the first one, allows you to revive fallen teammates.

Originally Posted by Benny Blades View Post
you could heal your team mates after combat but with low healing range and low combat abilities (lower grade weapons + lower armor and health)
I have no idea what you are talking about here.

And finally on this topic, at most what you had to give up by picking those certs was a secondary slot and some inventory space for the extra canisters. You could still have the same armor and weapons as everyone else and you did because pretty much everyone was running around with a medical applicator to heal themselves.

I like some of your ideas though. I'm definitely for the idea of allowing medics to work at range. I'm not so keen on "buffs" though, there's a lot of balancing issues there and it seems to much like an RPG element.
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Old 2012-06-05, 08:05 AM   [Ignore Me] #17
WVoneseven
Corporal
 
Re: PS 2 medic combat abilities


Health packs in L4D work in a great way and are relatively fast and pills/adrenalin are both great fast effects stuff like this would feel nice on medic for me.
WVoneseven is offline  
 
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