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Old 2012-07-18, 04:25 PM   [Ignore Me] #16
Emperor
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Re: Medics have healguns?


Originally Posted by ratfusion View Post
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.
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Old 2012-07-18, 04:25 PM   [Ignore Me] #17
Soothsayer
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Re: Medics have healguns?


Originally Posted by ratfusion View Post
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.
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Old 2012-07-18, 04:25 PM   [Ignore Me] #18
Memeotis
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Re: Medics have healguns?


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.
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Old 2012-07-18, 04:29 PM   [Ignore Me] #19
etheral
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Re: Medics have healguns?


IMO it'd be better if Medics couldn't heal themselves. Isn't the whole point of the class system to reduce self-sufficiency?
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Old 2012-07-18, 04:31 PM   [Ignore Me] #20
Infernalis
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Re: Medics have healguns?


http://www.youtube.com/watch?v=_dcfj...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.
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Old 2012-07-18, 04:42 PM   [Ignore Me] #21
sylphaen
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Re: Medics have healguns?


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/Wolfens...king#First_Aid
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Old 2012-07-18, 05:09 PM   [Ignore Me] #22
RoninOni
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Re: Medics have healguns?


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.
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Old 2012-07-18, 05:12 PM   [Ignore Me] #23
ratfusion
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Re: Medics have healguns?


Originally Posted by Bags View Post
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.
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Old 2012-07-18, 05:13 PM   [Ignore Me] #24
RoninOni
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Re: Medics have healguns?


Originally Posted by ratfusion View Post
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.
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Old 2012-07-18, 05:15 PM   [Ignore Me] #25
EisenKreutzer
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Re: Medics have healguns?


Originally Posted by RoninOni View Post
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.
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Old 2012-07-18, 05:15 PM   [Ignore Me] #26
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Re: Medics have healguns?


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.
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Old 2012-07-18, 05:39 PM   [Ignore Me] #27
Absentis
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Re: Medics have healguns?


Originally Posted by ratfusion View Post
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.
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Old 2012-07-18, 06:50 PM   [Ignore Me] #28
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Re: Medics have healguns?


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.
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Old 2012-07-18, 07:01 PM   [Ignore Me] #29
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Re: Medics have healguns?


Originally Posted by Absentis View Post
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 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.
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Old 2012-07-18, 07:14 PM   [Ignore Me] #30
OutlawDr
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Re: Medics have healguns?


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.
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