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A 'medic' class

Got a great new idea for the game?

A 'medic' class

Postby Terminal » Sun Jan 01, 2012 7:01 am

This wouldn't be so much a class as a pair of weapons you could choose instead of the rifle/smg/shotgun.

For a primary weapon, it needs to be something relatively weak so that the medic should need to rely on a teammate or two for protection, but it needs to be a viable weapon if the medic is stranded and trying to get back behind friendly lines. So, I was thinking they should have a revolver: a seven shooter. It shouldn't be incredibly accurate, but neither should it be incredibly inaccurate, and it should probably have minimal recoil and a rate of fire only slightly higher than that of the shotgun's. As the name would imply, the revolver would have seven shots to a clip, and should have a reloading style similar to the shotgun's. I'd say the bullets should be around smg damage(25 body/75 head).

Now, as to how the medic would go about being... well, a medic, I should think that their grenades would be replaced with syringes or some other item that is readily associated with medicine. The Medic would have maybe 5 or 6 syringes. A syringe would heal a player to full health on primary fire, and heal the medic to full health on alternate fire. In addition, the medic may revive players who have not yet respawned by using a syringe on their corpse. A player who has already been revived once would not leave a body upon death, and medics would not leave bodies at all.

I don't think this would be too terribly overpowered with only 5-6 syringes per spawn/resupply, and in my opinion this game has always been in need of some way to regain health without dying&respawning or going all the way back to base.
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Re: A 'medic' class

Postby Stiivais » Sun Jan 01, 2012 12:56 pm

A really good suggestion IMHO.
What i think should be done is -
medikit as a secondary weapon. (the slot, where grenades are present)
And a bit changed weapon selection menu.

Think of something similair as in Counter-Strike ZombieMod.
You have 2 weapon selection dialogs - 1 for main weapon, and 1 for secondary.
You first press a number from 1 to 3 to select smg/rifle/shotgun,
afterwards you press 1 or 2 for grenades/medikit.

To keep the game balanced,
i suggest that we issue 2 medikits for players,
each restoring 60 health.
And those medikits can ONLY be used on yourself, an ally - they cannot be dropped. (<no AOE boosting kind of thing)


My suggestion (once the medikit is present) would be to also add another secondary weapon - ammobox?
Then the game would top BF for sure :)
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Re: A 'medic' class

Postby Terminal » Sun Jan 01, 2012 6:30 pm

I don't think a player should be able to replace their grenades with health/ammo supply and still have a powerful weapon like the rifle. Also, there would be little reason to use grenades if this was possible. Grenades would rarely be as useful as the ability to heal yourself after a very close-cut fire fight.
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Re: A 'medic' class

Postby Coffee » Mon Jan 02, 2012 1:18 am

>classes

I'm sorry but no.
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Re: A 'medic' class

Postby Terminal » Mon Jan 02, 2012 1:31 am

i'm sorry but how about you fucking read the thread. i'm not really suggesting a 'class', just an additional loudout; i wasn't really sure what else to call it. someone designated as a 'medic' would just be a player with a revolver and syringes instead of a rifle and grenades.
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Re: A 'medic' class

Postby Gorman » Mon Jan 02, 2012 4:58 pm

Bandages instead of grenades as a selectable options (like how you can select semi,smg,shotgun) is fine.

Classes no.


Yes I read the thread and even your last post, so no complain just because I don't agree. IMO classes ruin games.
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Re: A 'medic' class

Postby jdrewlowery » Thu Jul 19, 2012 3:28 am

Good job i was just gonna post this . you had everything i thought of too . lol . i cant remember how many times
i have been stuck in a hole next to the enemy base and the server didnt have a health pack .
I'm nooby and i know it
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Re: A 'medic' class

Postby MrHaaaaaaxFF » Thu Jul 19, 2012 4:25 am

Of course, very useful indeed, but you shuold change the title into : a medic "class" in case of misunderstanding and flamewars.
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Re: A 'medic' class

Postby Talent » Thu Jul 19, 2012 8:07 am

Please read the Do Not Suggest List before replying to ancient threads such as this one. There are links to threads associated with each suggestion where you can post. This is so that we can have a central location for ideas that are considered common instead of multiple threads about similar subjects.
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