"Medic" (New class!?) Elaboration... Please Read!!!

Classes overpowered? Ability cooldown too quick? Certain items too expensive?
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Re: "Medic" (New class!?) Elaboration... Please Read!!!

Postby xneXesx » Tue Jan 12, 2010 11:20 pm

My vision for those was for biiiig maps...
And medic would be for a handful of players.
To those that are tired of owning or killing...(veterans)
Since, medic would take a lot of practice. I don't expect everyone to do it.
The ones to persue it would go after the prestige :]
In anycase, it's just idea. Everything begins with a thought, some end with actualization. :geek:
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Re: "Medic" (New class!?) Elaboration... Please Read!!!

Postby superman » Tue Jan 12, 2010 11:30 pm

magik wrote:xneXesx you asked me for my input, dont be mad but having a medic when people like mapps, mama, yourself etc have the flag and to recharge a person to life, is like asking for a never ending game. xneXesx you know my respect for you, can you imaging some of the people that can walk the field now without being killed, now you making a lvl 50 a lvl 70 with a medic. Unless we give all 3 classes more fire power, that would warrent a medic, or a bigger map. I think he would only prolong some already long games. From flag to flag a good single scout can't kill a good marine, (as reference Starr and my self chased camshaft from one side to the other and only just as he entered his base did he die) so a medic would only make a marine almost immortal. Sorry you had a good idea and I commend you for that, but this is my view.




Good point but just think if a medic disabled that marines shield u would have got him b4 he made it to the pond and if u sent a medic with ur returners they would stay alive long enough to do more dmg



I think the vision blocking abilty wouldn't be a fesable thing.it would cause more ppl to just think the game was lagging

Maby there could be a mass heal with a small radious healing all players in it or something that refeshes other players cooldowns
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Re: "Medic" (New class!?) Elaboration... Please Read!!!

Postby magik » Tue Jan 12, 2010 11:54 pm

I know your gonna hate me lol but if only a hand full of medics how can we keep it fair, espically in hosipital, I only agree for medics on large maps ( larger then the park) or in a clan war if war rooms ever come to life. on a hosipital of even park they only prong long the chance of a win. In my opnion a match lasting more then 20-30 min is a bit much. Once again my opnion
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Re: "Medic" (New class!?) Elaboration... Please Read!!!

Postby Phantasm » Wed Jan 13, 2010 12:02 am

I think this should definitely be considered if the developers choose to make additions to the game due to its popularity or for "prizes" for those who have "earned" it through either donation or outstanding influencement.

I want a regeneration trinket! Lol. I think it would be a good healing amulet.

In fact I was thinking of this exact thing but that the marine could do a reverse lifesteal. Giving up his life to give to another. That might be simple enough for the developers to add without the need of additional extensive graphic design and at the same time give that "medic" "self sacrifice" that you have suggested.

Nice work. I can tell you put a lot of thought into it.
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Re: "Medic" (New class!?) Elaboration... Please Read!!!

Postby xneXesx » Thu Jan 14, 2010 7:37 am

I agree, delay should be a bit long.
Exp is gained by healing.
Should be a very prized character, few should have acess!
And lastly, she needs to look like a sexy pin up!!
Or stereotypical hot nurse! Lol j.k :mrgreen:
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Re: "Medic" (New class!?) Elaboration... Please Read!!!

Postby eville » Thu Jan 14, 2010 12:14 pm

I think I put this in extra classes but here it is again:

The medic could take $ and XP in exchange for the healing.

Helps with levelling and would help prevent overuse.
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Re: "Medic" (New class!?) Elaboration... Please Read!!!

Postby crunch » Thu Jan 14, 2010 8:06 pm

how about this for medic...

normal attack (that is, does damage, not healing) - easier to code than making something entirely different, makes xp more straightforward too... make damage scale low

first special ability - heal - restores a chunk of HP to a teammate (based on damage stat the way marine's grenade is)
second special ability - regen field - basically opposite of scout's smoke grenade (only ability that affects the medic himself)
third special ability - buff - increase a teammate's attack, defense and speed temporarily
fourth special ability - debuff - strip all special effects from an enemy

I think this would make the medic relatively easy to code, and easy to balance compared to some of the other suggestions I've seen, while still making a well-played one invaluable to a team (buff, debuff, heal, stim, buff, heal, debuff and so on.....)
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Re: "Medic" (New class!?) Elaboration... Please Read!!!

Postby crunch » Thu Jan 14, 2010 8:13 pm

I also thought of an ability that puts all of an enemy's abilities into refresh or refreshes an ally's abilities (though this is redundant to stimpack), but I like the abilities I first listed better and think they're more balanced.
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Re: "Medic" (New class!?) Elaboration... Please Read!!!

Postby p_boy » Fri Jan 15, 2010 1:00 pm

refreshed abilities = cheetah x2. not sure ppl would like that (i would tho)
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Re: "Medic" (New class!?) Elaboration... Please Read!!!

Postby terencela » Fri Jan 15, 2010 1:12 pm

p_boy wrote:refreshed abilities = cheetah x2. not sure ppl would like that (i would tho)

Haha, they'd have to catch you in mid flight! :arrow:
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