[Suggestion] Double down on the Support Element

Discussion in 'Combat Medic' started by THEDUKE5565, Jun 22, 2023.

  1. THEDUKE5565

    Why can't we simply double down on the support aspects of the class, while sacrificing our kill potential?

    Like a stalker cloaker, could we have something that sacrifices our main weapon slot for an upgraded med tool?

    Perhaps a med tool that heal shields on top of health? and/or a health AOE that clears concs on top of its normal abilities? Preferably the former.

    I'm a support player in every mmorpg I play, I've been playing as a medic main since launch, and I love the idea of being near absolutely useless on my own but carry the ability to make my group exponentially better.

    I would love to see this aspect of the game expanded with similar things to other classes as well. Not to blur the lines between the classes, but to explore their roles in more detail outside of their killing potential.

    I feel like these "take and give" systems would add a lot more depth to gameplay and squad comp, allowing players who are not so good at killing to double down on the aspects they are good at.
  2. placeholder22

    I just want heavies with resist shield on to be able to tank fire while I pump them. If they can't do that, they serve no purpose and I am better of just gunning down enemies myself.
  3. tobysstandpoint

    i would absolutely love to see a impact shield regen grenade over frags honestly.
  4. 23rd enigma

    Don't the EMP nades act like that ?
    • Up x 1
  5. tobysstandpoint

    in reverse lol
    i want medic (or engie) to have a counter the emp and boosts shield regen (or straight giving 200 shield)
    hell, it doesn't even have to counter the emp, it could not work if your team has been recently EMP'd
    i just want a way to give shield to friendlies who actively run from my regen field lol
    • Up x 1
  6. Baneblade

    I think the major issue with Medics is that they have the best weapon class. I think they should have to choose between being a Combat Medic and a Field Surgeon. The CM gets the AR, but heals half as fast for half as much on every ability, except med kits and implants and also can only res with res grenades. While the Field Surgeon loses the primary weapon, but gets full use of healing and rezzing.

    The magic green laser is just too powerful the way it works. And its way too fast. PS1 rezzing was about right.
  7. tobysstandpoint



    i actually really like that they gave the support class the "better" weapons to compensate for their squishiness
    i would even say they should allow engineer to use them as well, if not MORE so (being even squishier than medic)
    the med tool is also fairly balanced, especially since you are virtually defenseless when using it

    however i can understand that medic might seem a little too powerful for some; might i suggest a longer unequip-time for the med tool to make them further vulnerable and punishing for pulling the tool out while not being completely safe?
    an extra quarter second could be the difference between life and death so i think that would be a good compromise for the med tool's effectiveness to res/heal people.
  8. THEDUKE5565



    Playing with equip times has generally been a bad idea for the game overall, it'll make the game feel slow. At this point you want the game to feel as fluid and responsive as possible. Its the general trend for shooters and planetside's shooting is already dated as is.

    You guys are wayy too focused on either giving the class something or taking it away. When it should be a trade off.
    • Up x 1
  9. THEDUKE5565



    I dont think so. PS2 is a much faster game than PS1. Given the million ways you can die that are out of your control, it should be fairly cheap to come back. It only seems like a problem because the devs have been designing/redesigning bases with ridiculously long hallways where zergs get clogged in. Frankly its bad base/map design. If you could drag bodies like you can battlebit then I would consider that a good trade off for nerfing the med tool, but I doubt that will happen. Point is if youre gonna make it more time intensive to revive someone, there has to be value there or value you can add (like dragging your boy to cover where you know he wont just instantly die again). As both parties are in an extremely vulnerable position.

    The class shouldn't be split into two without giving something. Or else its just gonna feel bad. It should be a sacrifice the player chooses to make inorder to further their gameplay style not a straight nerf.

    Besides the way to nerf medic is to get nerf carapace, asps and res grenades. I dont even think implants should exist in the form they do now. Frankly ARs are good, but I can pretty much do the same thing I do now with an smg and much worse with carbines which are just straight slept on.
    • Up x 1
  10. tobysstandpoint

    honestly.. i may be rather biased, but i really like medic as they are now.