PS2 Is In Danger of "Combat Medic" takeover

Discussion in 'PlanetSide 2 Gameplay Discussion' started by ent|ty, Aug 1, 2013.

  1. MrK

    You can be pretty fast mass rez people, but a few facts get in your way :
    * Finishing the rez beam is not the final act of a revive. The server has to relay info to the revived player, who has to click on OK, get back up, and orientate.
    * In a combat mess, your heal beam get locked on mostly the wrong things. Healing takes precedence over rez, for example, so between 2 targets in close proximity, your beam will lock on the wounded instead of the dead. Can even lock on 100% health people instead of a dead one. Can screw up a mass healing pretty bad sometimes (the last revived guy taking the lock instead of the next corpse)

    Also, about rezzing going faster than healing... well, not for good medics who know their job. First, as listed above, the rez act is not really finished once you complete your rez beam, second, you can heal super fast when combining heal beam + prox heal. I wonder how a heal grenade + prox heal + heal beam can compete against a rifle damage.
    I personnally "flash heal" (beam + prox) a lot of time when the battle around is still ongoing. You can't lose time in these moments.


    Essentially, current heal / rez speed is balanced versus the respawn speed. You cannot touch one without touching the other, imho.
    And only nerfing medic abilities will hurt more small squads then zerg ones.
    • Up x 2
  2. Cswic

    Medic trains and the the current revive system are pathetic. Dying has little to no consequence when there's a medic train.

    Look at the SOE live event, at one point on stream the player was revived 6+ times in less than 2 minutes.
    The fact that medics are allowed to carry c4 in the utility slot (and what else are they going to put there? med kits? lol) is also absurd.
    In terms of infantry they have arguably some of the best weapons and also the ability to heal themselves and carry c4 on top of that. Carrying c4 is a huge deal as it means not even a max crash is a guarantee counter to medic balls.

    Need to have a cap on the amount of times you can be revived per minute or anything that would prevent being revived every 5 seconds. Dying should have meaning beyond "lol i'm inconvenienced for 3 seconds then I'm right back to the same spot".

    Once battle islands roll around which are only going to be smaller fights of 48, it'll be even clearer how stupid stacking medics in a squad or platoon is. Calling it now, it's going to turn into "bring the fewest of other classes you need then stack medics" and result in cookie cutter platoon makeups.
    • Up x 1
  3. Cswic

    Try thinking about balance before commenting like this, plz. Try looking at so many other FPS games that have fallen into the same pattern / trap in the past few years, plz.

    Try actually responding to my arguments, plz. Try not supporting broken mechanics just because you like them, plz.
    • Up x 1
  4. TeknoBug

    Honestly this isn't even nearly as bad as Battlefield: Bad Compnay's revive mechanic, first at max it still takes about 2.5 seconds to rez and when you're revived you have zero shield making you an easy target to kill and the medic doesn't have a weapon out while reviving. The rez grenade only restores 3/4 health and no shield, again easy targets.

    In Bad Company you had 0 seconds to revive, it was instant and you could do it over and over and over and over since there was no consent option for the dead person to pick or deny. I remember in some matches there were as many as 8 support players (medic) standing at an object and were impossible to take out no matter what.

    I have yet to experience what this thread is discussing in PS2, yes I've seen a handful of medics and I play one myself on certain toons but they're not unstoppable in numbers as Bad Company's was.
    • Up x 1
  5. Camycamera

    i find medics to be a key in stopping large fights. for example if i am an infiltrator looking down at an enemy squad perched up on a hill raining down hell on my team mates, all the while still being able to take fire and losses thanks to the medic, he/she shall be the ones to take out first. without them, the team is now expendable, and could easily be diminished, like a squad without a sunderer. you might as well yell "nerf AMS", because in a way, they are essentially the same thing, and are key to stopping a defence or an attack.
    • Up x 1
  6. Crewell

    Medics are fine for the most part. You still need heavy assaults, and engineers to be successful in coordinated assaults.

    If I would change one thing on medics, it would be the ability to revive Maxes. I've seen a lot of Maxes played very sloppy in organized groups because a medic can always res them. Bringing a Max down should be like bringing a vehicle down.
  7. MrK

    Your argument in 2 points, AR and C4 have NOTHING to do with the subject at hand, but strangely you feel you absolutely need to push them out.
    They are just showing you don't know much about medic, which your stats show, btw. But thks for reporting for trolling. I see I hit a nerve.

    As for the rest, I suggest we put a limit on the number of times a vehicle can be repaired. It's silly such armored and obviously advantaged units can back out at will, instant repair, and be back in the fight.
    Same for MAX.

    Or maybe this would not be the solution


    Again, reward a clean wipe and ground control : allow gibbing via knife or "E" action.


    The whole "OMG Medic are OP" FOTM in these forum is rather laughable. Appearing out of nowhere, now Medic are the OP thing. LOL
    I understand some concern, but coming out "omg they have it all, weapons, ant tank, they can do it all" after 9 months of medic being completely untouched ... excuse me, that doesn't cut it.
    • Up x 1
  8. ent|ty

  9. LT_Latency


    If you are truly competitive.......You would be looking at this game, Sorry bro.

    The most effective things require the least amount of FPS skill, Maxxes, tanks, lock on missles ect ect.
  10. Cswic

    1) OP says revives / medics are broken and need changing before it's too late, majority of people agree.
    2) Guy who plays medic a lot says it's not broken.
    3) Everyone is shocked by this surprising turn of events. Oh wait.
    • Up x 1
  11. ent|ty

    I did this at BR 3, level 3 health tool. Its not hard.
    in my case, they revive with half health, and I just click again to heal them in 3 seconds.
    As per my direct actions, I kept people in their spawns yesterday longer than my team ever should have... but they can't battle 5 guys I keep reviving and/or healing to pretty much have an on-site Zombie army.

    I havent even had to use my heal grenade yet.
  12. Meeka


    That's strange, since my Infil in close combat can kill any heavy with the speed of a single pump action shotgun blast; and I've won a number of those battles. Sure, sometimes I may die trying; but the odds are generally stacked in my favor.
  13. Takoita

    As MrK has pointed out above, there is no actual difference between heal/revive times - it's just majority of medics forget they have this handy little 'F' button.
  14. Vyss

    You can definitely do it if you get some headshots in but I've also had times where I put around 15 into one and he's still kicking. Even if you get him he'll just be rezzed in a few seconds if he's sticking with his squad. And I'm not sure how you're doing 1700+ dmg instantly.
  15. Sneakier

    Lets nerf medics?

    ALL ABOARD THE BANDWAGON! NERF MEDICS!

    I just hope the next FOTM isn't Infiltrator squads sniping with body shots, that would be fun
  16. ent|ty

    Thats not what the OP is about. Read it and try again.
  17. Sneakier

    I did read the 12 pages and i find ******** ppl are actualy complaining about medics...

    Realy, the medic lacks firepower, the only good thing medics have is:
    -Average defenses
    -Average firepower
    -Good support tool and ability to AoE heal

    Any medic that pulls their tool either to heal or revive is vulnerable to be instant gibbed

    A mix of MAX's/Engi/Medics and HA would farm a equal number of medics mercyless

    HA and Max are way better at dealing damage and taking damage then medics and engis are way better at resupply front lines and repairing MAX's

    Do you realy want to fool me saying that medics are nearly close to OP?
    Please, go play the class a bit, i hope i find one of this "zombie squads", on ceres VS one thing am certain, we would throw so much explosive at then that there flak would feel useless

    In fact we already have a taste of it when we camp spawn rooms and medics are rezzing behind the portal, i wish i find theses "front lines medics" more often, right now the frontlines are made by MAX's and HA being suported by medics and engis usualy at safe distance with LA and infiltrators trying to flank
  18. Cygnus

    As a guy with nearly 300 hours as a medic (I play medic ~70% of the time according to the website), I've been waiting for a thread like this since day 1. Medics are insanely powerful when it comes to revival.

    Every time I revive someone, I've just added a player to the front line. This is roughly equivalent to subtracting a player from the enemy front line (i.e. killing them), except that reviving someone takes no skill. There are plenty of times where I go around and revive like 10 people over the course of a minute. Suddenly, my team has like 10 more guys we didn't have before, all thanks to one guy who simply walked from corpse to corpse and pressed a button.

    I think the best solution would be to have like 2 "revive bullets" on your med gun, and once those are depleted, no more revives. They could possibly be restored at an engi's ammo pack.
    • Up x 1
  19. Madcat9

    I prefer reviving to healing because at least most corpses stay still. >.<
  20. MrK

    You realise :
    1) medic ability speed has been made such because of the whole game speed and respawn availability. It's made to face a constant stream of ennemies, to keep the squad cohesion. Constant steam of ennemies is what you'll find most of the time in PS2. Mostly when you face superior forces in numbers.
    2) Your proposal is going to require an insane medic/team ratio, ie going to require the medic trains everyone here seems to constantly see around today and complain about

    Entity, this thread may not have been a medic complaint initially, but slowly turning into one.
    I understand a 20 to 50% change in revive time, I understand a big revive time boost for MAX revive (or even a trial for removal of MAX rez), I personnaly promote the gibbing ability, but we read hear doomsay and talk of OP, coming out of nowhere after 9 months of medic staying the same, this is becoming silly.
    • Up x 1