PS2 Is In Danger of "Combat Medic" takeover

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

  1. Being@RT

    The first (primary?) benefit of reviving is saving time. How much this is depends on how fast you get to the corpse and how far the nearest spawn point is. In a zergball, I'd estimate it at an average of 10 to 15 seconds.. Sunderers are hardly ever parked very far from combat area and some time will probably have passed before you get to the corpse in the first place. It's a big benefit, but nothing close to your wording which makes it sound permanent. The further away from a spawn a group is, the more importance the medic has, same as Engineer (terminals for resupplying are generally next to spawns).

    In that 10 players/minute example, the 15 second time saving would give roughly a 3 player advantage. If you're very frontline you can push that number up and if you're a bit late to the corpses it'll be less. And the closer to enemy spawn, the harder it is to have an advantage. The risk/reward of reviving close to/in combat is the fun bit in being a medic.

    ---

    The second benefit is keeping groups together, which spawning from a sundy/spawnroom and running out one by one does not do. Mainly useful for unorganized groups who don't have the discipline to meet up before engaging.. I suspect it plays a bigger part than the time saving itself since we all know numbers are what matter in this game.

    Speaking of keeping groups together: To counter a group including a medic, wait for backup. There's no "almost defeating the group" if they have a medic or two, unless you can kill the medic(s) of course. Medics themselves aren't the strongest combatants (especially CQC where the incoming damage is vastly greater than the aoe (self)heal), and if they do not participate in combat (in order to survive to revive the group) they're contributing zero strength directly. Hence a 12v12 battle where one side has 2 medics can actually be 12v10 (+2). On those odds the group with non-fighting medics should lose.. but this of course depends on how and where the battle occurs: Sniping enemies at doorways can leave plenty of room for medics to revive mid-battle in perfect safety. A new approach (tactics) is needed.


    ---

    I know medics are very powerful. Maybe all these complaints are because of power level differences between classes/roles? You can argue that a HA will always beat a medic in 1v1 combat, but the medic is still more valuable in a group, up to a certain point.. and those who play HA want to be the most valuable? Kind of the same deal as all the threads about rocket pod ESF/1-man MBT vs infantry? Except of course the medic does require a group around it to have that 'more influence in combat for one player than one should have!' effect?
  2. Meeka

    A good bolt action body shot (hip fired) will knock any heavy down to about less than half health no matter where you hit them, the melee blade a split second after will finish him off. Do both in quick succession and you're killing nearly as fast as a pump action shotgun. I've taken out heavies who came at me with shotguns and were left stunned that an Infiltrator with a rifle could finish them off even before they could fire off a shot.

    Bolt action rifle + melee blade is my favorite close quarters combat weapons as an Infiltrator; sort of the same way heavies use rockets in close quarters... so it only evens out the fight, really.
  3. Kastrenzo

    Battlefield 3 syndrome.

    Forcing the rifleman to be a medic because IT'S A TEAM GAME GUISE.

    Some people just want to shoot stuff. you're not going go force them into a support role if they don't want it.
  4. Ronin Oni

    Too bad. Medics can have fun playing the game too.

    Frankly, if we had it your way, we wouldn't have enough medics. Giving medics a good AR (which, "absurdly" enough makes their ideal position right behind front line soldiers... HEY! Right where you want a medic!) gives incentive for people to play the support class.

    Engineers get a bunch of toys.

    HA get an overshield and bloody rocketlauncher as well as the most ammo

    LA get jump jets

    Infils can cloak (and snipe or smg)

    Medics get the AR. That's IT. Their ONLY combat advantage (well, besides heal aura which won't do much if you're actually being hit but great for staying topped off on health between fights)
  5. Ronin Oni

    yah, much better to rely on the 1 out of 300 players who want to do nothing but heal amirite? :D
  6. Ronin Oni

    Well I'm not gonna let the mofo get up and get away FFS.

    I'm not proud of it... but I'm not stupid enough to let enemy get back up on the front lines either.
  7. ent|ty

    Ignored for the widespread habit of creating a statement I never made, (which is a strawman fallacy), and showing that one cannot discuss things on a forum maturely. Too bad roni, i thought you were better than that.

    Thats not what I said, nor my implication, nor my view on medics, nor what the OP even was concerned with. Good day, sir.
  8. then00b

    If I suspect a revive chain I just pull out my extended mag Lasher, kill after kill after kill after kill, feed me certs.
  9. Ronin Oni

    Ok, how about I put it this way.

    The AR is the reward for players who play the medic support role, which really doesn't require tool in hands all that often.

    It also supports their playstyle as medics, which is to be behind the front line keeping at mid range.

    AR's and medtools complement each other.

    Carbines fit LA because they're flankers. LMG's fit HA as the "lots of fire power".


    AR's fit medics.
  10. Hobo Jack

    derp delete this post i messed it up
  11. Hobo Jack

  12. Hobo Jack


    this is the argument that i least understand in that case it was a 1v5 engagement you just did not notice the #5 guy i know that you will never be FULLY aware of your surroundings and that is what makes fps games so enjoyable to play because there is that aspect of the unpredictable. the "hidden" medic is not invisible and i honestly have never seen medics HIDE from a firefight to come rez the bodies after the fact.Again i will go back to my previous argument that what you described is an aspect of team-play vs the solo man. where was your team? they had backup where was yours? what you have here is a slippery slope argument honestly so medics should be able to revive corpses but not 4 in succession? how many people or how slowly should he be allowed to revive after you left and was looking the other way so you can return at your leisure? your team (or just you) did not prevent the revives from happening how does that make the medic op?


    the medic and the HA are the 1st tier front lines fighters the game describes them as such. they should be leading the charge not in the back. yes their guns pack more damage at range and generally more accuracy but a heavy's lmg has basically the same traits only extended magazine sizes and faster rpm generally. Medics also have acess to CQB weapons such as the smgs and shotguns why would they give medics close range options and make their activate ability only work in close proximity of the medic if they are supposed to be forced to the back of the bus?
  13. kungflu

    before medic pop dies
    just saying this beforehand "i told you so!"
    stop listening to these garbage suggestions
  14. ent|ty

    What you seem to be not understanding is that the example or scenario given is unrelated to the original point; that when in large groups, a single medic can easily revive quickly fallen comrades into the fight; sometimes each other - which can create what i have observed in other games, what I have coined "zombie medic packs", which can easily turn the tide of battle with said mechanic.

    It was not an individual gripe or complaint, or 'nerf medics because they kill me" in any way.

    In other games, this was handled by limiting the amount of similar classes on a team to prevent steamrolling.

    I also gave examples later in forum posts of how much difference my little BR1 medic made in a fight, especially when it came to containing the enemy in their spawn; when most certainly they would have busted out, I kept them contained by resurrecting the same 5 players over and over again, effectively tripling and quadrupling our assault numbers, with little cost to myself or my team, and with minimal effort.
    When we added a second medic into the mix, especially a higher ranking one who could revive with 100% health, it was even more of a walk in the park.

    Also, in another scenario, I singlehandedly stop a force of 5 players with no sundies or beacons deployed, from holding the cap point on a base in Amerish. A valiant effort indeed, but moot, because I had missed a single medic hiding behind a box, who promptly resurrected the 5 fallen foes and came after me at the cap point as it was turning. Yes, this may have happened anyway, but my efforts so easily negated within seconds is the issue.

    But really, I'm starting to care less and less about this sort of thing in PS2: the game is what it is in the end
  15. Sovereign533

    i don't see your problem to be honest.
    in your opening post you speak of examples, and later you say they are not the issue. even tough you post them as examples yourself.
    and in your last post you say "i'm starting to care less and less [...] the game is what it is in the end". but you do make a series of long posts in a thread you created.

    so, to see if i understand you correctly. you want to have the revive tool removed?
  16. Bine

    I wish I could still play a cloaker witha medtool. Haha, that was so awsome back in PS1. Playing with a team to do gen holds. Enemy faction clears you out. You de-stealth once most are gone and pick someone abck up. He clears any engies in the room ;D
  17. Hobo Jack

    the 1 medic undo's all my leet skills argument is the one that gets to me most when this is a team game. balencing a team game around yolo-soloers is just not right.
  18. Vaphell

    medics are detrimental to teamplay too. If medics raise more dead than you and your homies can realistically kill (especially with rez grenades) what does it mean? You get only stalemates and skill almost nullified on both personal and team level which leads us to the conclusion that numbers >> all.
  19. sauna

    Make med tool overheat like rep tool. 1 rez overheats it completely.
  20. Hobo Jack



    but this is not the case the current state of the game is not unstoppable force meets unmovable object. if you look at the war report for example of nearly-equal numbers of team vs team battling the base fights are not infinite stalemates. The fights are very great and there is a clear victor. Also none of the fights have used a "lets all go medics" strategy and if they did it was not successful. With my outfit we tried 4 squads of all medics and it did not work as well as when we threw in max suits and engineers and a few heavies. From my experience there is a point when you have too many medics. Poor medics could not do much against a max crash for example. While a medic heavy setup can be very viable in the short term if you meet heavy resistance then it will fail over a long period of time.

    its not like medics are invisable ninja invulnerable forces they can be taken out just as easily. if numbers>all then that means that the game is fairly balanced because there is not a single strategy that can give you a huge advantage against greater forces. (well besides being a cohesive orginized force against mindless solo players) the motto of the game is "SIZE MATTERS" while playing solo is a great way to kill 15 mins before you have to leave the house or something it is a team game and it is less about leet skills and 360 noscopes and more about communication and teamwork.