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Quadro

The Dreaded Medic Role (Revamp Suggestion)

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Posted (edited)

Hi Comrades

 

Reading the potential medic changes for the next patch I’m a little skeptical that this will change the role in such a good way that people would want to snap up the medic role. Please note that I'm imagining my suggestion to coincide with Alpha 11.2 and not to be confused with Alpha 11.3.

 

Now isn’t really the time to suggest a different approach being so close to patch release but I can’t resist throwing a suggestion into the works.

 

Why is the medic so boring to some to begin with? I’ll give you my opinion and I’d like to hear yours too.

 

I undoubtably don’t need to spell this out for many but you spend a lot of time looking at the ground with your miracle hand out praying to the gods to give your friend one last chance! A committed medic spends a very large portion of the game looking at the ground whilst leaving yourself vulnerable, not fun. Also, you’re often vulnerable when healing your new reborn friend with your pants down, not fun!

 

Medics take the largest risk than any other role to keep the team going. To achieve this, they must be vulnerable to tea bagging which can get very frustrating at times when all you want to do is a good job; there is way too much injustice for our fellow medics.

 

Medics need to admire the game world just as much as the next guy gets too by looking up and smelling the roses like everyone else. I’d like to fix this by having them look up more whilst the revive and healing process is commencing. Whilst it commences they also have their gun out ready to defend themselves and their fallen comrades especially in the revive process. My suggestion is to improve a medics overall performance, quality of life and have a positive effect on the pacing of the game and squad momentum. So here is my suggestion below. 

 

Medic Bag: Field Dressings are now kept within the Medic Bag essentially removing the Field Dressing for the Medic class which will leave a open inventory slot for a new piece of kit called the Revive Kit, which I’ll talk about in a second. The Medic Kit now can stop bleeds and heal. Left click heals or stops bleeding to comrades and right click does the same to yourself. Field Dressings are still available to others and their intended use in the next patch. However adding the revive kit might make the devs reconsider allowing everyone to revive. But who knows they might want to keep it to further pacing! They'll make the right choice.

 

Pros:

  • Can heal and stop bleeds for yourself and everyone else with one kit.
  • No switching between Medic Bag and Field dressing to fix bleeds and heals and switching back to field dressing again to stop a bleed and so on.
  • A cooler upgraded piece of kit
  • Not complicated

Cons :

  • I’m struggling to think of any. Anyone can think of any?

 

The Revive Kit: (defibrillator) will fill the inventory slot replacing what was the Field Dressing for the Medic. Instead of kneeling down and applying the Revive Kit, you can place it by an incapacitated teammate. This will then begin to charge up with an audio indication. You can pull your gun out, move around or heal others or stem bleeds with your Medic Bag whilst this is happening. Once fully charged it zaps the incapacitated teammate and revives them. You will then be able to pick up the Revive Kit after a successful revive and continue to revive others or to do other medical duties. Your teammate will automatically regain health after being revived unless injured again which will interrupt the automatic healing process. Your recently revived teammate is still in bad shape at 1% health after being zapped and is likely to only move into cover, to recover health. Please note that I'm imagining my suggestion to coincide with the current revive and heal to full health times in Alpha 11.2.

 

Pros:

  • Can heal others or Stem bleeds whilst resuscitation is taking place
  • Revive and heal process still takes just as long for the individual who is incapacitated
  • Can protect yourself and others whilst reviving increasing squad survivability, momentum of game and quality of life.
  • Medic's time can now be used else where in other medic duties
  • Not complicated for new and old players
  • Reduces prolong time staring at the ground (or restricted view in free look)
  • Overall a very unique cool little piece of kit
  • Can activate your Revive Kit for teammate, carry on running with your squad so to not be left behind and request a ammo drop to receive Revive Kit to increase teamwork, momentum and your squad's survivability.

 

Cons:

  • Please suggest any below.

 

Let me know what you all think! Any constructive input might make for a even better idea. Please take me seriously as I have a beard.

 

Edited by Quadro

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Posted (edited)

I think the play style players should use to be a good medic can be boring to some people in general. Until shit hits the fan, the medic is suppose to play conservative, at the back of the squad, where it is "safer". And even then, they need to take calculated risk when deciding when to they put themselves in harms way (eg is that rifleman, who just got shot up by a 50 cal,  crying out for a revive in the middle of the road worth the risk?). I like the way the current system works to be honest. With the implementation of free look, medics don't have to stare at the ground while reviving squad members. They can look around a little bit while doing your thing, all the while feeling exposed and vulnerable. I honestly think it is somewhat immersive.  I also am a very vocal medic. I'll let them know who's next to be revived. If I revive them in a dangerous spot, I'll "talk them back to cover".

 

As for the proposed medic changes, I'm not really sure how I feel about the new system. At first glance, I think it may take away from the importance and decision making of the role. Why risk the medic when you can send a rifleman to revive that player. Just have the medic sit in a room to heal everyone while other nonspecialist roles do the reviving. Ultimately, the devs will try it out and we'll see how it effects the medic role. 

 

The one thing I actually wished the medic had was binoculars. Which, I think they use to have if I remember correctly. 

 

I too have a beard.

Edited by akogishi

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Posted (edited)

I understand where you're coming from but as a generalisation most medics don't play the way you do unfortunately. So yeah I agree in that respect. The medic with my suggestion will still have to play conservative. A bad medic is a dead one. I very much doubt you would have your squad members on healing duties for you because who's going to be doing the fighting? I use free look, it doesn't make the role anymore elaborate and you're still restricted. Not everyone uses free look.

 

As for others being able to revive I'm fairly convinced the revive process is extremely slow in comparison to the medic and you'd rarely want to be doing it unless your medics are down and you need your QL up to spawn a rally. I believe the only reason they've made is so others can slowly revive without the healing ability is so squads have more survivability to increase game momentum. Personally I think reviving should be left to the medic as it's only going to confuse things further but little steps are better than big changes.

 

I think medics should have binoculars too. Anything to make the role more attractive.

 

But remember this thread isn't so much about others having the revive ability but more about the medic role. If the medic is made to be more efficient which is what I'm suggesting here, we might not need others to revive anymore.

Edited by Quadro

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Posted (edited)

I overlooked the point that non-medics revive ability is much slower. I was trying to make the point that by allowing everyone to revive, it may take away from the importance of the medic role. But until I play it, I don't know how it will actually effect the medic role.

 

About the free look, I was trying to make the point that medics don't have to just stare at the ground. Players have the ability to use free look. Whether they do or not is up to them. The feeling of being vulnerable while in this restricted view is the immersive part to me.  But back the point of the OP, the medic role/Revive Kit...

 

I don't like your idea of the Revive Kit because it takes away the medic actions that I think make the medic role enjoyable. The risk assessment that is required of the medic  is part of what I like when I play the medic role. I can't just put down a device and just continue along as if I were a regular rifleman. I like having to revive my mates, talk them back into cover, and heal them. It feels worthwhile to me when an assault/defense succeeds (of course it succeeds b/c of the two guys I picked up...;)) because I was able to revive and heal my team while shots and grenades are flying over my head and exploding all around.

 

Ultimately, I think it is how the role is approached that makes it enjoyable or not. Again, all of this is a matter of opinion.

Edited by akogishi

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Posted (edited)

I agree completely that having everyone allowed to revive might take away the importance of the medic role. You're right, it's all speculation to how it'll all work until we have our hands on it. So yeah I'm with you on that one.

 

I respect your opinion on immersion. I like the kind of heroic feeling you get for doing your job properly and arriving into the action to save lives. Players really appreciate it when they hear that field dressing being applied. It is why part of me feels like that kind of immersion you're talking about wont be lost.

 

There is plenty for the medic to do than just dumping the Revive Kit down. I know it takes away the applying dressing and heal aspect but you still need to get to them safely and you still have to protect that person through the whole process if danger is close. With the drag ability it would work well once implemented, you could drag them to safety and place the Revive Kit on them. You don't think that's cool?

 

You could even have a delay in placing it down so it's not like you're throwing the Revive Kit down and there is still that element of risk. You still have a responsibility to that person being successfully revived. You might not be so vulnerable anymore but your teammate still is, it's your duty to protect them, heal others and don't forget the enemy knows there is still a medic about because of the revive kit making a noise. You still give your position away trying to save another and that's precisely what the medic is all about. Risking yourself to save others and I strongly believe the Revive Kit wouldn't take that away from you.

 

I do agree that it's how people approach the role currently but if the developers want more momentum then compromises are made like adding the revive ability to everyone, which isn't great for you and me. BUT it's the wrong compromise in the wrong area, sometimes it's about give and take and I think what I have suggested is a good even balance between keeping our medics happy and everyone else happy.

Edited by Quadro

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Hey guys, I have a pretty good idea of the medic role in squad. It's all I have played really. Currently I have about 700 hours in game with I could guess about 400-500 hours as medic alone. I agree with medic having binos back, I was SO gutted when they took them away from us. I don't really like the idea of the medic bag. Your team mates should be covering you as medic. If you are the last one left that is the only time you will ever feel vulnerable. Also when dragging is implemented that will change the role completely.  I love working on the downed guy under fire, feeling under pressure, and like others have said risk assessment of the situation and work around the best plan possible. The only part for me which is annoying is the revive animation when the player revives upstairs and bounces 6 feet in the air.

 

I personally think the medic is the best job in the game. You get to have fun with people while working on them. The pressure of getting your squad up 50cal flying over your head, smoke swirling around and being the "hero" in game, it's ****ing awesome. :D     

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Posted (edited)

I agree with the binoculars part, and hope we do see a dragging system implemented one day, plus I'll admit that having a single item for both functions would be a great improvement for me.

however, I'm not so sure about the whole automated revive thing. As a medic, it's quite normal you'll be vulnerable when reviving. After all, you're actively diagnosing and tending to a wounded soldier.

That being said, it would be nice to have an emergency way to switch back to our weapon (be it primary or sidearm ). I can't even remember how many times I've been killed by a guy while reviving, even though I saw him coming first, just because the switch animation is so slow. You'd think a battlefield medic would keep his weapon close by, probably on the ground and such, right?
 

EDIT: One thing that could improve the medic gameplay, would be the speed of weapon switching. I'd have two suggestions:

 

- First of all, for those who do not know, switching to your sidearm during a revive is quicker than switching to your primary. BUT, your character still has to go through the whole switching animation before you can ADS. i'd suggest making it so that if you right-click during the animation, your sidearm transitions smoothly to its iron sights, without having to wai for it to finish and all.
Might sound stupid like this, but it would actually save that split second that can be the difference between life and death.

- Then, I can understand gun safety procedures and all, but does the medic (or any soldier for that matter) really have to engage the security every single time you switch to a patch/medic bag? This leads to almost comical situations, with a hostile coming towards you, and you fumbling with the safety, only to lose that extra second of time that could have saved your life.
As I said, as a medic I'd love to just put my gun on the side when I'm healing, especially if I'm prone, and not waste time putting it back on a sling, with the safety engaged, where it's so hard to reach if I need it.

Edited by Kiwik

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A revive kit that you place on the ground that charges up and zaps a guy back to life? Sounds too gamey to me.

Medic is fine. I wouldn't mind the revives being a bit more interactive, kind of like Americas Army 2.

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Posted (edited)

Gonna say no to all of this(aside from medics getting Binos). Just sounds like people that are too lazy to play medic properly wanting to make it an even more shallow experience and simplistic. I don't agree in the slightest that most people don't play medic right or find it boring,  at least when I play I pretty much always see competent medics that take it slow, ask people to cover them, use smoke or make sure its safe themselves. You're not suppose to be a 1 man army, you have team mates for a reason. Ask them to help you secure while you revive, and if you're the last one? well thought shit. Give it a try and if you fail too bad.

 

Medic is fine as he is right now.

Edited by Chompster

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5 hours ago, Chompster said:

Gonna say no to all of this(aside from medics getting Binos). Just sounds like people that are too lazy to play medic properly wanting to make it an even more shallow experience and simplistic. I don't agree in the slightest that most people don't play medic right or find it boring,  at least when I play I pretty much always see competent medics that take it slow, ask people to cover them, use smoke or make sure its safe themselves. You're not suppose to be a 1 man army, you have team mates for a reason. Ask them to help you secure while you revive, and if you're the last one? well thought shit. Give it a try and if you fail too bad.

 

Medic is fine as he is right now.

I agree, the medic role is its own thing, and as the designed medic of my fireteam, it's not boring at all. It's just different.
People who don't like it might want to refrain from playing it, as they could take unnecessary risks or abandon their squads altogether.

That being said, I reiterate my suggestion that we make it easier for the medic to switch back to his weapon when reviving. Ideally i'll always have some teammate covering me during a revive, but sometimes you do not have the resources for that (whole team down, multiple angles to cover,e tc...). The sidearm is a good way to defend yourself quickly, but with that janky animation it's far from ideal, and I still don't understand why a medic in a firefight would take the time to calmly put away his weapon with the safety engaged, instead of just keeping it close at hand.

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Posted (edited)

It's very rare to start a squad and have two players pick the medic role by themselves. But I guess we all agree something's gotta change. Having the main weapon out while reviving could be handy as you state. I also like your idea of combining the bandage and medic bag into one for medics. An autonomous revive kit could be worth a try, it certainly would allow medics to engage in more action and allow them to cover their own revive by themselves.

 

Allowing everyone to revive with bandages and only do healing with the bag could work as well though. It's the reviving part that makes playing the medic the most tedious.

 

My tip would be to also allow medics to pick which weapon and sight they want, just like squad leaders.

Edited by Arrahant

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Posted (edited)

The Revive kit was only really an idea of mine to eliminate the tedious factor.  My aim wasn't to eliminate the unique role of the medic, far from it. 

 

You still have to consider the risk of bringing back someone to life. The only real difference when the revive process begins from the current method is your position. You can move away take cover and protect, talk and heal someone else whilst this is all going on. You still have to stay with your comrade unless you want to be without the ability to revive the next guy because you have to pick the damn thing up afterwards. Which means you still have to risk everything by coming out of cover to collect it. With the revive kit it would make the dragging ability a more plausible addition. I think you'll find when dragging is in the game medics wont use it as much as we'd like because it's time consuming to drag drop and revive when you could take a bullet to the head any time. Having a revive kit would actually complement the dragging ability quite well. Your comrade is down, you risk pulling him into cover and setting down the revive kit next to him. There is some real thought processing for the medic whilst this is all happening. It definitely isn't a lazy feature at all, far, far from it. 

 

After reading what some of you have had to say. I'd seriously consider the Revive Kit would have to be pick up. No vicinity auto pick up. I'd certainly like to see in the future that medics are still the only one who can revive and I think a revive kit tackles two major problems that the devs are trying to fix. The devs want more survivability for squads and they are trying to iliminate part of the tedious medic role. I think they're going about it the wrong way by allowing everyone to revive.

 

The Revive kit would tackle both problems. Medics could now revive a comrade whilst healing another increasing survivability for squads and it tackles the tedious factor without harming the role. Which would hopefully make the devs revert to having just medic revive again. Am I the only one seeing this? Help?

 

Just today I spent 2 hours playing and the amount of people avoiding the medic role was kinda ridiculous. I had to switch out my role to be medic AGAIN when actually all I wanted was a break. Often times the QL will request someone to go medic only for them to switch role without saying anything. There maybe some people who adore currently how things are but it's clear it isn't working. Having a pistol out whilst reviving isn't going to fix the bigger picture of the game dynamics. Why do you think they're allowing everyone to revive now? Because a lot of squads have one medic at best or at least has one medic who doesn't want to play ball. We gotta make it more fun for them! I sure a lot of us would love a combat medic simulator but there has to be a thin lined striked between reality and playability. I'm sure someone will turn around and say well when I play I have no problem with people wanting to be medic. I will tend to differ or you play with regulars/clan. 

 

Edited by Quadro

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Quote

The Revive Kit will fill the inventory slot replacing what was the Field Dressing for the Medic. Instead of kneeling down and applying the Revive Kit, you can place it by an incapacitated teammate. This will then begin to charge up with an audio indication. You can pull your gun out, move around or check who needs to be revived next whilst the Revive Kit does its thing. Once fully charged it zaps the incapacitated teammate and revives them. Your teammate will automatically regain health after being revived unless injured again which will interrupt the automatic healing process. As soon as your teammate has been zapped by your Revive Kit it will Edited: then need to be picked up again.

 

 

I don't think the devs will ever implement something like this. It might improve the Medic gameplay, but it is more or less science fiction. 

 

I agree with your first conclusion though. Being a medic often fills like 70% of your combat time with fixing up your teammates. I hate that too.

 

But there might other ways to improve the user expirience here. As of now, the Devs are planning to give 8 Bandages to the medic, while everyone else keeps two Bandages. If you want to reduce the "face-to-earth" time for the medic, you could do the opposite, take bandages away from the medic and give them to everyone else (like medic 4 Bandages and everyone else 3).

 

You could also speed up the healing process for medics.

 

Or you could reduce the switch time from Gun to Medic Bag and vice versa.

 

And I do like your idea of combining the Medic Bag with the Bandages. That would be more realistic and improve the user expirience. 

 

 

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Posted (edited)

Thanks Borsti like your constructive criticism. Not completely sure about the Revive Kit being science fiction though. Currently an incapacitated soldier can be revived after being riddled full of bullets and healed to be a 100% fighting fit soldier again. What's the difference? The Revive Kit is essentially a defibrillator.

 

I suppose they could speed up the heal and revive process but wouldn't that put it into a kinda Battlefield esk like revive system where people come back from the dead just as quick as they get shot down? At least with the Revive Kit the revive and heal process still takes just as long for the individual who is incapacitated. I don't think the devs want to shorten the time back to life process, there has to be a reasonable amount of time before someone gets back up again.

 

I'm glad people like the Medic Bag idea.

Edited by Quadro

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On 7/27/2018 at 9:40 AM, Quadro said:

The Revive Kit (defibrillator) will fill the inventory slot replacing what was the Field Dressing for the Medic. Instead of kneeling down and applying the Revive Kit, you can place it by an incapacitated teammate.

I think I understand the big picture here...making the medic kit "cool" by putting defib unit in their hands which will allow them to place the pads on the incapacitated teammate and let the machine go through the process of shocking the patient all the while being able to use their gun during that time. Like this:

 

 

But you can kind of see how long that process is. Arguably if such thing were to be implemented, I assume, the process of revival will need to take longer to complete in comparison with the current system and the one that's coming in V12. Right now it takes 2 seconds from the time the medic's hands "touch" the teammate to the time the teammate is up back into the fight. 

 

Considering in V12 the healing system will be much versatile such that it will allow any teammate to revive another...I think we'll need to wait and see how players react to it and go from there....

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Posted (edited)
1 hour ago, CptDirty said:

I think I understand the big picture here...making the medic kit "cool" by putting defib unit in their hands which will allow them to place the pads on the incapacitated teammate and let the machine go through the process of shocking the patient all the while being able to use their gun during that time. Like this:

 

 

But you can kind of see how long that process is. Arguably if such thing were to be implemented, I assume, the process of revival will need to take longer to complete in comparison with the current system and the one that's coming in V12. Right now it takes 2 seconds from the time the medic's hands "touch" the teammate to the time the teammate is up back into the fight. 

 

Considering in V12 the healing system will be much versatile such that it will allow any teammate to revive another...I think we'll need to wait and see how players react to it and go from there....

I really think we're splitting hairs here. If we're going down the route of introducing something with all realistic aspects considered before adding it to the Squad then it's only fair to do the same with the current medic system.

 

So in the case of the current bandage and revive system, how long would it be until a medic would bring them back to life in real life? I would imagine quite awhile. I'm struggling to understand your point. Yes a defibrillator takes a lot of time (in real life) but so does bandaging someone and doing CPR which is in essence what is currently in Squad without the normal realistic time it takes. You don't like the defibrillator idea because it takes too long in real life? The devs wouldn't add the real time it takes, just like the current system. This is a game we're talking about right? O.o

Edited by Quadro

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1 hour ago, Quadro said:

So in the case of the current bandage and revive system, how long would it be until a medic would bring them back to life in real life? I would imagine quite awhile. I'm struggling to understand your point. Yes a defibrillator takes a lot of time (in real life) but so does bandaging someone and doing CPR which is in essence what is currently in Squad without the normal realistic time it takes. You don't like the defibrillator idea because it takes too long in real life? The devs wouldn't add the real time it takes, just like the current system. This is a game we're talking about right? O.o

To answer your question: I like the idea of defibrillator but not sure it will translate into anything positive in contrast to the upcoming revive system. Your whole suggestion is for medics to have a defib unit that will take care of resuscitating teammates so the medics can have their gun up but for that to happen you need to prolong the resuscitating time itself...quite literally by definition. Saying that a short revive with defibs is possible is counter-argumentative.

 

We know from the round table that:

Quote

Medic can patch and revive in 7 seconds, non-medic will be 14 for the first iteration.

Source: http://forums.joinsquad.com/topic/33307-july-community-roundtable/?tab=comments#comment-332374

 

So my question to you is, how long the revive/resuscitation animation from start to finish of a defibrillator should take? Not including patching/healing? I'm thinking that it would be longer than what we have now because the major steps (connect pads to machine>turn on machine>place pads on patient's chest>begin procedure>successful revive>Turn off defib>remove pads>put everything in the bag>holster bag off screen) would be a lot to jam into the same amount of time it takes to revive with the current GOD HANDS system.

 

Unless you're willing to give medics the ability to abort at any given stage...

 

The proper way for a medic to do their job is to have a buddy covering them. The solution to encouraging players to pick up the medic role is not easy to find but I don't think a defibrillator is the right way. I think we should test the upcoming system where any teammate can resuscitate and see how well it does. The approach taken seems to be from the outside-in which has great potential, just need to wait and see :) 

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On 7/30/2018 at 6:08 PM, CptDirty said:

To answer your question: I like the idea of defibrillator but not sure it will translate into anything positive in contrast to the upcoming revive system. Your whole suggestion is for medics to have a defib unit that will take care of resuscitating teammates so the medics can have their gun up but for that to happen you need to prolong the resuscitating time itself...quite literally by definition. Saying that a short revive with defibs is possible is counter-argumentative.

 

We know from the round table that:

Source: http://forums.joinsquad.com/topic/33307-july-community-roundtable/?tab=comments#comment-332374

 

So my question to you is, how long the revive/resuscitation animation from start to finish of a defibrillator should take? Not including patching/healing? I'm thinking that it would be longer than what we have now because the major steps (connect pads to machine>turn on machine>place pads on patient's chest>begin procedure>successful revive>Turn off defib>remove pads>put everything in the bag>holster bag off screen) would be a lot to jam into the same amount of time it takes to revive with the current GOD HANDS system.

 

Unless you're willing to give medics the ability to abort at any given stage...

 

The proper way for a medic to do their job is to have a buddy covering them. The solution to encouraging players to pick up the medic role is not easy to find but I don't think a defibrillator is the right way. I think we should test the upcoming system where any teammate can resuscitate and see how well it does. The approach taken seems to be from the outside-in which has great potential, just need to wait and see :) 

On 7/30/2018 at 6:08 PM, CptDirty said:

 

 

I understand where you’re coming from but you are comparing my suggestion and trying to implement it in the Alpha 11.3 changes where it wouldn’t work. That is not what I’m suggesting here. My thinking behind the Revive Kit is a future alternative to the changes that will take place in Alpha 11.3. I said in my original post that I’m skeptical that Alpha 11.3 will bring anything new for the medic in playability. I’m comparing my Revive Kit suggestion to the current system (11.2) in relation to revive times, as I think it might actually be a better alternative than slamming a 7 second revive for medics and a 14 for non-medics. I’m not expecting the devs to make a sudden U-turn either but it’s something to consider in the future. I didn’t think it was a bad idea as it tackles certain aspects of the medic a lot of players don’t enjoy whilst also having a positive impact on the gameplay dynamics in regards to squad survivability etc. I hope that makes more sense!

 

Responding to your question on implementation. I wouldn’t expect any game developer to make an elaborate animation for the Revive Kit just as much as I wouldn’t expect them fully animate a Squad Leader placing an FOB down Unpacking>Placing>plugging in>turning on>tuning it etc. It would be just as straight forward as placing it down and attaching to the body, keep it simple. It’s possibly a slight improvement to the GOD HANDS, at least you’re placing equipment to help your comrade.

 

My intention isn’t so medic can run off and have a gun battle. In fact, I would imagine it would be very much frowned upon if a medic was to run off without his Revive Kit unless he has a perfectly good reason! He needs that kit back, he has a duty to save lives. The difference being is he can now interact with the rest of the world and is even more valuable than before. Being able to revive and heal/stem at the same time make him a greater asset and increases momentum.

 

I really appreciate your constructive contribution.

 

So, to respond to your last sentence on first quote. A short revive time with defibs wasn’t my suggestion but rather mine is in keeping with current revive times.

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41 minutes ago, Quadro said:

I wouldn’t expect any game developer to make an elaborate animation for the Revive Kit just as much as I wouldn’t expect them fully animate a Squad Leader placing an FOB down Unpacking>Placing>plugging in>turning on>tuning it etc.

lol good argument must admit.

 

41 minutes ago, Quadro said:

The difference being is he can now interact with the rest of the world and is even more valuable than before. Being able to revive and heal/stem at the same time make him a greater asset and increases momentum.

I must have missed your point. I thought the defibrillators are only for resuscitation to 1% health from incapacitated state and medic bag will still be needed for healing to 100%. You're saying just a defibrillator and no medic bag? Defibrillators will bring a downed teammate to 100% health straight from incapacitated state?

 

 

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I don't like this idea. Medic being able to defend himself while healing decreases the need for teamwork - Squad should instead be moving in the opposite direction. Maybe some simplified diagnosis/treatment system like the ACE3 from ARMA, medic presses the action key while aiming on the body, the game tells him where the booboo is and he'd fix it using a simple radial menu. At least that would require more involvement from the players than simply holding LMB, also the length of the healing process would be more dependant on the skill of each medic, the better the player the faster he could heal people.

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6 minutes ago, MultiSquid said:

, also the length of the healing process would be more dependant on the skill of each medic, the better the player the faster he could heal people.

I do like this idea where the skill of the player can improve the performance of the medic role just like it does with every other role, driving , aiming/shooting, HAB placement etc

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Posted (edited)
39 minutes ago, scoobi said:

I do like this idea where the skill of the player can improve the performance of the medic role just like it does with every other role, driving , aiming/shooting, HAB placement etc

you know I baulk at anything that suggests a ranking system...BUT this is quite interesting... I dont think it works for anything else as you can actually practice those things in game to get better...(shooting/driving etc)... becoming a faster/better medic with experience might be interesting... the only thing I hate about ranking systems is that once 6 months goes by everyone is kinda ranked up and then the story will start again..what next for medic now Im xyz level....

 

IMO nothing is going to change the way people think about the medic no matter what toys you give them, at the end of the day you are there to bring round fallen comrades and because it is not necessary to have a medic in the squad people will readily drop the kit in favour of something more 'frontline' ..  Usually the medic role is requested to be filled by the SL and usually its the marksmen or rifleman that gets the short straw if they dont want to play that role.

 

A medic does not make a huge difference to the team in public games as the tickets they are able to save are always fewer than the losses encountered from wasted vehicles.   

 

I enjoy playing the medic role but the most I have ever been able to get up in a round is around 20, on average it could be maybe 30 tickets across the team, basically one Stryker or BTR.  So the role for me is something that is more important to the squad than the team but not many see it that way, and for maybe the once in a round that you might get the SL up to save a rally is few and far between.  

 

The medic has to be stronger in the squad, something that does not make him a super soldier where it encourages players to take the role but then use it in as an aggressive way as the other kits and forget who they really are... some may disagree with this but if you play as an aggressive medic then all you are is healing yourself and indirectly not helping the squad. yea sure K/D is up and bully for you.

 

If the Squad devs think the medic role is important then give it a level of importance in line with the SL something that is a must to have in the squad or you lose certain capabilities as a squad .. people when they get healed are not really worried about ticket loss especially at the beginning, they look for the nearest spawn first, its more to do with how far they have to run and how long the wait will be.

 

Instead of Binocs or optics or fancy syringes and defibs which at the end of the day can be added to the role without any real difference to why a medic is in the squad.  Make the medic important for additional reasons something the squad wont have if the medic is not there....

 

-  1 medic can drop medical field supplies (dont offer them at the fob)....

- two medics have capability to build field hospital spawn instead of a rally and a healing station (only once) so if your medic is down you can make your way back to the healing station to recover if your out of bandages.

- adjust spawn timers based on whether you have a medic in the squad or not 

  and I still advocate adding tickets to the squad for the medic heals so as the game nears its conclusion the squad thats medic has been busy will have some tickets left for themselves.  This for me is important to avoid the feeling your working your ass off as a medic only for some guy to go in and waste it in a vehicle.

 

things like that.

 

 

 

 

 

 

Edited by embecmom

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27 minutes ago, embecmom said:

-  1 medic can drop medical field supplies (dont offer them at the fob)....

- two medics have capability to build field hospital spawn instead of a rally and a healing station (only once) so if your medic is down you can make your way back to the healing station to recover if your out of bandages.

- adjust spawn timers based on whether you have a medic in the squad or not 

  and I still advocate adding tickets to the squad for the medic heals so as the game nears its conclusion the squad thats medic has been busy will have some tickets left for themselves.  This for me is important to avoid the feeling your working your ass off as a medic only for some guy to go in and waste it in a vehicle.

 

These are SICK (pun intended) ideas! Devs should take these into consideration....

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1 hour ago, embecmom said:

you know I baulk at anything that suggests a ranking system...BUT this is quite interesting... I dont think it works for anything else as you can actually practice those things in game to get better...(shooting/driving etc)... becoming a faster/better medic with experience might be interesting... the only thing I hate about ranking systems is that once 6 months goes by everyone is kinda ranked up and then the story will start again..what next for medic now Im xyz level....

I think you misunderstood. We were not talking about some virtual skill leveling akin to RPG games but the actual skill of the medic player, who would have to perform series of actions through a radial menu or something like that to revive others. It would be more interesting than simply holding a mouse button and the faster you can do it correctly, the faster you revive. Mess up too many times and you might end up killing the player instead.

 

I think I can already hear some anti-milsim rumbling in the distance, so just to clarify I'm talking about something very simple, no real-life medical experience needed. Let's say the diagnosis says the guy has burns on left arm and a bullet wound in the chest, so your actions would be something like "clean wound -> left arm", "stop bleeding -> chest" and "apply bandage to -> both", at which point the guy would get revived and you can finish healing him up. I'm just spitballing here.

 

The main problem I see with medics isn't as the OP surmised the inability to protect themselves while healing, but rather that the act of reviving and healing others is boring.

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