People like DocDave [...] troll suggestion threads for fun.
You're the first one to resort to trolling when someone posts an opinion you don't agree with. Good luck convincing anyone with that attitude. I generally just respond in kind.
The end of his argument really is that medic is not a damage dealer. Well, if you find playing medic fun at all, kudos to you.
If it's that important to you that the medic be a damage dealer, you're playing the wrong perk or the wrong game, one of the two. I have fun playing the medic and already kill my share of scrakes and FPs while I am at it. My friends who play the medic enjoy it as well. If you look at some other threads about the med gun *cough* you will also find plenty of people commenting "the med gun is fine," and it's not in people's nature to turn down things they even
might want.
If you don't find keeping a team alive fun enough, pick another perk.
Almost every player I've asked has either leveled most of, if not all of their medic perk by using the 2 player clot method.
That just shows you and your friends like to grind more than they value playing as a team. I haven't done this. As far as I know, my friends who play medic haven't either. I'm slowly getting the impression that you only play solo, or you're
that medic on pubs who never heals anyone else.
It only proves that you really don't play much of this game.
And more trolling, while accusing me of trolling... ironic.
The fact that I have one argument
at the moment does nothing to diminish the validity of it. The purpose of medics is keeping a team alive. Increasing medic damage, keeping in mind that every class will be balanced out in the long run, will have an effect in the end, wether big or small. It will only result in making the medic a step closer to being just another damage dealer, with less and less healing power, to the point that it will become insufficient to support their team properly. A step in the wrong direction. Teamwork should be encouraged, not discouraged.
The medic fills a special niche in the team, one not filled by any other class. The perspective I have is not from just the medic's point of view, but from the point of view that KF's class diversity is one of the key factors that makes it such a good game.
I want the medic to remain special, and I want KF to remain a fun and balanced game with unique perks that offer interesting tradeoffs.
My argument is made because the pros and cons of the medic perk adds uniqueness to this class, and it in turn is an important part of what makes KF good. Not every perk should be good for combat. And only one perk should be able to heal like a mofo. Just like amongst damage perks, some are good at one thing but poor at another. These advantages and drawbacks are one of the shining gems in KF's crown. Without this, it would just be "counter-strike vs zombies."
The mp7m is not a mandatory weapon, if you do not like it, do not use it. It's only 3 blocks, so anyone should be able buy something with which they can hit things. If your group does not have the teamwork to help keep a medic safe, find another group or another difficulty setting. Or go commando while you're at it. The medic does not need to be developed whatsoever in a direction that will leave it just another generic rambo with no special role to fill. It is more than adequate in filling the role it was obviously meant for. In fact it was more than adequate
before the mp7m, and is only much better at it now.