That is a freaking briliant idea CandleJack. I love it, it would make it different enough to incorporate effectively. All problems solved right there i believe.
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Sounds fine. I don't really care what kind of medic attachment is on it, so long as it works.Keeping with the close range of the shotgun, why not have the MS8 (Medic Shotgun arbitrary number) use a short range concentrated spray of gas instead of a dart? That way shotgun skills can transfer to Medic skills with this weapon, like how Sharpshooter skills transferred with the MP7.
Only issue I see is logically the Support should get a bonus for this too, since it is a shotgun. Would create alot of confusion for new players...
support should obviously get a bonus, but to make it a "poor" choice for support you might leave out the discount bonus on it (discriminate much )
Problem with that is players just go Medic wave 1 to buy the shotgun, then swap to support, hey presto you have powerful shotgun damage and penetration with a healing attachment.
Support would have to get no bonus for this weapon in order for it to be better served as a Medic wepaon... but it is a shotgun, so the Supports perk bonus wouldn't make sense
No I don't; no matter what numbers I pick, I fell TWI would probably do a better job of them than me. It's their call in the end, not mineYou have a figure in mind for numbers btw Sammers?
Well Commando got no bonus' for the MP7, so Support perk players will just have to deal with it.Support would have to get no bonus for this weapon in order for it to be better served as a Medic wepaon... but it is a shotgun, so the Supports perk bonus wouldn't make sense
Well Commando got no bonus' for the MP7, so Support perk players will just have to deal with it.
As for the issue of the Support perk, why not disable the alt-fire healing darts for non medic perks? It would be a shame to remove the Support's bonuses from this weapon if it could actually "kill two birds with one stone" so to speak. Although I don't think it would be all that useful compared to the other shotguns, unless you wanted to carry an M79 or M32 maybe.
Another thing to consider, I think reloading should definately be interruptible using alt-fire, that way it has another advantage over the MP7M (while still sharing it's characteristic of long reload times in general).
O: You readin' backwards!?Something that only has one thing in it can't follow a theme It simply looks like that. If you had two or more things that were similar, then you can say it followed a theme.
Also, i don't like the idea of not being able to weild both medic weapons at once. This would mean that the medi shotgun weighs a tonne, because the MP7 weighs very little.
The mist was suggested by CandleJack and I stand by the idea, i love it. It doesn't need to be weaker healing or longer wait before you can do it again because the downside is the distance it covers, which is very little.
I think that it should be able to interrupt reload, this would make it good for points of panic.
The last thing is not a suggestion, merely an observation. Use of a spray would create quite a large amount of diversity when using the medic class. Something new to use for diffrent situations. It would also be nice at close range because that seems to be where the MP7 medication darts go wrong most...
I figured if it weighed a lot, no one used it; Which is why I suggest that the game should read "User has: Medigun; Incapable of equipping: MediSG" - Sorta like that. Vice versa.I don't mean restrict it by weight either, but make it incapable of wielding the Medigun with the MediSG, or wielding the MedSG with the Medigun.
Ah, i see. That would make more sense, but I still like the idea of the medic being able to carry both the MP7 and the Medi shotgun to their varying uses. Shotgun for close range heal/combat and MP7 for long/medium range heal/combat. It would also make it so the medic didn't branch out as much, or at least could choose not to go for weapons from other perks. A good medic would want to have both these weapons to assist their team with.
It's alright. I understood it. And yeah, it was suggested by Jester (I think?)I also like the diea that the guns work from the same medi syringe/mist reloader thing. so if you have to wait for the MP7, it will also make you wait with the Shotgun. It would be like they are using the same Medi pack but in different ways. Sorry if that is hard to follow... Worded real badly but hard to pu down in words...
If you're capable of interupting the shotguns loading time, then you may as well run up to the person in trouble, shotgun blasting everything in your way; Then, when you get to the person you can cancel your last reload to heal them.As for MP7 not being able to interrupt its reload, i wouldn't bother changing it, it is alright the way it is. Medics just need to be aware of the situation so they don't reload at a crappy time