I suppose that sounds good. It'd be nice to be able to shoot something, reload, turn around, spray, finish reloading then shoot again. It would make the Medic more involved in battle, since he doesn't have to worry about the inability to heal during reload, though...Assuming that you cant carry both the Medi shotgun and the MP7.
I came up with a better way to figure this out. You can't interrupt reload with the MP7 because that is how it is at the moment and I'm not sure if you really should be able to. But, here is the difference. If the shotgun sprays a mist, it sin't a singular point, its an area based spray, this way you don't need to interrupt the reload of the Shotgun, instead you can just allow it to be sprayed while reloading and the spray due to it's area will still be able to get people.
You're talking about where the bullet hole of the gun points, during reloading, right?This would not work with medi dart due to when reloading, the barrel will not be facing towards a friend, so being able to fire the medidart at this point would be stupid and make people rage. I think that that idea should cover it... Still up for suggestions.
Because, the Medic shotgun isn't out yet. We wouldn't be sure if the Medic's Shotgun points to the cieling when reloading; Which would make him spray the cieling...
If that's what you meant.
I would think it'd be more interesting if you weren't able to equip both. That way you could see the preferences of the Medic.Also, with being able to wield both of them, it wouldn't make the medic a killing amchine, the MP7 is useless on anything above a gorefast and the shotgun probably wouldn't be effective on anything higher than a Husk. They are both weak weapons, just varied to make the medic class more interesting, not more powerful.
"Is this Medic someone who'll heal me when I'm afar; Or risk his life to run up and spray me?" - If you had both, then the Medic would just change the weapon accordingly to healing. If the user is far; Medigun. Close; Shotgun - Which wouldn't be variety, but all in one.
Thought: The Shotgun's spray heal to use the same regeneration as the syringe? Single, large heals; Or small, AoE (Area of Effect) heals.
I like the above thought too because then you have further variety to heal depending on the situation.
- Whip out the Medigun to heal from afar.
- These two guys need healing; Shotgun spray!
- This person is hurt, but that one out there is too! Medi dart, syringe jab.
If you had the Shotgun incapable of equipping with the Medigun...
- Heal from afar; Hard to aim, requires leading, very touchy with latency, can save time, and your life.
- Jab them with a syringe up close.
/or/
- Spray the two team members in front of me; Then run up to the one ahead and jab him with the Syringe
- Jab this guy with the Syringe
-- And if you had the Shotgun share the same regeneration as the Syringe Gun, then you have to make a choice; Heal them individually with the Syringe gun (And it can be hard to follow people who keep running away to fight) or take a well-timed shot with the Shotgun spray, to hit multiple targets in front of you? (Much like; A Medi-dart prediction) except you'd more than likely be able to actually hit the person, being an AoE spray
The interest would come under what profession of healing the player would go under. Is this a Medic who will take his chances at trying to hit you from afar, or risk his life to save you?
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