Evening!
I have been playing KF since the day it was released on steam (noob to the mod, but not to the actual retail game itself).
The medic class was practically the best due to the fact, you could move extremely fast and get away from almost anything (kiting).
Due to the new patch, kiting has been removed, rendering the perk, useless.
The park has no major advantages as would its other perks.
My suggestion is this. Bring back the 'kiting' in this perk. Medics need to 'kite' due to the fact that they are medics and they need to get where they need to go in a short span of time rather than be bum-rushed by a gorefast.
My other suggestion is to implement a weapon for the medic class; an MP5 or a SMG of any king would work extremely well, seeing that the medic class isn't technically a 'offensive' perk. It's simply to stop a little short wave (2-4 specimens) at once to help the needy.
Too long didn't read?
Bring back kiting and implement a new weapon for the medic class. It's useless without kiting or a weapon.
I have been playing KF since the day it was released on steam (noob to the mod, but not to the actual retail game itself).
The medic class was practically the best due to the fact, you could move extremely fast and get away from almost anything (kiting).
Due to the new patch, kiting has been removed, rendering the perk, useless.
The park has no major advantages as would its other perks.
My suggestion is this. Bring back the 'kiting' in this perk. Medics need to 'kite' due to the fact that they are medics and they need to get where they need to go in a short span of time rather than be bum-rushed by a gorefast.
My other suggestion is to implement a weapon for the medic class; an MP5 or a SMG of any king would work extremely well, seeing that the medic class isn't technically a 'offensive' perk. It's simply to stop a little short wave (2-4 specimens) at once to help the needy.
Too long didn't read?
Bring back kiting and implement a new weapon for the medic class. It's useless without kiting or a weapon.