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A few ideas for a medic

OCAdam

Grizzled Veteran
Apr 13, 2011
288
49
Right now I have two basic ideas that might be viable to give the medic another weapon (one with light offense capability, and the other... pure support).

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The first is a 1911. Standard in just about every way, it would have damage between the 92 and the DE. But, this is not the weapon's intent to be a between weapon. That's... more secondary. The primary function is like another MP7M, except with half the syringe power. So instead of having a full charge of 100, you only have 50, but the same power as the dart's healing capability. It works off an attachment like the MP7M's, but just weaker. Maybe something like a replaced grip with the dart in the grip, using a model similar to a Kimber's lasergrip.

It's able to give some offense due to the mid power .45 bullets, but that small mag capacity should make it more obvious to be used with support means. Thing is, maybe it would be another idea to allow it to be dual weilded to give the same syringe capability as the MP7M. Not sure about that due to viability of being used much more offensively with double the mag capacity (well... you get what I mean by that).

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The second idea is a 22 caliber semiautomatic pistol. It only fires saboted healing darts, but the secondary function is to shoot yourself with it (I would never do this IRL, but... functions). Unlike the darts of the MP7M and the above idea, this consumes your ammunition supply. While being able to constantly supply healing to teammates or yourself, these darts are much weaker (maybe 1/4?) to offset the fact of no recharge times. Also, maybe a low max ammo would help balance this well.

I'm not going to even say a specific 22 cal weapon for this so people look at the idea first, and not dismiss due to the gun. Admittedly... I did get a base idea of this from the Ruger Mk2 in MGS4 (although that was tranq darts... or emotion darts, and that Mk2 was NOT semiauto), but hopefully everyone can look past that.
 
The .22 is NOT usable offensively at all. The entire idea is that it only can be used for healing. It was supposed to be like the healing syringe, but ammo limited and ranged. So as a Medic weapon, it was the top tier idea. Of course, saying the syringe is tier 1 and the MP7M being tier 2.

As for the 1911... it was to more-or-less kill two birds with one stone, but it's not the main focus really. And now that I'm thinking of the syringe as tier 1 and the MP7M as tier 2 Medic weapons... kinda makes this redundant due to the original thought on this being a tier 2 weapon.

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Interesting idea with the SPP-1, Faneca. Looked at your thread and saw there this idea of mine was a bit different. Mostly by the no-damage ability of the .22 sabot dart (among others). Although I think another way to differentiate is by this .22 heals anything, including Specimens.

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Edit:

why even focus on damage weapons for the medic? Surely it would fit the perk more to expand the role rather than just throw more same-old weapons at it with dart attaches.

Was thinking about this some more, but I didn't want to re-suggest the adrenaline and/or tranquilizer darts. I saw a thread that had some discussion on that already and didn't think you guys would appreciate a re-suggested idea (although I manage to do that quite often anyways...). I did read one persons' post that went along the idea of the tiers of weapons being such that tier 1 was the general weapon, tier 2 being a bit better, but slightly a different role, and tier 3 being like an upgrade of sorts to the tier 1 weapon. That's what also helped me try the idea of the medic .22 weapon being absolutely unable to be offensive.

So maybe if I expand a bit more to allow a better critique of .22, would that be of help?
 
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hate double posting, but... I'm not making a new thread just to update my idea further...

Anyways, so I've furthered the idea bit more with a number of direct stats to be usable for in-game.

Just to re-note the same point I tried making in other posts, there is no damage done by the weapon at all. Unless weapon melees get added... this is staying that way.

Fire Rate: 330 RPM (0.18 Sec/Shot)
Proj. Speed: 15000 (same as the low end of the XBow)

Mag Cap: 10
Initial Ammo: 20
Max Ammo: 40
Cost/Mag: 40

Weapon Cost: 4000
Selling Value: 3000

Heal/Shot: 16
Heal/Sec: 80

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Weapon could simply use 9mm and Syringe animations to make it simpler for 3rd person.
 
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Proguide:

How to bump without double posting.

Step 1) Edit first Post
Step 2) Copy all text and code from first post
Step 3) Delete First post
Step 4) Post a new reply with your old content and your new content in the same post.

It's how the world goes round.



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This is an example of what i'de look like btw.
 
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The field medic is fast becoming my favourite role, and though I found the medic gun laughably poor to begin with I'm actually warming to it after a few days. Medics get it like 85% cheaper which is obviously awesome, and firing those health darts to keep players alive a bit longer is rewarding as well as highly advantageous to your own lifespan. I also like the short, powerful bursts and tiny clip size 'cus it's sort of endearing in a pathetic sort of way.

Besides, an OP'd medic gun would be very unfair in the grand scheme of things.

I do agree another medic-specific weapon would be good though (some sort of rifle would be nice; not too powerful but accurate) as I think they're the only class with a single weapon.
 
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My "quick" suggestion:

MP7 - Has healing darts, for single (long range) target healing. Each dart costs 50 energy. Simple enough.
Weight: 3
Base cost: 3000 (90 at medic level 6)

Medic Shotgun - Has a short range healing spray (One click shoots out a puff of short/medium range line/cone of healing spray), which heals everyone it touches. Costs 75 energy to heal with this one. Has 3 shotgun shells in the mag (= 6 shells at medic level 6) and like, 42-ish total shells to use at all levels.
Weight: 5
Base cost: 6000 (180 at medic level 6)

M7A3 - A precise and medium-power assault rifle with a healing canister (the current M7A3 doesn't have this, no, but this is my personal suggestion :D). This canister is shot in an arc (like a grenade, but heavier drop then the M79/M32 in this game), so it has a longer range than the shotgun's spray, but shorter range than the MP7's dart. So it's the medium range healing weapon (Dart = Long, Spray = Short). The thing is, this canister, when it hits a surface/player/anything, it "explodes" with a brief cloud of the healing gas, thus it is simply an AoE heal. Costs 100 energy to heal with this one. Has 15 shots in the mag (30 shots at medic level 6) and 300 total shots to use at all levels.
Weight: 7
Base cost: 15000 (450 at medic level 6)

All these 3 weapons have a shared recharge timer, and all are also NOT shared with the syringe, just like now.

These 3 weights (3, 5 & 7) only ever allows you to carry 2 of the weapons at the same time, never all three (unless you are a crazy Support Specialist wielding them :rolleyes:). So choose your utility wisely :cool:

How are those as suggestions?
 
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The field medic is fast becoming my favourite role, and though I found the medic gun laughably poor to begin with I'm actually warming to it after a few days. Medics get it like 85% cheaper which is obviously awesome, and firing those health darts to keep players alive a bit longer is rewarding as well as highly advantageous to your own lifespan. I also like the short, powerful bursts and tiny clip size 'cus it's sort of endearing in a pathetic sort of way.

Besides, an OP'd medic gun would be very unfair in the grand scheme of things.

I do agree another medic-specific weapon would be good though (some sort of rifle would be nice; not too powerful but accurate) as I think they're the only class with a single weapon.

Tis why I am trying to figure ideas that might be actually acceptable! Although, maybe a rifle is a bit much due to usually how powerful rifles are and how medics aren't exactly offensive types. Well... or how I'm guessing that TWI was intending the medic to be like.

My "quick" suggestion:

MP7 - Has healing darts, for single (long range) target healing. Each dart costs 50 energy. Simple enough.
Weight: 3
Base cost: 3000 (90 at medic level 6)

Medic Shotgun - Has a short range healing spray (One click shoots out a puff of short/medium range line/cone of healing spray), which heals everyone it touches. Costs 75 energy to heal with this one. Has 3 shotgun shells in the mag (= 6 shells at medic level 6) and like, 42-ish total shells to use at all levels.
Weight: 5
Base cost: 6000 (180 at medic level 6)

So every 2 levels of the perk would allow another shell in the tube/mag? Sounds reasonably balanced, although by using energy to power it, does that mean it uses both a cartridge and energy to power for a heal? That might prove a bit difficult for coding. Unless I'm reading this wrong.

M7A3 - A precise and medium-power assault rifle with a healing canister (the current M7A3 doesn't have this, no, but this is my personal suggestion :D). This canister is shot in an arc (like a grenade, but heavier drop then the M79/M32 in this game), so it has a longer range than the shotgun's spray, but shorter range than the MP7's dart. So it's the medium range healing weapon (Dart = Long, Spray = Short). The thing is, this canister, when it hits a surface/player/anything, it "explodes" with a brief cloud of the healing gas, thus it is simply an AoE heal. Costs 100 energy to heal with this one. Has 15 shots in the mag (30 shots at medic level 6) and 300 total shots to use at all levels.
Weight: 7
Base cost: 15000 (450 at medic level 6)

Not entirely sure about this one. By doing an area of effect for where a heal grenade lands, it makes it a bit too easy to heal teammates who got themselves in horrible situations. That kinda encourages not as good playing skill by those who realize they never really have to worry about the medic not being able to heal them. Maybe if it also healed Specimens?

All these 3 weapons have a shared recharge timer, and all are also NOT shared with the syringe, just like now.

These 3 weights (3, 5 & 7) only ever allows you to carry 2 of the weapons at the same time, never all three (unless you are a crazy Support Specialist wielding them :rolleyes:). So choose your utility wisely :cool:

How are those as suggestions?

I like the healing shotgun to a certain extent, but just like I put before, had a question on that.

Unfortunately, the M7A3 with a heal grenade... no. Makes it a bit too easy to use IMO.

Came expecting M-16. Left disappointed.

That's a good thing, right?

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Anyone have critique on the .22M Pistol a bit above? And yeah, got it a name... although even that is up for debate.
 
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So every 2 levels of the perk would allow another shell in the tube/mag? Sounds reasonably balanced
Exactly. It gets the same bonus as the Medic has on his MP7: Bigger mag, but not more total ammo.

although by using energy to power it, does that mean it uses both a cartridge and energy to power for a heal? That might prove a bit difficult for coding. Unless I'm reading this wrong.
You are overcomplicating it :D (Yes, reading it wrong ^^) It works just like the MP7 works: Primary fire is for offensive use (shoot with the shotgun), secondary fire is for healing (puff out a healing gas in a short-ish line in front of you). Simple as that :)
Oh, and this "puff of healing" costs 75 energy to use (since it is a shortrange "AoE"), instead of only 50 energy like the MP7's dart for balancing's sake.

Not entirely sure about this one. By doing an area of effect for where a heal grenade lands, it makes it a bit too easy to heal teammates who got themselves in horrible situations. That kinda encourages not as good playing skill by those who realize they never really have to worry about the medic not being able to heal them.
Well it is harder to aim with (due the arcing it has), it costs the most energy to use (100), thus its a waste on a single friend. At least 2 friends are needed to be healed for this weapon to be as effective as the regular MP7 dart. Plus, the dart is the best single target healer, since you can shoot 2 darts in 1 person faster than this weapon.

Oh, and about ammo etc: Same Medic bonuses as the current MP7 (and what i meant for the Shotgun too). Guess i don't have to explain more now right? ;)
Maybe if it also healed Specimens?
Nah, since the other heals in this game can't heal the specimen, i don't see why this one should...


Hope i answered the questions properly? I'm at work so i hurried to write this all down :D

That's a good thing, right?
Very ^^
 
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Came expecting M-16. Left disappointed.

No-one ever needs to suggest it ever again.


An M4A1 has been made and implemented, and it runs alongside the M99, M44 and M7A3 on the greatest 16 slot server.

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So if you really want to use an AR15 weapon, then you can go to the KFL server and use it then.

No more AR15/M16 suggestions. It's been done.
 
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Exactly. It gets the same bonus as the Medic has on his MP7: Bigger mag, but not more total ammo.


You are overcomplicating it :D (Yes, reading it wrong ^^) It works just like the MP7 works: Primary fire is for offensive use (shoot with the shotgun), secondary fire is for healing (puff out a healing gas in a short-ish line in front of you). Simple as that :)
Oh, and this "puff of healing" costs 75 energy to use (since it is a shortrange "AoE"), instead of only 50 energy like the MP7's dart for balancing's sake.

Okay... I was wondering about that. Might be a slight intrusion to the Support, but hell, MAC-10 is semi-intrusive on other perks as well in terms of weapon type, but it's there as well. I can't say no to this one!

Well it is harder to aim with (due the arcing it has), it costs the most energy to use (100), thus its a waste on a single friend. At least 2 friends are needed to be healed for this weapon to be as effective as the regular MP7 dart. Plus, the dart is the best single target healer, since you can shoot 2 darts in 1 person faster than this weapon.

Actually with a heavy arc, it could become a very skill based weapon, but this both can upset balance and encourage skill. I say this because of a following hypothetical:

Your dying teammate is behind a wall of Specimens. You can't direct fire straight on, but a nice arc over the wall will work. Due to a heavy arc, you don't need to run backwards much to get the gun to make this arc go straight (not really per se) where the guy is.

Oh, and about ammo etc: Same Medic bonuses as the current MP7 (and what i meant for the Shotgun too). Guess i don't have to explain more now right? ;)

Not much to me!

Nah, since the other heals in this game can't heal the specimen, i don't see why this one should...

Potential ideas just floatin' around.

Hope i answered the questions properly? I'm at work so i hurried to write this all down :D

Back to work! :p JK, but yep, pretty much all my questions, unless I have one pop up later. Anything about the .22 you wanna ask me?
 
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