I don't see no like? button, only the balance on the upper right.
oh now i see what you guys are talking about, never noticed those there before.
so if you get too many negatives, do you get banned?
oh wait it just says if someone likes the post, what a fairly useless feature.
Talking about green clouds , when a medic fired a load of darts in an area , then you I dunno , go up the stairs , you go back and you see a bunch of green clouds in the exact point where the medic fired them , strange bug happening since the MP7 was added.
This doesn't just happen with the MP7's cloud, it happens with melee weapon "dust" (when hitting walls), breaking door's "dust", Siren's scream etc. They can all be spotted afterwards sometimes (buggy, yes) if you didn't initially see them (like if you were around the corner when it just happened)
Anyway, speaking of an "AoE"-heal, why not have the M7A3 (or any other future medic-weapon) launch a dart/vial/whatever which also produces a minor AoE-healing cloud or something (wether it hits a target or not)? It could work like this:
1) Being "hit" by the aoe cloud heals the target by a lesser amount (like 50%), but has the benefit of the ability to hit multiple targets.
2) Being directly hit by this dart could heal the main target as normal (100%) or maybe even a tad more? (125%?)
3) This dart expends the whole 100 energy in its shot, and perhaps also recharges in a slower way.
Would this be balanced enough for a small aoe heal?
If it's going to be AOE heal i'de rather have it work like the suggested medic shotgun heal or if it's going to be dart based,
a) having it like a super small, low velocity 40mm nade that needs to be arched to get any distance so you can't snipe with it or
b) a very short range spray or somehting.
These Medic weapon suggestions are all very well, but one thing people are forgetting is that, if implemented normally, more healing weapons means more total healing output. As you hopefully already know, the MP7M and Syringe have separate "ammo", so carrying both allows (almost) twice as frequent healing as carrying the Syringe alone. I'm not convinced the Medic needs any more weapons anyway, but supposing more were added, you'd have to make them either be mutually exclusive or share their charge in order for them to have any hope of being balanced. Keep that in mind.