I don't neccessarily 100% agree with the idea, but having read through this thread a few times I have to ask. Am I the only damned person that thinks that the medic has too much healing power?
Medic has the same healing power as any other class:
10hp/s. Ten health points per seconds - constant health restore value for all perks. And no matter how many healing darts are in player's butt and who made those injections, after 1 second he will have 10HP more... unless he dies in that second. But the best way to prevent his death is to shoot, and better with perked damage.
Let's take for example new Schneidzekk Medic Gun. I think is totally OP, but that's a different subject. It heals 40hp per dart off-perk and it takes 10 seconds to restore its syringe charge from 0 to 100% or 5 seconds for 1 dart.
Player restores 10hp per second, so it takes 4 seconds to restore a single injection received. Then wait only for 1 seconds more and Schneidzekk is ready for making another injection. If you can't wait for one more seconds, don't forget that you have a Syringe too. Since medic gun has charge for 2 darts, and so does Syringe too,
non-medic with Schneidzekk can provide non-stop healing for 2 players simultaneously.
Here is a time line:
0s: Heal Player-1 with Schneidzekk. Health restore will last till 4s.
1s: Heal Player-2 with Syringe. Health restore will last till 3s (+2s).
2s: Syringe cool-down. You can switch to another weapon after 1.4s of injection.
3s: Heal Player-2 with Schneidzekk. Health restore will last till 7s (+4s).
4s: Heal Player-1 with Syringe. Health restore will last till 6s (+2s).
5s: Syringe cool-down. Schneidzekk's charge is ready for the next shot.
6s: Heal Player-1 with Schneidzekk. Health restore will last till 10s (+4s).
7s: Heal Player-2 with Syringe (it should be recharged to 50% at this time). Health restore will last till 9s (+2s).
8s-9s: Player-1 got 100hp of healing potion, Player-2 - 80hp. Enough healing, so you can bring your AA12/xbow/SCAR or whatever perked beast you've got and kick some ***.
10s: Schneidzekk is ready for the next healing.
As you can see, non-medic Schneidzekk (MP5 is good for this too, but slightly worse) can provide continuous health restoring for 2 teammates, without trading his firepower. Medic gun can be hold with most of the classic load-outs without sacrificing any firepower:
Support: AA12+HSg+Medgun
Commando: SCAR+AK47+Medgun or FNFAL+Thomson+Medgun
Sharpshooter: Crossbow+MK23+Medgun (you're trading .44, but to you really need magnum at all?).