A friend of mine came up with the grounds of this idea (which I would also be totally for) that encourages greater cooperation amongst teammates.
Let me address a terminology I will use in this suggestion:
Heal-points: heal-points are what are consumed by the medical syringe and medic guns. For example, the syringe consumes 100 heal-points on self-heals and 50 on team-heals. After being used, the syringe recharges until it regains enough heal points to be used again (needs to regain 100 for self-heals and 50 for team-heals).
Here is our suggestion (as a suggestion, this could be modified):
Give players a maximum capacity of 500 heal-points. These heal-points can be repurchased from the trader at the end of each wave for a small price (maybe like 25 cash per 100 heal-points-amounts to 125 cash for a full refill of 500 heal-points; this will be discounted at 10 cash per 100 heal-points for medic however).
The syringe behaves the same way as it does now, requiring a recharge to be used again and the same amount of heal-points for self and team-heals, but now the number of heals per player are limited. Since each self-heal equals 100 heal points and each team-heal 50 points, with a total capacity of 500 heal-points, players can either self-heal up to 5 times or team-heal up to 10 times.
In regards to the Field Medic: Since the Field Medic's primary job is to heal, as a Field Medic gains higher levels in the Field Medic perk, they will be able to hold a higher capacity of heal-points.
Ideas:
The Syringe and Medic guns will each have their own capacities, separate from each other (otherwise, they behave as they do currently: same recharge rate + heal-amount + heal-points consumed). All of these will have full heal-point capacities starting off (Syringe and MP7M will have their maximum possible capacity upon being spawned/respawned, and all Medic Guns will have their maximum possible capacity upon being purchased).
Syringe: (Start at 500 and increase by 100 per level)
500 at unperked (5 self-uses + 10 team-uses + 125 cash to refill)
600 at Lv. 0 (6 self-uses + 12 team-uses + 60 cash to refill)
700 at Lv. 1 (7 self-uses + 14 team-uses + 70 cash to refill)
800 at Lv. 2 (8 self-uses + 16 team-uses + 80 cash to refill)
900 at Lv. 3 (9 self-uses + 18 team-uses + 90 cash to refill)
1000 at Lv. 4 (10 self-uses + 20 team-uses + 100 cash to refill)
1100 at Lv. 5 (11 self-uses + 22 team-uses + 110 cash to refill)
1200 at Lv. 6 (12 self-uses + 24 team-uses + 120 cash to refill)
MP7M: (Start at 500 and increase by 100 per level)
500 at unperked (10 uses + 125 cash to refill)
600 at Lv. 0 (12 uses + 60 cash to refill)
700 at Lv. 1 (14 uses + 70 cash to refill)
800 at Lv. 2 (16 uses + 80 cash to refill)
900 at Lv. 3 (18 uses + 90 cash to refill)
1000 at Lv. 4 (20 uses + 100 cash to refill)
1100 at Lv. 5 (22 uses + 110 cash to refill)
1200 at Lv. 6 (24 uses + 120 cash to refill)
MP5M: (Start at 500 and increase by 100 per level)
500 at unperked (10 uses + 125 cash to refill)
600 at Lv. 0 (12 uses + 60 cash to refill)
700 at Lv. 1 (14 uses + 70 cash to refill)
800 at Lv. 2 (16 uses + 80 cash to refill)
900 at Lv. 3 (18 uses + 90 cash to refill)
1000 at Lv. 4 (20 uses + 100 cash to refill)
1100 at Lv. 5 (22 uses + 110 cash to refill)
1200 at Lv. 6 (24 uses + 120 cash to refill)
M7A3: (Start at 750 and increase by 150 per level)
750 at unperked (15 uses + 187 cash to refill)
900 at Lv. 0 (18 uses + 90 cash to refill)
1050 at Lv. 1 (21 uses + 105 cash to refill)
1200 at Lv. 2 (24 uses + 120 cash to refill)
1350 at Lv. 3 (27 uses + 135 cash to refill)
1500 at Lv. 4 (30 uses + 150 cash to refill)
1650 at Lv. 5 (33 uses + 165 cash to refill)
1800 at Lv. 6 (36 uses + 180 cash to refill)
Schneidzekk: (Start at 750 and increase by 150 per level)
750 at unperked (15 uses + 187 cash to refill)
900 at Lv. 0 (18 uses + 90 cash to refill)
1050 at Lv. 1 (21 uses + 105 cash to refill)
1200 at Lv. 2 (24 uses + 120 cash to refill)
1350 at Lv. 3 (27 uses + 135 cash to refill)
1500 at Lv. 4 (30 uses + 150 cash to refill)
1650 at Lv. 5 (33 uses + 165 cash to refill)
1800 at Lv. 6 (36 uses + 180 cash to refill)
Holding the M7A3/Schneidzekk and the MP7M/MP5M, a Field Medic will have 60 long-range, 24 syringe and 5 AoE grenade heals which should be more than enough keep the team alive each wave.
The effects of these changes:
Players will make better use of their heals (will not heal themselves at say, 95 hp), and will (hopefully) heal their teammates over themselves more often to make the best use of their now limited heals.
Medics will be even more valued in the team for their greater heal capacity.
Medics now have to be more accurate with their long-range heal shots and will have to spam less to make the best use of their limited capacity and to minimize costs.
Add greater difficulty with solo-clutches.
If you disagree completely or would like to make alterations to this idea, please state why or what the change would be.
Let me address a terminology I will use in this suggestion:
Heal-points: heal-points are what are consumed by the medical syringe and medic guns. For example, the syringe consumes 100 heal-points on self-heals and 50 on team-heals. After being used, the syringe recharges until it regains enough heal points to be used again (needs to regain 100 for self-heals and 50 for team-heals).
Here is our suggestion (as a suggestion, this could be modified):
Give players a maximum capacity of 500 heal-points. These heal-points can be repurchased from the trader at the end of each wave for a small price (maybe like 25 cash per 100 heal-points-amounts to 125 cash for a full refill of 500 heal-points; this will be discounted at 10 cash per 100 heal-points for medic however).
The syringe behaves the same way as it does now, requiring a recharge to be used again and the same amount of heal-points for self and team-heals, but now the number of heals per player are limited. Since each self-heal equals 100 heal points and each team-heal 50 points, with a total capacity of 500 heal-points, players can either self-heal up to 5 times or team-heal up to 10 times.
In regards to the Field Medic: Since the Field Medic's primary job is to heal, as a Field Medic gains higher levels in the Field Medic perk, they will be able to hold a higher capacity of heal-points.
Ideas:
The Syringe and Medic guns will each have their own capacities, separate from each other (otherwise, they behave as they do currently: same recharge rate + heal-amount + heal-points consumed). All of these will have full heal-point capacities starting off (Syringe and MP7M will have their maximum possible capacity upon being spawned/respawned, and all Medic Guns will have their maximum possible capacity upon being purchased).
Syringe: (Start at 500 and increase by 100 per level)
500 at unperked (5 self-uses + 10 team-uses + 125 cash to refill)
600 at Lv. 0 (6 self-uses + 12 team-uses + 60 cash to refill)
700 at Lv. 1 (7 self-uses + 14 team-uses + 70 cash to refill)
800 at Lv. 2 (8 self-uses + 16 team-uses + 80 cash to refill)
900 at Lv. 3 (9 self-uses + 18 team-uses + 90 cash to refill)
1000 at Lv. 4 (10 self-uses + 20 team-uses + 100 cash to refill)
1100 at Lv. 5 (11 self-uses + 22 team-uses + 110 cash to refill)
1200 at Lv. 6 (12 self-uses + 24 team-uses + 120 cash to refill)
MP7M: (Start at 500 and increase by 100 per level)
500 at unperked (10 uses + 125 cash to refill)
600 at Lv. 0 (12 uses + 60 cash to refill)
700 at Lv. 1 (14 uses + 70 cash to refill)
800 at Lv. 2 (16 uses + 80 cash to refill)
900 at Lv. 3 (18 uses + 90 cash to refill)
1000 at Lv. 4 (20 uses + 100 cash to refill)
1100 at Lv. 5 (22 uses + 110 cash to refill)
1200 at Lv. 6 (24 uses + 120 cash to refill)
MP5M: (Start at 500 and increase by 100 per level)
500 at unperked (10 uses + 125 cash to refill)
600 at Lv. 0 (12 uses + 60 cash to refill)
700 at Lv. 1 (14 uses + 70 cash to refill)
800 at Lv. 2 (16 uses + 80 cash to refill)
900 at Lv. 3 (18 uses + 90 cash to refill)
1000 at Lv. 4 (20 uses + 100 cash to refill)
1100 at Lv. 5 (22 uses + 110 cash to refill)
1200 at Lv. 6 (24 uses + 120 cash to refill)
M7A3: (Start at 750 and increase by 150 per level)
750 at unperked (15 uses + 187 cash to refill)
900 at Lv. 0 (18 uses + 90 cash to refill)
1050 at Lv. 1 (21 uses + 105 cash to refill)
1200 at Lv. 2 (24 uses + 120 cash to refill)
1350 at Lv. 3 (27 uses + 135 cash to refill)
1500 at Lv. 4 (30 uses + 150 cash to refill)
1650 at Lv. 5 (33 uses + 165 cash to refill)
1800 at Lv. 6 (36 uses + 180 cash to refill)
Schneidzekk: (Start at 750 and increase by 150 per level)
750 at unperked (15 uses + 187 cash to refill)
900 at Lv. 0 (18 uses + 90 cash to refill)
1050 at Lv. 1 (21 uses + 105 cash to refill)
1200 at Lv. 2 (24 uses + 120 cash to refill)
1350 at Lv. 3 (27 uses + 135 cash to refill)
1500 at Lv. 4 (30 uses + 150 cash to refill)
1650 at Lv. 5 (33 uses + 165 cash to refill)
1800 at Lv. 6 (36 uses + 180 cash to refill)
Holding the M7A3/Schneidzekk and the MP7M/MP5M, a Field Medic will have 60 long-range, 24 syringe and 5 AoE grenade heals which should be more than enough keep the team alive each wave.
The effects of these changes:
Players will make better use of their heals (will not heal themselves at say, 95 hp), and will (hopefully) heal their teammates over themselves more often to make the best use of their now limited heals.
Medics will be even more valued in the team for their greater heal capacity.
Medics now have to be more accurate with their long-range heal shots and will have to spam less to make the best use of their limited capacity and to minimize costs.
Add greater difficulty with solo-clutches.
If you disagree completely or would like to make alterations to this idea, please state why or what the change would be.
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