Give Medic SMGs

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Ihmhi

FNG / Fresh Meat
Jul 7, 2009
401
6
0
36
www.asseater.org
There are known problems with the Medic perk.

1) The hit detection on the syringe is crap.
2) The Medic Perk is known as "The Lazy Man's Perk", because everyone levels it up while playing other perks.
3) The Medic has no weapons of their own, and thus has almost no offensive power compared to the other perks.

Since it appears that we are getting new weapons eventually (as evidenced by the source files in-game, and man do I hope we get 'em), I hope that TW considers something for the Medic. The best thing that I can come up with is sub machine guns, and here's why:

1) They're excellent at spraying a ton of bullets in close quarters. Shotguns are the superior close-quarters weapon, but that's already covered by Support.

2) They are typically lighter (in terms of weight and firepower), and go hand-in-hand with the "be faster than other classes" ethos of the Medic.

3) SMGs flat-out do not exist in the game, period. Practically every other sort of weapon (shotguns, assault rifles, rocket launchers) exists. It's a gap that doesn't have a perk assigned to it and it would be a good fit for medic.

For the actual weapons, I'm thinking:

Low Tier:
Glock 18. A pistol modified by Glock that has selective fire just like the bullpup - semi-auto and full auto. It uses an extended 34 round magazine and can fire approximately 1100-1200 rounds per minute (which means the entire pistol would be empty in about 2 seconds). Can possibly be dual-wielded at greatly reduced accuracy. The optional stock should be included to visually differentiate it from the 9mm.

Mid Tier:

Uzi OR MP5. If you've played any First Person Shooters in the last 10 years, you should know what these guns are.

Top Tier:

FN P90. If you've ever watched Stargate SG-1, well, this was the gun used in the later seasons. It's being adopted worldwide and is currently used by forces in the UK.

All of these weapons have small pistol-caliber bullets but a high rate of fire - a distinction that just doesn't yet exist in KF. I think this would be perfect for Medic.

Post your thoughts.
 

Electrocuuute

FNG / Fresh Meat
May 17, 2009
206
0
0
Personally, I don't see it happening.

In my eyes, I see the medic class as a jack of all trades. Ish. They don't get any bonuses to weapons, but they aren't restricted either. They get decent bonuses (faster movement, waaay better armor, and a good heal). They can survive with any weapon.

Restricting them to one weapon would give that weapon bonuses, which would then make the class overpowered (in my eyes), therefore a nerf for their other bonuses would take place. I think they're fine the way they are now (even though I rather liked their old +30% movement speed :p)
 

pocoyo

FNG / Fresh Meat
Jul 3, 2009
55
0
0
Medics are really strong, a medic with a hunting shotgun, a hand canon and the trusty knife can own a whole map.
 

omarfw

FNG / Fresh Meat
Jun 13, 2009
2,502
85
0
Here Be Dragons
www.last.fm
I have played as a medic for the past 5 weeks. I wouldn't pick any other class. Give me 2 deagles and a hunting shotty or rifle and i'm good to go through all 10 waves.
 

DualHazzarD

FNG / Fresh Meat
Jun 17, 2009
25
0
0
I think that the medic perk is amazing for all the abilities it gives you. I am a level 4 with it and I personally love it.
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
I don't see why a medic really needs a weapon bonus.

Because on Hard and up, all they do is tickle enemies, attempt (And usually fail now, after the patch) to kite mobs, and take hits due to their armor. They're almost never a decent damage-dealer after normal and most of them are too busy bellyaching about "ZOMG THE SYRINGE IS INACCURATE!!!11!!!" to actually learn to aim it and heal like they should.

I keep saying that a Machine Pistol of some sort would be a nice addition, and it'd be a great medic weapon, since their logical choice, the 9mm, was given to Sharpshooter. But mark my words: if we got a Machine Pistol, commando would get it and medic would still be weaponless...

At the moment, I use a Bullpup and a Chainsaw with my medic. Fast, light firepower to take down trash mobs and a Chainsaw to tackle anything that the Bullpup won't get. Though on Hard, even this powerful combo loses most of it's "ooomph"...
 
  • Like
Reactions: Salad Snake

Ihmhi

FNG / Fresh Meat
Jul 7, 2009
401
6
0
36
www.asseater.org
Because a healer with a gimped heal weapon in a game about killing stuff is sorry indeed.

Despite the power of the weapons they're not remotely as good without a perk to back it up, especially in the higher difficulties.

Plus more weapons = more replayability overall.

And it would actually require people to level Field Medic instead of basically just getting it as a freebie.
 
  • Like
Reactions: Salad Snake

Kogitsune

FNG / Fresh Meat
Jun 12, 2009
180
1
0
They're almost never a decent damage-dealer after normal and most of them are too busy bellyaching about "ZOMG THE SYRINGE IS INACCURATE!!!11!!!" to actually learn to aim it and heal like they should.

Because there really appears to be a bug with it where the animation plays but the person RIGHT IN FRONT OF ME THAT I AM AIMING AT doesn't get healed. People have died because my medigun thinks it's too good for them apparently.

Yeah, we're bellyaching when we complain that a core feature of our class is virtually broken.
 

Man And A Half

FNG / Fresh Meat
Jun 8, 2009
201
1
0
I don't see why a medic really needs a weapon bonus.
Preventative medicine, brah.

1 - Medics and other support personnel (not to be confused with Support perk) are often issued shortened carbine rifles.

2 - The prevention is better than the cure. The Medic could become the "plinking" class that picks off the Crawlers & Stalkers before they can damage that Berserker way out in front that's deke'ing around making it hard to heal him.

3 - Commando could switch to a full-sized assault rifle (L85) or battle rifle (FAL) to play its current role, but with a weapon that has sufficient power for Hard / Suicidal.

I would support moving the Medic's armor bonus to the Berserker class and giving Medic the Bullpup. Also, yes the hit detection on the syringe needs fixing.
 
Last edited:

Electrocuuute

FNG / Fresh Meat
May 17, 2009
206
0
0
Another thing making the Medic class worth playing would be like a power up syringe, like they had in Wolfenstein: ET.

Maybe a speed boost or increased hp (like 125, 150%) that replaces the welder when you're playing the Medic.
 

TheGameexe

FNG / Fresh Meat
Jul 9, 2009
114
22
0
Okay...


So, anyways, I second this notion to put forth a SMG for the medic class. The medic class is deemed useless in my opinion seeing anyone can just use the syringe to heal team mates rather than have a whole class revolving its whole idea around that.

MP5 would work fine.
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
I don't disagree that the Syringe isn't great and needs immediate attention. I was trying to say that the Syringe bug is well-known and no amount of complaining is going to fix it. At the moment all you can do is learn to adjust to it as best you can...

I'm also not disagreeing that the medic needs something...anything...to boost his damage output and keep him useful on Hard and up.

In fact, I'll say flat out that Medics are near-useless on Hard because all they can do is try (Usually failing) to Kite and soak damage until their armor wears off. Their damage is so sub-par that they take, on average, 1/3 more ammo to actually score a kill than the other classes and the syringe is off to the point that they simply cannot heal effectively.

An SMG would be perfect...so long as it doesn't outshine the Bullpup. However, like I said, I'm almost sure that if any weapon were added, they'd toss it to the Commando, unfortunately, as Commandos are absolutely going nuts about being pidgeonholed to one weapon...
 

Manticore

FNG / Fresh Meat
Jul 19, 2009
13
0
0
what the medic should get is :

possibly a revive tool

addrenaline pack(that would boost speed reloading for a short time but it would slow down afterword

stim pack(similar to starcraft where it would boost speed and reloading at the cost of health)

flash grenades that could stun enemies would be a good addition to the medic.
 

Dr. Pibb

FNG / Fresh Meat
May 16, 2009
75
0
0
actually when i play the final wave against the patriarch i always choose my medic and a law. Faster movement and if some idiot steps infront of you when you shoot it you don't always die. Anyways, i think the medic is fine as is.
 

Man And A Half

FNG / Fresh Meat
Jun 8, 2009
201
1
0
actually when i play the final wave against the patriarch i always choose my medic and a law. Faster movement and if some idiot steps infront of you when you shoot it you don't always die. Anyways, i think the medic is fine as is.
i choose law
Imagine how much faster you'd kill that Patriarch with a Support.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,996
775
113
some love shaqism? or some overpowerism? your suggestin a level 5 medic gets 25% increased damage with all weps... that just seems overpowering to me...