Give Medic SMGs

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Soanos

Member
Jul 2, 2009
569
8
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Finland
How about increasing the range of the syringe gun slightly, to something like 2 meters to compensate the bunnyhopping, bouncing and leaping players they have to heal. Or give them a healing dart pistol?

I think flashbangs would be quite an useful tool too, if they stunned the enemy for a couple of seconds. I would have so many uses for these. Of course, I think Siren and Patriarch would have to be immune to it, and the effect should have a greatly shortened duration on things like FP and Scrake, as a downside this would enrage the FP and Scrake as soon as it wears off. Replace grenades with Flashbangs and limit their number to 2 or 3.
 

Man And A Half

FNG / Fresh Meat
Jun 8, 2009
201
1
0
I don't see the healing dartpistol working, but a dart pistol could be good for de-enraging Fleshpounds and Scrakes. Especially useful when you consider that the FP enrages pretty much automatically now, and we can't count on the FP Decap / Scrake Stun exploits to be around forever.

I think flashbangs would be quite an useful tool too, if they stunned the enemy for a couple of seconds.
I don't see a stun grenade being very popular since normal grenades already stun and knockback. Perhaps some kind of nerve-gas grenade, that you can toss somewhere and lingers in an area, and Specimens that walk through it take damage? Maybe FP, Scrakes, and Gorefasts that walk through it lose their ability to sprint for a few seconds?
 
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Soanos

Member
Jul 2, 2009
569
8
18
Finland
Perhaps, but I was thinking that the specimens could get disoriented for a while and stand still for a little while, or even attack each other in the confusion.
 

TheGameexe

FNG / Fresh Meat
Jul 9, 2009
114
22
0
A stun gun against a zombie type creature? If you haven't noticed, you can chop off the head of a specimen and it still follows you.

I still want my damn MP5.
 

outfaller

FNG / Fresh Meat
May 15, 2009
20
0
0
"ZOMG THE SYRINGE IS INACCURATE!!!11!!!"


The syringe is accurate and the hitboxes are fine. The reason why it doesn't heal sometimes is because the healing isn't instantaneous and you can't make another injection while the health is going up. This is fine with most classes as you can heal someone twice without missing. Medics reload the syringe gun faster so you actually have to wait a second or two after reloading before making the 2nd injection. If someone else made an injection(or patient injected himself) you have to wait untill the health stops increasing before you can heal them further. This is what annoys me most about playing as medic, non-medics healing when i'm right next to them frantically trying to make injections.

I do think this should be addressed for the medic. And I'm not entirely opposed to left 4 dead style healing where the healer grabs the patient for the duration of healing.

Also how about the syringe gun injections being used on zombies for negative effects? That would make quite the medic weapon and i think it would go nice with armor and speed perks.
 

Man And A Half

FNG / Fresh Meat
Jun 8, 2009
201
1
0
I do think this should be addressed for the medic. And I'm not entirely opposed to left 4 dead style healing where the healer grabs the patient for the duration of healing.

Too much griefing potential here, I think.

The syringe is accurate and the hitboxes are fine. The reason why it doesn't heal sometimes is because the healing isn't instantaneous and you can't make another injection while the health is going up.
Or someone's deke'ing around and you weren't pointed at him when you clicked. Or you were further than 3 inches away. It wouldn't even bother me so much but why do we reload the Syringe when we DON'T heal someone?

As for the "no overlapping heals" issue, perhaps the stronger heal could override a weaker one?
 

Zoridium JackL

FNG / Fresh Meat
Mar 20, 2011
263
118
0
Australia
You prefer new thread on same topic?

A little less spread would be nice, but then again, med gun is already very nice for sniping crawlers and clots.

yes, but this thread is nearly 3 years old, probably filled with outdated information, and his post is almost a direct copy paste from another thread he necro'd from the distant past, so yes, i would prefer a new thread over this, or even better, just not post it at all.
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
yes, but this thread is nearly 3 years old, probably filled with outdated information, and his post is almost a direct copy paste from another thread he necro'd from the distant past, so yes, i would prefer a new thread over this, or even better, just not post it at all.

1: Find years-dead gun thread
2: Copy the exact same message from the last one
3: Post
4: Rinse, repeat
 

RuneHarle

FNG / Fresh Meat
Jan 5, 2011
316
49
0
On Steam: VelvetHarle
I'm gonna have to agree with the whole "medic doesn't need a weapon bonus" BUT I am all for the medic getting a slightly stronger sub machine gun. I personally recommend the MP-5, MP-10 Avenger or a machine pistol like the MP-9.
 

O-cactus

FNG / Fresh Meat
Apr 17, 2011
49
5
0
The medic could have an upgraded gun with a healing "mist" instead of a dart. I'd imagine that the mist could be managed like a recharging flamethrower tank and it could heal a group of teammates at once without having to wait for the syringe to recharge/miss because of a bug. as for the gun it's attached to, maybe a something like an MP5?
 

noupperlobeman

FNG / Fresh Meat
Dec 21, 2010
318
173
0
35
Corning, New York
Agree. Medics need some offensive weapons of their own.

Just because the medic isn't an offensive perk doesn't mean it shouldn't have some minor offensive capabilities. Most of the time on suicidal or hoe I feel I would be better serving my team with an offensive perk.

I think we really only need one or two teirs of smgs though. Three could be a bit much, because of the mp7.