Horzine M7A3 Heal Attribute

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Horzine M7A3 Heal Attribute

  • Tie Mp7M and M7A3 charge together

    Votes: 10 37.0%
  • 50% slower recharge for the M7A3

    Votes: 2 7.4%
  • 25% less healing for the M7A3

    Votes: 5 18.5%
  • 100% charge used for each dart for the M7A3

    Votes: 7 25.9%
  • Combination of 2 or more

    Votes: 3 11.1%

  • Total voters
    27

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
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Ok so there seems to be a sudden rush of Medic suggestions lately, probably due to the fact he has been made signifcantly weaker with alot of guns people are used to using. So given the recent nerfs, I wouldn't say its not unreasonable to ask for a new Medic Toy.

Throughout all of them however I feel the M7A3 presents itself as possibly the best candidate for a new Medic weapon. Overall I'd say IF a new weapon gets added, this is probably the most likely to be it next to the Mk23's.

The reasons I back it so much are -
- It seems to operate such that the M7A3 is to the Mp7M as the Ak-47 is to the Bullpup. Smaller clip, bigger damage.
- A weight of 6 is believable and creates some interesting balance propositions for it (Details here http://forums.tripwireinteractive.com/showthread.php?p=681874#post681874 for those who haven't seen it.)
- The weapon is already modelled, textured and animated and does look pretty sweet. TWI themselves could probably look into polishing it up even further to make it look REALLY crisp.
- The actual stats for the damage of the gun run similar to the Mp5 idea that was run a little while back, which did garner alot of support from the community.

Start Here for tl:dr

So assuming it does get added what do people think should be done about the healing capabilities of the M7A3?

As I said in that post, my main concern is that if it functions the same as the Mp7M then the Mp7M becomes redundant, especially since the Xbow, AA12, Chainsaw and Flamethrower aren't really true viable options for Medics anymore.

Plus the Medic doesn't need to be made any more spammy that he already is for heals, any old school Medic will tell you that even just the Mp7M makes the Medics job alot easier as it is. So here are the candidates in more detail: -

- Tie the recharge of the M7A3 and the Mp7M together so that swapping between the 2 makes no difference in terms of managing heals.
The disadvantage of this is any smart medic will drop 1 of the guns and take a different wepaon for back up, which obviously means the Mp7 becomes obsolete
.

- Reduce the recharge speed of the M7A3 by say 50% so it recharges about the rate of a level 2 Medic with the syringe for a level 6.
Somewhat in the right direction although it does still make the Medic still rather spammy, since rarely do you find yourself waitng for heals anyway as a level 6. It does however force more reliance on the syringe so it may work quite well for balancing

- Reduce the Healing Effect by 25% so it does a little over a Level 2 Medics healing at Level 6.
Unperked ___ Mp7 = 20 _ _ M7A3 = 15
Level 2 _____ Mp7 = 25 ___M7A3 = 18.75 (19)
Level 4 _____ Mp7 = 30 ___M7A3 = 22.5 (23)
Level 6 _____ Mp7 = 35 ___M7A3 = 26.25 (26)

This would give the player more damage and control at the cost of healing, keeping the Mp7 a rather favourable weapon. Of course the M7A3, although more powerful than the Mp7, would still be a pretty weak gun, so taking both Medic weapons while being more heal orientated would mean that is ALL the Medic could really do effectively.

- Make each heal from the M7A3 use up 100% of the Medics charge instead of 50% slowing down his rate of healing.
This is simple to implement and keeps the Mp7M and Syringe the better healing setup, but the M7A3 would give the Medic a better survival setup.

- Mix of 2 or more ideas
Feel free to explain in the thread.

Of course even if it wasn't the M7A3 these healing suggestions could be jsut as well applied to any other Medic weapon suggestions.... So what do we think? :)
 
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Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
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Personally I rather like idea of combining
1) tying the 2 weapons to the same recharge bar
and
4) making the M7A3 use 100% of the charge to heal.

This would discourage using both the Mp7M AND the M7A3 and give the Mp7M a clear advantage over the M7A3. If this were added the weight could probably reduced to 5 to give a few more options to the Medic with the M7A3 too.

But of course just having (4) and making it weigh 6 weight blocks would also have a desired effect as well.
 
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Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
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Fair point, sadly I can't edit the poll once its up.

Although I would stress doing that would make the Mp7 pretty much completely useless since the M7A3 would top it any day, which is something I wish to avoid, hence the creation of this thread :)
 

Fat Cat

FNG / Fresh Meat
Jul 3, 2010
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Well, I do think many people will see the M7A3 as the replacer of the MP7M. Which i think is the point of many weapon such as the Ak -47 replace's the bullpup or the Scar replace's the AK. Beside's the recoil of the gun already makes it at a slight disadvantage compared the the MP7M. I don't think alot of people would like different healing stat's (worse) for a gun that's meant to be a tier 2 weapon (is it?).
 
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timur

FNG / Fresh Meat
Well, I do think many people will see the M7A3 as the replacer of the MP7M. Which i think is the point of many weapon such as the Ak -47 replace's the bullpup or the Scar replace's the AK. Beside's the recoil of the gun already makes it at a slight disadvantage compared the the MP7M. I don't think alot of people would like different healing stat's (worse) for a gun that's meant to be a tier 2 weapon (is it?).

well, the thing is that those examples are not necessarily true. In fact, there are few gun replacements that truly outweigh the past guns 100%. I personally stick with the Pump all game as support, and many Bullpup fans use it as a primary. Many people also carry them in combination, such as AK/SCAR.

In any case, I see it as a good idea to encourage having both, and agree with Jester.
 
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Fat Cat

FNG / Fresh Meat
Jul 3, 2010
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The only problem with using 100% is if you miss due to twitchy players, or fall prey to the dodgy hit reg you have to wait for a recharge or go running in with syring.
That probably afffect's both the mp7m and the m7a3. It's such a terrible bug and really needs to be fixed. There have been too many times when a team mate of mine has died because even after i hit him multiple times the dart never registers and either goes green but no healing is done or turns into a grey puff of smoke..
 
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Gartley

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Dec 27, 2010
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That probably afffect's both the mp7m and the m7a3. It's such a terrible bug and really needs to be fixed. There have been too many times when a team mate of mine has died because even after i hit him multiple times the dart never registers and either goes green but no healing is done or turns into a grey puff of smoke..

Oh definitely, drives me mad sometimes, but you do get a second chance with the MP7M.

I think they should share the same recharge bar, stops spamming the heals. The M7A3 use 100% as it's got a higher damage output. I'd like to be able to carry both so as to have a choice depending on situation. I need to go try the M7A3 at some point.
 

9_6

FNG / Fresh Meat
Sep 4, 2009
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I dunno, you probably won't be carrying the mp7 and the m7 together so the weight is the deciding factor.
It's a choice between an actual weapon that weighs something and a joke that weighs almost nothing.
You also can spam heals like a madman right now. It's just physically not possible to add much to that via a third charge meter.
No need to overcomplicate things here.

Perhaps the m7 could do something radically different like charge half as fast as normal but do AoE heal that empties the charge completely?
So the mp7 is the fast firing single target healer and the m7 is the heal bazooka.
That would further move mp7 vs m7 towards a choice and away from a calculation.
 
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Eureka

FNG / Fresh Meat
Nov 22, 2010
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The only problem with using 100% is if you miss due to twitchy players, or fall prey to the dodgy hit reg you have to wait for a recharge or go running in with syring.

Pretty much this. I want the ability to rapid-fire a second healing dart not because the target needs the health, but because the first dart hits without healing.

If the hit register bug is fixed, I would be more open to things like using 100% capacity for a single shot. As it stands, I voted for the 25% reduction in healing because two shots at glitchy healing before the cooldown is better than one.
 

Noboty

FNG / Fresh Meat
Jul 30, 2010
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What about, in exchange for having a lowered healing power, the new gun has double the charges? Make it heal it 50 percent less per dart and deal 15 percent more damage, but double the number of darts it can fire out to players. The rate at which it charges can remain the same.
 

Fat Cat

FNG / Fresh Meat
Jul 3, 2010
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Pretty much this. I want the ability to rapid-fire a second healing dart not because the target needs the health, but because the first dart hits without healing.

If the hit register bug is fixed, I would be more open to things like using 100% capacity for a single shot. As it stands, I voted for the 25% reduction in healing because two shots at glitchy healing before the cooldown is better than one.
You have a good point, i completely forgot about that. If you do miss and its 100% charge for each dart then whoever your trying to heal is going to die before the damn charge fills back up. I wouldn't mind if the reg was fixed and it did use 100% since it would not matter that it took so long to fill the charge up as long as the darts actually heal.
 

masteriamamind

Active member
Oct 12, 2010
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Even if you weaken the heal ability of the M7A3, it will stomp on the MP7. In the heat of battle any medic worth a damn is going to be getting in close to inject nullifying any heal orientated nerf on the rifle. MP7 needs a buff(mag size &reload speed). I would take the M7A3 over the MP7 even if it didn't have a heal effect simply to have a effective weapon that my medic can buy cheaply.

Possible suggestion: Give the M7A3's dart a different function.

*Perhaps a short range burst (ala sammers medic shotgun) that would fire several darts.

*Concussive blast that deals 0 damage but acts like a LAW stun. Ex:
Team member getting swarmed. Use M7A3 to clear space then flip to MP7 to heal them.

Just a example mind you. I game for anything other than nerfing the M7A3 just to be inline with the craptacular MP7 :).
 
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