• 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/

Medic Shotgun?

How about both (all) medic weapons share the same charge, but the shotgun fires half a dozen 'mini-darts' in a fairly tight cone like a shotgun blast. Each dart does only a small amount of healing, but they have some penetration so you can potentially heal multiple people at the same time (kinda like the mist idea but a bit simpler to implement I think). Have it use all 100 charge in one go though, so you have to choose between using up all your charge with less risk of missing, or using the MP7M which can quickly deliver 3 heals but requires careful aim.
PinkiThink.png


I could stand behind that I suppose.
 
Upvote 0
The mag thing is way more offensive. A true mag reload is simple. Hit a button, give it a tug, grab another, put it in. G2g. Ready to unleash another wave of shot in maybe 4 seconds. the single shot loading allows for a quick finish on any single enemy, but have u ever been surrounded with an empty LAR? ur screwed. The single shot means that u might survive the one enemy, but you need time to organize a true offensive to the next guy who needs healing. and having only 2 shots for a beginner medic makes the weapon useless. Thats max 3 clots. maybe4 if your really lucky. The whole idea is for the medic to get to someone, and thats not worth it. Plus, even 8 shots with this shotty isn't comparable to eight shots with the support shotty because its unperk'd and weaker and more spread out. 3/4 starting isn't even close to gratuitous. As for interrupting the MP7, real medics don't need to do alot of shooting. If your shooting, its because you know you have plenty of time and noone needs help. Even clearing room to get to someone, i use the LAR or my other secondary, because the MP7 doesn't work for it.

To tell the truth, its TWI's decision if this ever were implemented. but i vote for 3 shells starting off, the mist heal, damage slightly less than the support shotty but more pellets and high spread and a heal system linked throughout every weapon but with 150 as the max charge.
 
Upvote 0
ive been thinking for a bit and i think it would be nice to see an array of new medic weapons that function exactly the same as the mp7 currently does but the primary fire is different. for example...

the mp7 is pretty much a bullpup that doesnt add to commando. it does 25 dmg per shot the bullpup does 26. the alt-fire for bullpup switches fire modes. the alt fire for mp7 fires a healing dart.

add a medic shotgun. plain shotgun unperked does 245 dmg or 35x7. alt-fire turns on a flashlight. the medic shotgun could do 180-200 dmg and the alt-fire could fire a dart.

add a medic rifle. i would like to see a medic m14 simply because the fire rate and damage evens out as compared to a medic lar.m14 does 80 dmg. medic m14 could do 50-60ish or change medic m14 to medic lar and have the medic lar do 100 instead of 140. and again the alt-fire is the healing dart.

so effectively you have your short, medium, and long range friendly medic! :)

the medic perk could could simply add more ammo for the clip sizes and overall count like it does now.

and i guess a couple more can be added but in reality this should be all thats needed if it were to happen. adding the medic weapons could change the role of the medic to suit how that person wants to play. if they rock at sniping they can grab a medic rifle and pop off sirens/husks and let the team handle everything else as needed. if they wanna spray they can grab the good old mp7. if they wanna blast they can grab the medic shotgun. this in no way at all buffs the medic to god status simply because the weapons don't do enough damage to steamroll everything. it would simply add spice to a pretty much needed perk.
 
Upvote 0
Assfuzz, have you read at least some of this thread? Most of us here have decided that the Medic Shotgun needs a different healing alt-fire to the MP7's dart.

Also, if you checked a few of the other suggestion threads (like this, [url]http://forums.tripwireinteractive.com/showthread.php?t=49254[/URL]) you'd find that there was a mod for the M7A3 Horzine Medic Rifle. In case you're too lazy to search here it is in the modding forum...
[url]http://forums.tripwireinteractive.com/showthread.php?t=46433[/URL]

On-topic, I think I'd agree with having a spray of gas for the Shotgun alt-fire. As a drawback to make the MP7 a sidegrade healing-wise, maybe some of these options:
-High spread making it weaker than MP7 past short range

-The spray uses 100% of your med charge
OR
-The spray uses one of your loaded shells

I personally like the idea of it using a shell as a Medic would have to think about ammo conservation before just spamming alt-fire. But I guess there would need to be some rational explanation for healing people with a buckshot blast.
 
Upvote 0
Assfuzz, have you read at least some of this thread? Most of us here have decided that the Medic Shotgun needs a different healing alt-fire to the MP7's dart.

Also, if you checked a few of the other suggestion threads (like this, [url]http://forums.tripwireinteractive.com/showthread.php?t=49254[/URL]) you'd find that there was a mod for the M7A3 Horzine Medic Rifle. In case you're too lazy to search here it is in the modding forum...
[url]http://forums.tripwireinteractive.com/showthread.php?t=46433[/URL]

On-topic, I think I'd agree with having a spray of gas for the Shotgun alt-fire. As a drawback to make the MP7 a sidegrade healing-wise, maybe some of these options:
-High spread making it weaker than MP7 past short range

-The spray uses 100% of your med charge
OR
-The spray uses one of your loaded shells

I personally like the idea of it using a shell as a Medic would have to think about ammo conservation before just spamming alt-fire. But I guess there would need to be some rational explanation for healing people with a buckshot blast.
yeah i read the first page then i skimmed a few others and started to throw my hat into the ring. and just because some dude made a modded weapon doesn't mean tripwire is going to use it i was merely saying what i would like to see. my idea shouldn't be graded any higher just because i posted it and neither should anyone else's. i personally don't see anything wrong with the standard medic dart alt fire. my problem with medic is the single weapon and the zero carryover point wise that forces most medics in public servers to stand there with their thumb up their *** and just heal. when you take up a player space and buff enemy health you could contribute a little bit and helping with the small stuff is perfect for conserving damage dealer's ammo.
 
Upvote 0
How about both (all) medic weapons share the same charge, but the shotgun fires half a dozen 'mini-darts' in a fairly tight cone like a shotgun blast. Each dart does only a small amount of healing, but they have some penetration so you can potentially heal multiple people at the same time (kinda like the mist idea but a bit simpler to implement I think). Have it use all 100 charge in one go though, so you have to choose between using up all your charge with less risk of missing, or using the MP7M which can quickly deliver 3 heals but requires careful aim.
Sounds like you've overcomplicated this a bit man. Might be a bit better keeping it simple.

Yeah, but remember an MP7 and Shotgun are two different weapons; And the shotgun requires more weight to use. You also have to swap from the shotgun to the MP7 to heal.
The Syringe means you have to run right up to someone, which can be an issue when someone is critical at a distance; But, some players don't even use the MP7 because they prefer the option of acquiring an arsenal of weaponry and stabbing with a syringe.
This play style could still exist with the Medi-Shotgun if someone wanted...
Hahah, that was kind of my point, man. I thought somebody was saying it'd be OP if Medic sould carry both; it wouldn't.

I'm just saying, we shouldn't be putting the MP7's dart on an weaker version of a shotgun. Recycling game models/mechanics/effects/etc. is a good way to get the community to complain. TF2 did this with their latest weapons and the rants at how boring they are was massive.
I voice my opinion that most of those ranters are morons. I mean, MP7, AK and SCAR recycle the Bullpup; M32 recycles M79; Katana recycled the fire axe. I don't think anybody would greatly care if it were another dart gun. Not to say I'd be against anything different, but I would see nothing wrong with TWI deciding to have the dart attachment.
Most of us here have decided that the Medic Shotgun needs a different healing alt-fire to the MP7's dart.
I couldn't really care less if it still had a dart attachment.
 
  • Like
Reactions: Aze
Upvote 0
Hahah, that was kind of my point, man. I thought somebody was saying it'd be OP if Medic sould carry both; it wouldn't.
You mean to be able to carry the MediSG and Medigun? Because that would've been me, I don't particularly stand behind the idea of being able to wield both, since disallowing that would bring out different styles of gameplay in the Medic.
But, I don't think it would be OP. I just don't particularly like it.

If that's what you meant.

CandleJack said:
How about we get the Medic's Breath shotgun shell?
Each flare heals 1 HP. :cool:
 
Upvote 0
How about we get the Medic's Breath shotgun shell? :p
EPIC PICTURE
]
I'm all for dragons breath lol.

But what about this - not using a puff of gas, but a stream. Just thinking about making it easy to code/animate/whatever, what if they took the particle effect of the flamethrower and put it on an underbarrel to the shotty. the particles could be changed, but essentially, the "flame" would heal a point per charge point. it would be faster to heal 100% than the dart, but the player would have to stand there and take the heal for the... 10? seconds it would take to heal them completely from almost nothing. this way the darts have range and instantaneous effect (or close enough) and so if someone is in alot of trouble or just needs 15 points healed you can use a dart, but when theres a pause or a buncha people that need healing, the medic can "healThrower" them. Though i can forsee some visibility issues, the particle effects would have to be toned down. The range would also have to be pretty sh*tty lol.
 
Upvote 0
Because that would've been me, I don't particularly stand behind the idea of being able to wield both, since disallowing that would bring out different styles of gameplay in the Medic.
No it wouldn't. Nothing is stopping players picking whatever styles they want. For many perks have I opted to have only one perk weapons and a different perk's weapon as backup. The only thing that would be stopping you playing with more styles is your compulsion to have both perk weapons, simply because you can.
 
Upvote 0
No it wouldn't. Nothing is stopping players picking whatever styles they want. For many perks have I opted to have only one perk weapons and a different perk's weapon as backup. The only thing that would be stopping you playing with more styles is your compulsion to have both perk weapons, simply because you can.
I meant more so for the healing abilities, sorry. Dart or Mist; Not both.
 
Upvote 0
Understandable in that sense, but like I say, as long as Medic doesn't become too good at healing, I'm not worried what attachment is used.
In what sense do you mean?
Darting someone twice doesn't increase the healing rate, just doubles the total amount of healing it accumulates to. (Correct me if I'm wrong)

So with that system in place, it's not like you can heal twice as fast, or instantly.

So... How do you mean?
 
Upvote 0
I'd say a medic that was too good at healing would have a dart system like this:
MP7 - uses 30% charge per dart
Medic Shotgun - shoots a spread of 6-7 darts costing 50% charge, any target hit (even by 1 dart) is healed for the full amount
Syringe - 100% faster reload

Add a faster healing rate for players healed by the Medic. Hey presto, OP Medic.
 
Upvote 0
I'm usually the medic for my team and i always grab the smg and the crossbow after making money. A medic weapon that has enough power to take down a husk easily would be great so i won't have to exhaust an entire MP7 clip into 1 husk. I would use the shotgun though go for it!

The idea is that the shotgun is not powerful enough to do what you've described. The medic is not a combat perk and he shouldn't be able to kill husks with ease, thanks to the shotgun being added. It's mostly meant to give him a new style of play without making his job that much easier (could be easier for a die-hard support specialist trying to make the switch to medic) but again at the new play style, this is why we want to also include a new healing method.
 
Upvote 0