Medic

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mrsirr

FNG / Fresh Meat
Apr 12, 2013
4,077
0
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Over here, no not there, here.
Why you can't upgrade every tier separately? I mean what if I want to play with shotty? Or with AR only? Why I am forced to upgrade to the next tier? I mean I am not directly forced, I can stay with the previous tier of course, but I will get under powered compared to the next tier so it would be better to move on from tier 3 shotty to tier 4 AR for example.
Well we don't necessarily know that you can't skip tiers or that you can't keep old tiers. They didn't exactly explain how it works I don't think. It might just be like how militaries will have several firearms based off of the same platform, meaning you might not literally build on to your gun for each upgrade, but that they are all built from the handgun base.
 

Azukki

Grizzled Veteran
Jul 7, 2009
1,518
130
63
Mixing it up with a pistol and shotgun sounds like it'll be a great improvement for medic.

However, the upgrade mechanic, I dunno that I'm too crazy about that.
If it makes it impossible to carry, say, the medhandgun and medshotgun at the same time due to them being "the same weapon", even though they don't weigh too much, then that's pretty disruptive, compared to if it had simply been four separate weapons.

Maybe to avoid 'sidegrades' later down the line ever being OP, [see FAL, it existing wasn't supposed to make KF1 commando easier, since it was balanced with the SCAR, but the SCAR and FAL both existing made commando easier, since you couldn't carry two SCARs, but you could carry a SCAR and FAL.] TWI should balance it from the get-go so you can carry duplicates of any weapon anyways, [separately, not dual wielding] but maybe that's a subject for an entirely different thread.

I think four unique weapons also would have been more satisfying stylistically as well.

There's a lot to be said for modularity in reality, but for players of a game, the benefits don't shine so much.
 
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Vapid

Active member
Mar 26, 2012
602
35
28
The new Medic stuff looks awesome. Think it may well continue to be my favourite role into KF2 as well. :D
 

osmodeus

FNG / Fresh Meat
Jun 15, 2012
495
0
0
1. No, it wont be in the pistol slot when you upgrade it. Why? Because pistol Tier1, SMG Tier2, Shotgun Tier 3 and Assault rifle Tier4.
if the 4 guns all use the pistol as the firing mechanism it seems likely that the medic weapon is the medic's "pistol" slot.

which will be a great improvement over profusely apologising about not healing someone when a shotgun got thrown at you and prevented you selecting the medic gun first.

we might not even be able to carry multiple weapons under each slot now. maybe KF2 will restrict us to one gun in the primary secondary and sidearm slots.

but that video said the medic gun was modular, and that each upgrade built on the default medic pistol. i doubt they intend to have us perform the upgrades on the fly. so the changes are likely only possible during the trader round. if you upgrade your pistol to a shotgun you don't have a pistol anymore.

the medic pistol is your default pistol, so dropping it, if OLD KF serves as an example, should be impossible. thus it's quite possible the shotgun healer becomes your pistol
 

vealck

FNG / Fresh Meat
Aug 19, 2009
2,833
234
0
Or maybe that's in order to eliminate the endless continuous stream of healing darts medic could dispense with multiple medguns.

Or maybe it was just a note about the designing process, i.e. the modeller was lazy and did ctr+c ctrl+v the pistol handle while designing other medic weapons, and it doesn't mean they will overwrite one another in the game :D
 

The Rizzler

FNG / Fresh Meat
Oct 9, 2014
340
0
0
Bongland, UK
Or maybe it was just a note about the designing process, i.e. the modeller was lazy and did ctr+c ctrl+v the pistol handle while designing other medic weapons

That's quite insulting
Sometimes the modeler is the one who concepts by throwing out shapes but usually a concept artist has the guns fully designed before modeling even starts, not to mention the game designer having decided what guns they're doing for the medic
 

Horror_Duck

FNG / Fresh Meat
Jun 6, 2014
448
0
0
A hilly, rainy part of England
I don't see the problem here. Modular weapons have been around for a while. The SA80 series of weapons were designed originally so that a single soldier could carry several barrels to change the use of the rifle. So it turns from a standard rifle, to a sniper rifle and they even had plans so be able to swap out internals to allow for the weapon system to turn into a heavy machine gun etc...they never actually utilised this way of using the rifle because of carry weight. But the modular system is there.

Caseless ammo is nothing new and is said to be the new big thing in PDW's. Bullet storm uses a Caseless system so I don't see a problem there.

I really think the devs have put a lot of thought into this. And, as somebody else has already said, it allows choice for the player. I know plenty of medic players who like using shotguns, but then you have no darts so this system works here too.

As far as saying 'you're forcing me to upgrade for power' that ridiculous. The fact that the shot gun is tier 3 not tier 4 is arbitrary as the shotgun is used differently that an SMG or AR.

I'm not saying its perfect (I personally would like to see the return of the MP5 as a separate weapon to use along side the new system) but I like where they're going with this

Finally...its not a laser. Where have people got that from?
 

DirtySpartan

FNG / Fresh Meat
Aug 15, 2012
924
4
0
Netherlands
They call each of the medic weapons a tier, where in KF1 a tier implies it being a different gun ergo you can probably hold both the medic pistol and shotgun for instance. This is further supported by the fact that every perk is supposed to start with its weakest weapon(a pistol is the most logical thing here.)

TL;DR Medic gun is most likely modular purely in design terms; not gameplay terms.