The Medigun

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9_6

FNG / Fresh Meat
Sep 4, 2009
2,461
727
0
No, that generally means that your team sucks. Hard.

And on moving allies, use the syringe! In all likelyhood, you're NOT going to hit the counterstrike-strafing moron. But your movespeed allows you to outrun ANY other class and get next to them with the syringe.

The Syringe fix is amazing for gameplay!

True that. Syringe fix that is. Un-missable melee healing ftw.
Also I was playing with free-weekenders on normal so I guess that doesn't say much anyway.

And yes, that thing has an insane recoil with no possibility to lower it and the largest spread of all (non shotgun) guns.
If those 2 factors alone would be lowered a tad, the guns efficiency would increase vastly already cause most of your shots (and just tapping the mouse already means firing 2-4 shots, it's insane) would actually go where you're aiming at.

It'd suit the ironsight of it which is pretty awesome for sniping far away enemies imo if only the rest of the shooter would play along.
 
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-=AG=- Avery

FNG / Fresh Meat
Oct 24, 2009
139
0
0
I will tell all you medics if it goes to zed time get that mp7 out and sight in. During zed time I can seriously kill like 5 gores 5 clots and 5 crawlers and then have to reload because recoil is massive reducion in zed time. And the running well shooting with the MP7 has been fixed you can now shoot and run with the MP7 still needs other changes though.
 

NydusTemplar

FNG / Fresh Meat
Oct 29, 2009
34
0
0
Honestly, I have to agree that the MP7M, while a very awesome idea, and more than certainly rightly needed, has more than its fair share of drawbacks.

While the obscene recoil, tiny clip (even at Medic 5), and low punch are issues, I'm perfectly aware its a backup weapon. Still, I'd almost think its a bug that the clip size is increased but the total bullet count isn't. Look at the commando perk, clip size is increased on their weapons but the total clip count isn't decreased as a result. Seems to me this is a bug or just flat out something that was missed. However, if it was intended, this would be the biggest thing I'd see as needed on the weapon.

What I really wouldn't mind is the weapon being set into a three round burst fire by default. Sure, you can't full auto by holding the fire button down, but considering its rate of fire all you'd need to do is tap the fire button fast enough and you'd basically have it going at full auto but with more control.

Though, I'll be honest (fanboi), I'd love to see another medigun, maybe serving as an upgrade. Something like an FN-P90(M) with a syringe secondary fire and a deeper clip, something to dish out better damage against tougher targets in close range, but costing more, really just to give the medic a chance if he's cornered and needs to finish off a Scrake charging for him. I mean, yes, he's supposed to support the team(more than the Support Specialist o_O), but having a nice punch to tear up a Siren or Husk in a pinch while the team is moving would be appreciated. I mean, I'm not holding my breath, but it'd be nice.

Oh, and yes, faster reload and draw time would be appreciated. Seriously feels like you're actually pulling it out of your backpack everytime you draw it. I mean, if its a weapon designed for the medic on the go, for, you know, saving people's hind ends, you'd think it'd be streamlined expressly for that purpose. Unwieldy and Emergency Medical generally don't go together.
 

9_6

FNG / Fresh Meat
Sep 4, 2009
2,461
727
0
And at which difficulty do you play?
I can barely kill a crawler on suicidal with about 1/3rd of a mag (if I don't get extremely lucky and get a headshot somehow) because half of the bullets miss if it's at mid-range.
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
And at which difficulty do you play?
I can barely kill a crawler on suicidal with about 1/3rd of a mag (if I don't get extremely lucky and get a headshot somehow) because half of the bullets miss if it's at mid-range.

Yeah, it's a piss-weak gun. For emergencies (Pinned against a wall and it's what I have out or all other weapons empty and no time to reload) ONLY. If I want a light automatic weapon, I'll get the Bullpup!
 

Xelis

FNG / Fresh Meat
Oct 30, 2009
4
0
0
What's the best way to deal with damage? Avoid it. I play fairly aggressively as a medic(I like to think of myself as a combat medic)and the results are good. I do prioritize healing and make sure my teammates are always at 100 hp but if they're fine then I'm out making sure they aren't getting flanked or surrounded. As for the MP7 I think the gun is fine. It shreds clots/crawlers/stalkers/gorefasts/bloats if you fire in short bursts and aim at the head. Anything bigger than those is the crossbow's territory. I think any buffs to the medic would be ridiculous considering the only thing I worry about is fleshpounds and even then pipe bombs take a good dent out of their hp and you have teammates with you.
 

9_6

FNG / Fresh Meat
Sep 4, 2009
2,461
727
0
For emergencies (Pinned against a wall and it's what I have out or all other weapons empty and no time to reload) ONLY.

This is exactly the kind of situation in which you'll get yourself killed if you rely on the mp7.
 

-=AG=- Avery

FNG / Fresh Meat
Oct 24, 2009
139
0
0
What's the best way to deal with damage? Avoid it. I play fairly aggressively as a medic(I like to think of myself as a combat medic)and the results are good. I do prioritize healing and make sure my teammates are always at 100 hp but if they're fine then I'm out making sure they aren't getting flanked or surrounded. As for the MP7 I think the gun is fine. It shreds clots/crawlers/stalkers/gorefasts/bloats if you fire in short bursts and aim at the head. Anything bigger than those is the crossbow's territory. I think any buffs to the medic would be ridiculous considering the only thing I worry about is fleshpounds and even then pipe bombs take a good dent out of their hp and you have teammates with you.

What difficulty do you play on beginner? because on hard you have to use about 10 shots to get a headshot on most things. And if you do anything besides decap/headshot a specimen the gun is 100% useless.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
The MP7M has bullets so you can shoot a clot off of you without having to switch weapons. That's why it has a huge spread and high rate of fire, for point-blank goodness. It's not intended for much else. If you want to hurt something, switch weapons.
 

-=AG=- Avery

FNG / Fresh Meat
Oct 24, 2009
139
0
0
The MP7M has bullets so you can shoot a clot off of you without having to switch weapons. That's why it has a huge spread and high rate of fire, for point-blank goodness. It's not intended for much else. If you want to hurt something, switch weapons.

But I don't have enough money for a weapon and who the **** actually gives out money NO ONE actually thats not true meet a firebug that was giving out money but thats the only time its ever happened minus friends and I have been playing since first release. So if we can't get a different weapon that what are we supposed to use?
 

Mr. Shoe

FNG / Fresh Meat
Aug 5, 2006
174
3
0
Okay, here's my solution to everyone who thinks this gun is fine:

Go start asuicidalgame, play as medic, play with ONLY THE MEDIC GUN.

Now, let two crawlers chase you or try to kite the crawlers.

Now, try to backpedal, and fire a single round against either crawler.

What happens?

You stop, and both crawlers lunge at you and neither die because you probably missed either shot.

Now you need to unload the ENTIRE CLIP to kill either of them, trust me, you will unload at least 75% of the clip. Now reload, and tell me, do you have any time at all to escape from any gorefast, fleshpound, bloat, or scrake?

No, you don't.

See where being a medic is ****ed? I can't be an offensive damage deal, duh, I have never been such as a medic.

But when I can't even be evasive, IE, run the **** away from whatever is bigger than me, then that is where the largest flaw is.

The gun impedes you every shot of the way. I understand, it's low weight and you can run as fast as you can with a beretta. I understand, it's low power because as a medic, you are not supposed to do anything but heal.

However, it also bucks like a god damn mule and has no tactical usefulness within the game other than the medical dart, which has it's flaws as well.

You know easily the medidart can be fixed by simply making that green cloud bigger and an area effect? No longer would jumping idiots be a problem.

Well, you should also know how easily you could make medic a more viable option and more present in the game by making his 'primary' weapon at all useful to him.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
But I don't have enough money for a weapon and who the **** actually gives out money NO ONE actually thats not true meet a firebug that was giving out money but thats the only time its ever happened minus friends and I have been playing since first release. So if we can't get a different weapon that what are we supposed to use?
Maybe not in public games. I ask for cash, I get it. Especially as a Medic, since everyone knows I'm losing cash by focusing on keeping them alive.

Even then, a backup lever action, $200, will let you make some money when there isn't healing to be done. Or let the end of round cash build up and buy a shotgun, then go make some money.

Don't waste your money and your ammo trying to kill stuff with the MP7M. You'll just have to spend to refill it.
 

sper09

FNG / Fresh Meat
May 27, 2009
16
0
0
I find that the medic is one of the cheapest perks to play after you hit lvl5. You spawn with body armor that is very cheap to repair. The medigun costs 150, and you can sell it for 112; you lose 48. Now, if you run out of ammo or the cost of refilling is more than 48, you're better off selling and re-buying it. Once you have enough to buy a x-bow, it's only 100 to refill it by selling and re-buying it.
 

Xelis

FNG / Fresh Meat
Oct 30, 2009
4
0
0
What difficulty do you play on beginner? because on hard you have to use about 10 shots to get a headshot on most things. And if you do anything besides decap/headshot a specimen the gun is 100% useless.
Mostly hard but I have been playing a bit of suicidal recently. It usually takes a burst or two which is about 3-5 shots to get a decap. I'm not sure what all this fuss is about that it takes the entire clip, you're doing something wrong.
 

Xelis

FNG / Fresh Meat
Oct 30, 2009
4
0
0
Okay, here's my solution to everyone who thinks this gun is fine:

Go start asuicidalgame, play as medic, play with ONLY THE MEDIC GUN.

Now, let two crawlers chase you or try to kite the crawlers.

Now, try to backpedal, and fire a single round against either crawler.

What happens?

You stop, and both crawlers lunge at you and neither die because you probably missed either shot.

Now you need to unload the ENTIRE CLIP to kill either of them, trust me, you will unload at least 75% of the clip. Now reload, and tell me, do you have any time at all to escape from any gorefast, fleshpound, bloat, or scrake?

No, you don't.

See where being a medic is ****ed? I can't be an offensive damage deal, duh, I have never been such as a medic.

But when I can't even be evasive, IE, run the **** away from whatever is bigger than me, then that is where the largest flaw is.

The gun impedes you every shot of the way. I understand, it's low weight and you can run as fast as you can with a beretta. I understand, it's low power because as a medic, you are not supposed to do anything but heal.

However, it also bucks like a god damn mule and has no tactical usefulness within the game other than the medical dart, which has it's flaws as well.

You know easily the medidart can be fixed by simply making that green cloud bigger and an area effect? No longer would jumping idiots be a problem.

Well, you should also know how easily you could make medic a more viable option and more present in the game by making his 'primary' weapon at all useful to him.

I seriously don't get this "IT TAKES THE ENTIRE CLIP TO KILL ONE ENEMY" thing, If you're aiming at the head it doesn't. The mp7 isn't supposed to be a one gun viable for every situation either. Yeah lets make the gun that only costs $150 able to kill every type of enemy with ease and lets forget the fact the medic is a support character and give him the strength of the other perks while having the arguably the highest defense and greatest speed. Crossbow is for sirens/husks and scrakes(it one shots them) the mp7 is more than fine for anything weaker. I do agree with you about fleshpounds and that we simply don't have the power other perks do(lolol 2 shot the FP with crossbow/aa-12 spam/500 pipebombs/etc) but it's a support class. If you suddenly gave the medic the power of the other perks it'd would be beyond overpowered. I also agree that the mp7 kicks like hell but if you fire in short bursts or anticipate the recoil(by dragging your mouse down before you fire) it's perfectly controllable but highly inaccurate on full auto. I'm not going to lie and say I don't get surrounded or make mistakes but if you're having trouble being evasive and kiting as a medic you gotta pay alot more attention to your surroundings. I seriously think I'm playing a different game than you guys, I don't feel useless and it doesn't take an entire clip to kill a zombie. IMO the gun is practically fine besides for the alt fire, it's so annoying having people strafing all over the place dodging your heals, I agree that it could use some kind of AoE effect.
 

Mr. Shoe

FNG / Fresh Meat
Aug 5, 2006
174
3
0
The recoil hasn't been fixed Avery, it's still there, ever present.

The problem with the gun is that it is way more wasteful than it is useful, end of story.

I seriously don't get this "IT TAKES THE ENTIRE CLIP TO KILL ONE ENEMY" thing, If you're aiming at the head it doesn't. The mp7 isn't supposed to be a one gun viable for every situation either. Yeah lets make the gun that only costs $150 able to kill every type of enemy with ease and lets forget the fact the medic is a support character and give him the strength of the other perks while having the arguably the highest defense and greatest speed. Crossbow is for sirens/husks and scrakes(it one shots them) the mp7 is more than fine for anything weaker. I do agree with you about fleshpounds and that we simply don't have the power other perks do(lolol 2 shot the FP with crossbow/aa-12 spam/500 pipebombs/etc) but it's a support class. If you suddenly gave the medic the power of the other perks it'd would be beyond overpowered. I also agree that the mp7 kicks like hell but if you fire in short bursts or anticipate the recoil(by dragging your mouse down before you fire) it's perfectly controllable but highly inaccurate on full auto. I'm not going to lie and say I don't get surrounded or make mistakes but if you're having trouble being evasive and kiting as a medic you gotta pay alot more attention to your surroundings. I seriously think I'm playing a different game than you guys, I don't feel useless and it doesn't take an entire clip to kill a zombie. IMO the gun is practically fine besides for the alt fire, it's so annoying having people strafing all over the place dodging your heals, I agree that it could use some kind of AoE effect.
Lol, it doesn't take the actual damage, but to hit those crawlers while running from a distance it will. I'll miss half my shots trying to burst and each burst is 2 rounds at the least. Add on top of that any enemies that see me alone or weakened and I'm probably dead because of the extra long reload.

Paying attention is fine on my end but sometimes the game also pays attention to you. If a clot grabs me and I waste half the mag by bursting, how do I stop the three gorefast charging me?

Whatever mode of play you're on and whatever amount of players, I dunno. But I generally play suicidal with only 4 players so I don't always have a backup Sharpshooter to kill everything in my path. I do this because its not only challenging, but it's fun. If you are going to make it so people on a 6 man team playing normal or hard are the only ones to have fun with the MP7, then TWI has failed. Every other weapon in every other mode of play has some use. This gun, DOES NOT.
 

nath2009uk

FNG / Fresh Meat
May 25, 2009
1,368
174
0
England, UK
If a clot grabs you, you burst everything into it and need to reload because of 3 gorefasts, you pull out your 9mm.
You can kill all 3, one shot each.
 

Mr. Shoe

FNG / Fresh Meat
Aug 5, 2006
174
3
0
If a clot grabs you, you burst everything into it and need to reload because of 3 gorefasts, you pull out your 9mm.
You can kill all 3, one shot each.
LOL, as a sharpshooter maybe, but as a medic those headshots count for ****.
 

Nekomancer

FNG / Fresh Meat
Oct 23, 2009
458
22
0
As a medic the headshots are pretty important. The MP7M doesn't do much damage and the head is the weak point of the Specs, so why not attacking them? It's a waste to put bullets in a Clot's Torso when the head is way more effective. All classes except Firebug and Demolitionist should aim for the head with their weapons.
 

rckrdude

FNG / Fresh Meat
Sep 16, 2009
313
86
0
McAllen, TX
Its called the medic gun for a reason. Use the other weight blocks you have to carry a weapon that can dish out damage.

Timing your heals so u don't get surrounded is an important aspect of being a good medic. The medic gun might help you get out from a rough spot or two, but if you REALLY screw up and get a pack of gorefasts or a scrake in your face, switch to a stronger weapon, while taking advantage of your ridiculous armor and higher run speed.

Really, please don't whine about the medic perk and its gun. It more than fulfills its duty.