Tier 3 Medic gun suggestion

  • 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/

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,059
881
0
Sheffield, England
I consider MP7M to be tier 1. You can't really count syringe as tier 1 since very one has one. Or else you'll have to consider the welder as tier 1 for support

I consider Combat armour as Tier 1 myself, Tier 2 is Mp7 obviously and tier 3 is whatever other weapon you feel like at the time. :rolleyes:
 

macready84464

Member
Aug 14, 2009
68
2
8
Any type of buff at all would make the medic much more useful. If your squad is playing intelligently, and using teamwork then you shouldn't be taking that much damage. A medic is only going to drop your dps. However a buff mechanic would make them much more useful even in situations where you aren't taking tons of damage, and they wouldn't be raking in kills.

For example they could use stim packs or adrenaline shots increasing your damage resistance, physical damage, or attack/reload speed. Of course you have the over healing factor that would theoretically increase your movement speed since the higher your health is the faster you move.

All I know is that the mp7 did wonders for the medic, but some sort of buff mechanic would work well with their perk, and make them desirable in situations where you are and aren't getting messed up.
 

robdude19

FNG / Fresh Meat
Sep 1, 2009
348
0
0
tranquilizer/ adrenaline darts

tranquilizer/ adrenaline darts

Having more than 1 heal dart gun would make the Medic an unstoppable healing machine. Currently you can shoot a couple heal darts and switch to med syringe for continuous healing, but this requires being point-blank with a teammate. If you had 2 heal dart guns you could swap endlessly between the two, which would surpass the Medic's intended healing capability imo. You wouldn't need to worry about missing with heal darts so they would be spammed ridiculously instead of fired selectively.

However, it would be GREAT if Medic had something else to do with another SMG/PDW if his team isn't injured, as macready said and I've also said in the past.

An MP5K or P90 with tranquilizer/adrenaline dart would suit this role nicely. In the case of an adrenaline dart that would boost speed and/or damage resistance, there should be a "crash" period after the boost to discourage spamming. A Medic wouldn't want to feel obligated to keep his team healed AND keep everyone hopped up on meds constantly anyway. But move speed boosts would come in handy when someone needs to escape danger or the team needs to get across the map to the Trader.
 

-=AG=- Avery

FNG / Fresh Meat
Oct 24, 2009
139
0
0
Having more than 1 heal dart gun would make the Medic an unstoppable healing machine. Currently you can shoot a couple heal darts and switch to med syringe for continuous healing, but this requires being point-blank with a teammate. If you had 2 heal dart guns you could swap endlessly between the two, which would surpass the Medic's intended healing capability imo. You wouldn't need to worry about missing with heal darts so they would be spammed ridiculously instead of fired selectively.

However, it would be GREAT if Medic had something else to do with another SMG/PDW if his team isn't injured, as macready said and I've also said in the past.

An MP5K or P90 with tranquilizer/adrenaline dart would suit this role nicely. In the case of an adrenaline dart that would boost speed and/or damage resistance, there should be a "crash" period after the boost to discourage spamming. A Medic wouldn't want to feel obligated to keep his team healed AND keep everyone hopped up on meds constantly anyway. But move speed boosts would come in handy when someone needs to escape danger or the team needs to get across the map to the Trader.

I see where your coming from but the switch time between the guns would be so long that your better off just waiting. and no the syringe doesn't constantly heal there is some sort of glitch that slows the heal speed A LOT. But yes an adrenaline shot would be cool and realistic because they actually exist epi pen is adrenaline.
 

Temstar

FNG / Fresh Meat
May 21, 2009
343
3
0
While that is true, the MP7M uses a larger round so it would be more powerful. To be honest, pretty much anything is more powerful than a 9mm round...

4.6 x 30mm (the round used in MP7 and UCP) - maximum kinetic energy 469J
9 x 19mm Parabellum - maximum kinetic energy 704J
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
If we had a Skorpion...
skorpion_vz61-7_65.jpg


...with a similar dart to the MP7 but with the overheal ability i mentioned, or a Mac-10...
Viper-L.jpg


...with said healing dart, this could be a workable idea.

The Skorpion has a 20-round clip, and the Mac-10 has a 30-round clip; which could be extended to 40 and 50 rounds respectively. The Mac-10 could feature it's trademark silencer, with the dart gun atached to it could be the Tier 2/3 weapon people are looking for.


The silencer really lives up to it's name, with barely more than the firing pin hitting the cap, the Mac-10 could be the basis of a much larger idea, with either the Overheal dart or an Adrenaline shot dart attached.
 

robdude19

FNG / Fresh Meat
Sep 1, 2009
348
0
0
@ CandleJack:

I agree that the Mac-10 would be a cool new Medic gun, but my impression is it's on the weak side, thereby serving as a good tier 1 candidate, especially with 50 rounds. The MP7 is probly the tier 2, and perhaps an MP5K or the new Knight's Armament PDW would make a good tier 3:

YouTube - Knight's Armament Company PDW

In KF, all Medic guns should have high recoil to limit their effective range so they don't encroach on Commando territory.

As someone else said I don't like the overheal ability because everyone would want it all the time. The Medic should have a few darts that offer an occasional strategic advantage without becoming a burden to his time.

An adrenaline dart would be cool to speed up teammates in emergencies, as long as there's a slow period when it wears off to discourage spamming. I also think a tranquilizer dart to slow down enemy zeds would be a cool option.

Maybe a tier 3 heal dart gun wouldn't be bad after all, as long as it doesn't overheal. Swapping with the MP7 would provide continuous healing capability, enabling a single Medic to keep his whole team alive in tough situations as long as they're not running around like chickens or getting raped by FPs.
---
 
Last edited:

Zeptorem

FNG / Fresh Meat
Apr 30, 2009
373
106
0
How about we make it so medics get a huge bonus to the cash made from healing (dictated by perk level) and their end-of-wave cash bonus for living through the round is modified based on how many of their teammates are still alive? Giving financial incentive for medics to actually heal would be nice, along with giving them some extra cash so they aren't totally screwed when wave 7 rolls around and they're still stuck with just the MP7M, and can't buy any different weapons or switch to a different perk because they're completely broke.
 

Sammers

FNG / Fresh Meat
Jul 2, 2009
1,646
547
0
Scotland
For me, tier 1 is the armour, tier 3 is the MP7. As for tier two, I suggest a dart gun that doesn't fire bullets. Basically the MP7's alt fire without the MP7. After all, that's meant to be the main focus of the medic, no?
 

Kururu

FNG / Fresh Meat
Dec 24, 2009
7
0
0
I would think the goal would be to heal more instead of do more damage....since you dont level up by kills or damage like everything else.
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
@ CandleJack:

I agree that the Mac-10 would be a cool new Medic gun, but my impression is it's on the weak side, thereby serving as a good tier 1 candidate, especially with 50 rounds. The MP7 is probly the tier 2, and perhaps an MP5K or the new Knight's Armament PDW would make a good tier 3 ... Swapping with the MP7 would provide continuous healing capability, enabling a single Medic to keep his whole team alive in tough situations as long as they're not running around like chickens or getting raped by FPs.
---

I actually had someone enrage a scrake with a 9mm as his only wep on Wyre. I was medic, he backied into a corner behind trees so i couldn't heal him, after i said to go underground (there was a bunker 3m away). so this is like running around like chickens.

And this is what i have come up with so far:
Mac-10 Tier 1. The weakest weapon, with a medic dart attachment attached either to the suppresser or in front of the trigger guard.
MAC%2010%20Stock%20out.jpg


The MP7M. The Tier 2 weapon.
220px-Trader_MP7m.png


The Knights Armament PDW. The Tier 3 weapon. With the ability to instantly heal 25% of a players health, plus the standard heal-over-time effect.
pdw8.jpg


So this sounds about right Robdude?
 

Sgt.Lobster

FNG / Fresh Meat
Jan 8, 2010
45
4
0
I would suggest the medic..(When higher in level) being able to attach a medic injector to a gun in the shop.. this would save a lot of time for modeling a new gun and.. would be pretty *****in'. Of course it would cost money.. but some people are not good with automatic guns.. but are good with shottys.. or rifles.. BUT The gun choices would have to be limited.
 

brphoenix

FNG / Fresh Meat
Dec 15, 2009
479
82
0
S
brphoenix.deviantart.com
I would suggest the medic..(When higher in level) being able to attach a medic injector to a gun in the shop.. this would save a lot of time for modeling a new gun and.. would be pretty *****in'. Of course it would cost money.. but some people are not good with automatic guns.. but are good with shottys.. or rifles.. BUT The gun choices would have to be limited.

Glad that post ended up with "gun choices would have to be limited". We don't want to see medics running around with crossbows and healing people AT THE SAME TIME.
If that was to be implemented (though it may be hard due to the current way weapons are textured) I'd keep it to tier ONE weapons (bullpup, LAR, shotgun).
But I don't really like the idea anyways...

Another thing: Sammer's suggestion is good. Medic isn't really a combat perk, so adding another weapon doesn't make much sense. A 100% healing-focused weapon fits better.
 

robdude19

FNG / Fresh Meat
Sep 1, 2009
348
0
0
For me, tier 1 is the armour, tier 3 is the MP7. As for tier two, I suggest a dart gun that doesn't fire bullets. Basically the MP7's alt fire without the MP7. After all, that's meant to be the main focus of the medic, no?

200px-Syringe_IMG.png


@ CandleJack: that looks like a solid line-up to me. The 25 HP insta-heal is tempting and would really help save players getting ganked but I don't think TWI likes the idea of an insta-heal. I'd be happy with a tier 3 gun that only fires one dart before recharging, but it heals TWICE AS FAST...
 
Last edited:

Sammers

FNG / Fresh Meat
Jul 2, 2009
1,646
547
0
Scotland
I actually had someone enrage a scrake with a 9mm as his only wep on Wyre. I was medic, he backied into a corner behind trees so i couldn't heal him, after i said to go underground (there was a bunker 3m away). so this is like running around like chickens.
MP7 uses three blocks of weight. Buy another gun! That way, you could have removed all of the Scrake's limbs, THEN healed your teammate.
Are you seriously suggesting we give Medic a weapon that can heal players AND kill Scrakes easily? You're aware that on a four man server, Scrake has health almost equal to a Fleshpound's? And on 5 or 6 man, Scrake has more health? We're talking about adding a weapon to the non-combatants that can remove the specimen with the highest health in the game...
 

robdude19

FNG / Fresh Meat
Sep 1, 2009
348
0
0
@ Sammers:

No one's suggesting a medic should be able to solo a scrake with his weapons. But really, giving him a tier 3 medic gun like the MP5K would encourage him to use it (with the MP7) instead of the xbow, which he COULD solo a scrake with. Basically with 2 smg's the Medic would have better short-range defense, which makes more sense than stealing long-range SS kills with the xbow.
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
Are you seriously suggesting we give Medic a weapon that can heal players AND kill Scrakes easily? You're aware that on a four man server, Scrake has health almost equal to a Fleshpound's? And on 5 or 6 man, Scrake has more health? We're talking about adding a weapon to the non-combatants that can remove the specimen with the highest health in the game...

I wasn't suggesting that at all.

I was saying that some people go out of their way to make it easy for the specimens, and out of their way to make it hard for medics.

I was saying that a third weapon with an instant heal ability would save lives, and maybe even the game.

I either use the AK47, HS or the Xbow, or get someone to buy me a SCARMK17 or M14EBR. Having a gun that sits just in front of the bullpup, with hopefully a slower firing rate than the MP7M would enable medics survive if SHTF.

-----

And/or giving healing dart attachments to other guns would be really good, but the darts would have to be beefed up speed-wise to match the range of the weapons i'd like. (coughcough Xbow/LAR coughcough)

I was playing on crash once when a commando was in the middle of the building with the crashed choppa, and the rest of the team except for a zerker was up on the catwalk upstairs. For some reason the MP7M didn't reach as far as i needed it to. And i had a LAR as backup.
So attaching a dart gun to the LAR to give Medics SS range healing would've been convenient at best, game-saving at worst. or visa-versa.

But as with Phoenix, you shouldn't be able to put dart guns on Xbows/Tier 3 weapons. Tier1/2 is fine enough.