"Unique" Medic Weapon

  • 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/

Sneaky

FNG / Fresh Meat
May 17, 2009
6
0
0
What about adding a Taser that stuns enemies for 2-3 seconds or so?
I know I'd use that as medic to Stun some of the higher level mobs going for my teammates.

Once playing with Lvl4+ people, using "normal" weapons as medic is often a waste and only running around withthe Syringe is boring, too :p
 

Balestar

FNG / Fresh Meat
May 15, 2009
39
1
0
I like this idea it makes the medic more "interesting" to play.

Whenever I play medic I just play like I normally do....

shoot the enemies and when someone is in trouble heal them.

I think in some ways medic is the lazy mans perk because it actually gives enough bonuses that you don't need to play a particular way.
(Unless you go for ahrder game modes where healing is always loved)

One thing about medic however is that it's good for fighting the patriarch. The extra armour really helps against the chaingun and the faster run speed means you can try and hide behind objects easier.

Infact I tend to stay medic for first few waves, then go sharpshooter to headshot gorefasts, then support for the POWAH and then medic again for the patriarch.
 

gusone

FNG / Fresh Meat
May 2, 2009
1,507
270
0
Sidcup
steamcommunity.com
The medic should have a handheld defibrilator as a weapon. Instant 1000volts to the heart. They should be able to revive dead people with it or use it as a weapon.

800px-Defibrillator_Monitor.jpg
 

Balestar

FNG / Fresh Meat
May 15, 2009
39
1
0
The medic should have a handheld defibrilator as a weapon. Instant 1000volts to the heart. They should be able to revive dead people with it or use it as a weapon.

No revives. Evar.

Although im liking the idea of a paralysing melee tool :D
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
Saying that reviving dead teammates would break the game would be an understatement. 5 medics would mean an unkillable team...
 

Bio666

FNG / Fresh Meat
Jun 10, 2009
788
2
0
Saying that reviving dead teammates would break the game would be an understatement. 5 medics would mean an unkillable team...

This guy surely never seen anyone juice a nearly-dead one. After the first hit, every time it take 20~30s to recharge, and the electric power, thou high voltage, just enough to make a strong man faint. What would it be useful against something more thang a siren?
 

manhunt0r

FNG / Fresh Meat
Apr 24, 2009
30
0
0
balancing revival isnt that much of an issue, just glue the medic to the corpse for half a minute or so without any defense capability and its good.

question is, is it really necessary considering the current downtime between respawns?
also it would require the removal of all the beautiful player dismemberment, which would be a little sad.
 

DreamWeaverz

FNG / Fresh Meat
Mar 21, 2006
64
1
0
No reviving, ever.

"Why not just add a timer where we 'Pull our near dead buddy up and back to full life' hur hur hur i made a funny"

NO
 

Griever

FNG / Fresh Meat
Jun 16, 2009
419
2
0
Finland
Medics nowdays are just a way to run faster. IMO there should only be syringe on medic.. Everyone is healing just themselves, regardless what class they use. Sometimes feels like I'm the only one using medic for healing team mates, not just myself. Or only medic has syringe always, but other classes needs to buy it or something. Or new way to medic ppl with medics. I mean there are numerous of ways to get the medic to be MEDIC
Seriously medic is nowdays just a way to get faster running speed.
 

Skunkee

FNG / Fresh Meat
Jun 17, 2009
302
2
0
Medics nowdays are just a way to run faster. IMO there should only be syringe on medic.. Everyone is healing just themselves, regardless what class they use. Sometimes feels like I'm the only one using medic for healing team mates, not just myself. Or only medic has syringe always, but other classes needs to buy it or something. Or new way to medic ppl with medics. I mean there are numerous of ways to get the medic to be MEDIC
Seriously medic is nowdays just a way to get faster running speed.

How about instead of giving the medic the run speed (IMO, that should be berserker only), their syringes get combat drug properties?

In addition to the increased healing, the combat drugs of a medics syringe can temporarily increase the max health of whomever they heal but it will tick down by 1 per second until it reaches 100. The hard cap on this increased health would be 75.

Starting at rank 3, the medic's syringe is capable of adding 25 temporary max health to the recipient of the heal, increasing this limit by 25 for each additional rank of medic. A rank 5 medic who jams the syringe in a teammate twice gives that teammate 175 total max health.

Either that, or how about making the syringe temporarily increase melee damage output and increase the rate of fire from teammates? This way medics would be encouraged to pair up with gun using classes and berserkers more. While under the effects of these drugs, the recipients screen gets tinted red or gets shaky (kind of giving off that sense of being tweaked out on adrenaline/steroids.)

Comment away.

Edit test. I made a post today around 10 AM EST with an updated idea for the combat drugs but it isn't posted yet. Testing edit to see if it's immediate.

Edit number 2: OK, editing is immediate. If my new post doesn't appear by the time I get home from work, I'll put it here for those that are interested.


EDIT NUMBER THREE:

OK, finally home from work and STILL my post from 10 AM isn't added.

Here's the changes I'm making to my initial suggestion for the combat drugs:

Whomever the medic heals with his syringe gets the effect of a combat drug. The combat drug is different depending on what class is healed. Self medicating medics do NOT get the effect of combat drugs, as it could be fairly game breaking.

Berserker: Gains 15% additional swing speed and melee damage for 15 seconds. During this effect, the screen gets tinted slightly red symbolizing the feeling of invincibility (ala berserker packs from DOOM.)

Commando: Firing rate increased by 35%, and gains temporary night vision (Able to see in the super dark places like the stairways in Office and the basement in the police station). Reload speed is increased by 5% as well. Effect lasts 15 seconds.

Firebug: Run speed increased by 25% and recoil reduced by 30% for 15 seconds. This allows the Firebug to do hit and run attacks more effectively.

Medic: Medics who heal other medics temporarily increase the maximum health of the target medic by up to 50. It does not automatically go up to 50, but rather increases above 100 however much health is considered overhealing. Medics can heal other medics when their health is considered full (100+). The health gained in this way is temporary, and ticks down 1 per second until the normal health cap of 100 is reached.

Sharpshooter: Gains intense focus. Iron sights on the Handcannon and the Lever Action rifle now zoom in like the crossbow and enemy heads glow that bright red color that stalkers glow when commandos look at them, allowing for easier headshots. Effect lasts 15 seconds.

Support: Strong enough class already. Run speed increased by 10% for 15 seconds.

Due to slow mods, hopefully you guys will be able to read this new comment.
 
Last edited:

BanzaiKen

FNG / Fresh Meat
May 18, 2009
15
0
0
Medics nowdays are just a way to run faster. IMO there should only be syringe on medic.. Everyone is healing just themselves, regardless what class they use. Sometimes feels like I'm the only one using medic for healing team mates, not just myself. Or only medic has syringe always, but other classes needs to buy it or something. Or new way to medic ppl with medics. I mean there are numerous of ways to get the medic to be MEDIC
Seriously medic is nowdays just a way to get faster running speed.

As a veteran KFMOD1-2.0 traditionalist, I do not see a problem with Medic's mostly using the syringes for others. The syringe while handy for healing friends when we dont have a medic, should be used on yourself when you do, not only does it give the Medic a small breather, but more often than not, if you need the ringe, you are probably in deep trouble and you could get both you AND the Medic killed.

Either that, or how about making the syringe temporarily increase melee damage output and increase the rate of fire from teammates? This way medics would be encouraged to pair up with gun using classes and berserkers more. While under the effects of these drugs, the recipients screen gets tinted red or gets shaky (kind of giving off that sense of being tweaked out on adrenaline/steroids.)

Comment away.
I really like that, give it 40% higher accuracy and 20% run speed, but damages you -50 health over 15 seconds. Doses do not stack.

Either that or a self dose that lasts 8 seconds, and makes them invulnerable to damage. However, all damage done to the Medic is applied to them is immediately applied at the end of the buff at once and may flat out kill the Medic. The dose recharges in 300 seconds.
 

Griever

FNG / Fresh Meat
Jun 16, 2009
419
2
0
Finland
How about instead of giving the medic the run speed (IMO, that should be berserker only), their syringes get combat drug properties?

In addition to the increased healing, the combat drugs of a medics syringe can temporarily increase the max health of whomever they heal but it will tick down by 1 per second until it reaches 100. The hard cap on this increased health would be 75.

Starting at rank 3, the medic's syringe is capable of adding 25 temporary max health to the recipient of the heal, increasing this limit by 25 for each additional rank of medic. A rank 5 medic who jams the syringe in a teammate twice gives that teammate 175 total max health.

Either that, or how about making the syringe temporarily increase melee damage output and increase the rate of fire from teammates? This way medics would be encouraged to pair up with gun using classes and berserkers more. While under the effects of these drugs, the recipients screen gets tinted red or gets shaky (kind of giving off that sense of being tweaked out on adrenaline/steroids.)

Comment away.

Oh yea, combat drugs for medic. That's actually nice idea, it fits very well to medic class. But there should be something more to make the medic to medic. U can heal urself and everyone else effectively even without medics now. I don't have any suggestions atm how to change this cuz im so tired i need sleep. over and out
 

Kogitsune

FNG / Fresh Meat
Jun 12, 2009
180
1
0
Combat drugs would be cool, but I could imagine a medic trolling sharpshooters by drugging them so their screen shakes and they can't aim very well.

Also, it seems that your heal bonus also applies to the person injecting themselves ( as a medic, nobody ever thinks to heal me unless I'm nearly dead :/ ), would they themselves get the drug bonus and turn into tanks driven by the bionic commando?
 

omarfw

FNG / Fresh Meat
Jun 13, 2009
2,502
85
0
Here Be Dragons
www.last.fm
it needs to stop displaying "injured" at 50+ health. heal me NOW dammit. not when im "critical".

how about medics get a vacuum so they can liposuction specimens to death. :p
 

slack or die

FNG / Fresh Meat
May 18, 2009
10
0
0
I would just be happy with a syringe that doesn't need to reload (animation, not recharge). Maybe even have the run speed of a knife, so I don't have to run ahead of teammates to heal them
 

Punkster

FNG / Fresh Meat
Jun 11, 2009
31
0
0
i think this idea should be given to the commando instead. coz atm it's probably the least useful perk in the game.
 

omarfw

FNG / Fresh Meat
Jun 13, 2009
2,502
85
0
Here Be Dragons
www.last.fm
Commando's are not about stunning things. They are about plain old shooting everything before anyone else can shoot it. They aren't heavy damage dealers, they aren't speedy or tankers. They are just balanced. If you don't like playing as the middle ground man, then don't play as a commando.

Besides there's a ton of other potential upgrades for the commando that are better. not some gay *** tazer.
 

Skunkee

FNG / Fresh Meat
Jun 17, 2009
302
2
0
Combat drugs would be cool, but I could imagine a medic trolling sharpshooters by drugging them so their screen shakes and they can't aim very well.

Also, it seems that your heal bonus also applies to the person injecting themselves ( as a medic, nobody ever thinks to heal me unless I'm nearly dead :/ ), would they themselves get the drug bonus and turn into tanks driven by the bionic commando?

How about a different effect for each class? These effects can only be on you if applied by a teammate medic (self medicating will NOT add the medic bonus to yourself).

Berserker- Screen turns red, but not as harsh as when you are at critical health, swing speed +10% and melee damage +15% for 15 seconds

Commando- Rate of fire increased by 35% and everything becomes brighter for 15 seconds. Reload speed further increased by 5% during this time as well.

Firebug- Run speed increased by 25% for 15 seconds. Screen becomes slightly shaky due to effects of adrenaline. This allows the firebug to run at a crowd, light them up, and run away easier.

Sharpshooter- Intense focus. Iron sight zoom on Lever action rifle and handcannon just like the crossbow zoom. Enemy heads glow red similar to the stalkers appear to commandos. Effect lasts 15 seconds.

Medic- Temporary maximum health increase for 20 seconds. The Medics temporary health max goes up to 150, allowing for greater survivability. While under the effects of this health increase the temporary health will tick down by 1 per second until it reaches 100, where it will stop. You don't instantly go up to 150 health from one syringe shot. The heal does as much as it normally does, but if the health is already full then whatever the overheal amount is it will add that on as temporary health, not exceeding 150.

Support- Since this class seems to be the topic of debate on how powerful it is, run speed increased by 15% for 15 seconds. Screen becomes shaky, like the firebug drug effect.

Comment away.
 

Griever

FNG / Fresh Meat
Jun 16, 2009
419
2
0
Finland
Also when u play as Medic, if someone on ur team is very injured (critical?) or about half hp, the name of the injured team mate could blink on the screen who is playing as medic. i mean some kind of warning. just a suggestion.. nice little feature ay?..:)

Combat drugs would be cool, but I could imagine a medic trolling sharpshooters by drugging them so their screen shakes and they can't aim very well.

Also, it seems that your heal bonus also applies to the person injecting themselves ( as a medic, nobody ever thinks to heal me unless I'm nearly dead :/ ), would they themselves get the drug bonus and turn into tanks driven by the bionic commando?

I wasn't even thinking bout that. Since the drugs have the negative side effects, especially for SHARPSHOOTERS, it would bring lots of trollers and griefers. Any suggestion how to prevent it? Maybe an item u pass to other team mate..? (Yes... it may sound like passing pills on l4d...)
.
.
better suggestions :)??


But still.. My point is medic needs to be changed.. Every class is a medic right now... Medic class should be change to "sprinter" or "fast feet" or "speed hacker" or something... cmon u all know it..
 
Last edited:

Skunkee

FNG / Fresh Meat
Jun 17, 2009
302
2
0
Also when u play as Medic, if someone on ur team is very injured (critical?) or about half hp, the name of the injured team mate could blink on the screen who is playing as medic. i mean some kind of warning. just a suggestion.. nice little feature ay?..:)

That's not a bad idea. Like the medic in Team Fortress 2 (or like the commando in this game), you can see a flashing cross icon or something from people who use the "MEDIC!" hotkey.