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.