Why is the medic SMG useless?

  • 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/

flashn00b

Active member
Feb 1, 2011
793
80
28
I'd say that the Medic SMG is pretty viable with its current balancing. Thanks to the Clot's 1.5x weakness to SMGs, it's... pretty much a 3 block MP7 that doubles as a healing weapon (which is still better than the MP7+MedPistol's combined 5 blocks)
 

The_Pharoah

Member
Aug 30, 2011
189
25
18
don't forget, with the SMG you have a 40 round mag with a high RoF but the reloading animation is almost like you're changing a belt fed machine gun rather than popping out a mag and popping a new one in. All I'm saying is that, on its one a lot of these factors are offset by others...but when you combine them esp on SUI/HOE at higher levels ie. low damage SMG (you can't always hit heads), long reload animations, high ROF with smallish mag.....you're constantly spending time trying to reload and NOT be shredded by the zeds that are targeting you. Like i always say...you can't heal anyone if you're dead.
 

TheAphabet

Active member
Mar 17, 2017
349
37
28
28
I still don't understand why players treat Medic like it's a combat class.

Maybe it makes sense to argue buffing the medic SMG for SWAT, but I have not once as a Medic thought "oh gee, won't it be nice if I can shred a roomful of Zeds", especially since the Medic is the one class with no passive damage bonuses to their weapons.

The pistol and SMG primary fire on Medic are there to deter Zeds that are targeting you, and gun melee stumble is just as useful to create breathing space. If you prefer clearing Zeds instead of keeping your team alive with the SMG, go SWAT or Survivalist.
 
Last edited:

Gladius

FNG / Fresh Meat
Oct 4, 2011
1,456
83
0
TheAphabet;n2304316 said:
the Medic is the one class with no passive damage bonuses to their weapons.
That is absolutely irrelevant. Passive or not, it's doesn't matter. What matters is how much damage the medic can do with his weapons and that is fairly enough imho. If anything then medic should get nerfed at his survivability because that is absurd how much this perk can tank. The damage resistance on low health is stupidly overpowered. +50% damage resistance, plus +75% armor bonus. On top of that faster movespeed and faster self healing. Now you are asking for weapons that can speedkill large zeds. Like medic wouldn't be op enough.
 

DemodiX

FNG / Fresh Meat
Jan 29, 2013
24
0
0
26
Gladius;n2304335 said:
That is absolutely irrelevant. Passive or not, it's doesn't matter. What matters is how much damage the medic can do with his weapons and that is fairly enough imho. If anything then medic should get nerfed at his survivability because that is absurd how much this perk can tank. The damage resistance on low health is stupidly overpowered. +50% damage resistance, plus +75% armor bonus. On top of that faster movespeed and faster self healing. Now you are asking for weapons that can speedkill large zeds. Like medic wouldn't be op enough.

50% damage resistance != immortality and useless when you play with a team. Damage of medic weapons for me is fine, I need only tactical reload.
 

Gladius

FNG / Fresh Meat
Oct 4, 2011
1,456
83
0
DemodiX;n2304336 said:
50% damage resistance != immortality and useless when you play with a team.
Why should it be useless when playing with a team? It is absurdly overpowered when a player knows how to utilize that feature. I know someone who specialized in (ab-)using this to carry random teams that are total garbage and wouldn't make it past wave 3 without him. Medic is op. No question about it.
 

DemodiX

FNG / Fresh Meat
Jan 29, 2013
24
0
0
26
Gladius;n2304339 said:
Why should it be useless when playing with a team? It is absurdly overpowered when a player knows how to utilize that feature. I know someone who specialized in (ab-)using this to carry random teams that are total garbage and wouldn't make it past wave 3 without him. Medic is op. No question about it.

Self buffing is superior with first L-side skill. If someone stand last one alive as medic - he is not doing his job right. Funny thing is that you said about overpowered medic and keeps silence about pretty balanced zerker.
 
Last edited:

DemodiX

FNG / Fresh Meat
Jan 29, 2013
24
0
0
26
Gladius;n2304348 said:
You didn't answer my question.

Because you being more mobile when healing with first L-side skill, why, you can ask. Because you buffing yourself and more darts you shoot - more buff you receive, not just constant 50% resistance with 50 hp left and only self healing by syringe, but 30% speed bonus, 30% resistance bonus and unreliable, but fine 20% damage bonus with 10% self healing per dart heal shot. All you need is keep on healing. R-side skill is obviously not worth it.
 
Last edited:

Gladius

FNG / Fresh Meat
Oct 4, 2011
1,456
83
0
Again: I asked you why you believe the damage resistance would be "useless when playing with a team". I didn't ask you for your personal preferances in skill selections.
 

DemodiX

FNG / Fresh Meat
Jan 29, 2013
24
0
0
26
Gladius;n2304353 said:
Again: I asked you why you believe the damage resistance would be "useless when playing with a team". I didn't ask you for your personal preferances in skill selections.
I'd give you a reason why. Just read it from another point of view, not from point of "R-side skill is mandatory".
By the way use quotes please, I want to see notifications for your answers, thanks.
 

Gladius

FNG / Fresh Meat
Oct 4, 2011
1,456
83
0
I didn't say something would be mandatory. I said that a +50% damage resistance in combination with other traits is borderline overpowered. When the medic is blocking with a pulverizer he can get beaten around all day. Then you said that damage reduction would be "useless when playing with a team". I asked you why and you tell me something why you personally like that other trait better. You still didn't answer my question and at that point I will stop asking.
 

silverlighted

FNG / Fresh Meat
Apr 19, 2013
883
10
0
The_Pharoah;n2304305 said:
...All I'm saying is that, on its one a lot of these factors are offset by others...but when you combine them esp on SUI/HOE at higher levels ie. low damage SMG (you can't always hit heads), long reload animations, high ROF with smallish mag.....you're constantly spending time trying to reload and NOT be shredded by the zeds that are targeting you...


Why are you writing as though you're the only one who plays on sui+hoe?

As I also responded to your comments on discord, perhaps medic isn't the perk for you. That wasn't intended to be a slight. It was just an observation. Kinda like how gunslinger is not the perk for me, so I do not play it on Sui+HOE and I most certainly do not relentless claim that recoil should be reduced and damage should be heightened for the dualies.

You bring up these personal issues that you have with the class and whenever someone says something (or even produces charts with numbers), you either go into circles or you ignore them entirely in order to repeat yourself. If you have issues controlling your fire, your recoil, and aiming, that's fine. But it's not fair to blame the class and weapon for those shortcomings.

Gladius;n2304335 said:
...What matters is how much damage the medic can do with his weapons and that is fairly enough imho...

Basically this.
 

TheAphabet

Active member
Mar 17, 2017
349
37
28
28
Gladius;n2304335 said:
That is absolutely irrelevant. Passive or not, it's doesn't matter. What matters is how much damage the medic can do with his weapons and that is fairly enough imho. If anything then medic should get nerfed at his survivability because that is absurd how much this perk can tank. The damage resistance on low health is stupidly overpowered. +50% damage resistance, plus +75% armor bonus. On top of that faster movespeed and faster self healing. Now you are asking for weapons that can speedkill large zeds. Like medic wouldn't be op enough.

If you read my post in it's entirety, I'm actually saying that "medic isn't designed to be a Zed killer".

It is relevant since it means the Medic, unlike other classes, cannot rely on firepower to support their team. Instead, by healing and "boosting" the teams health pool, the medic by healing (and buffs) alone already generates additional players worth of firepower.
 
Last edited:

oldmidget

FNG / Fresh Meat
May 8, 2015
1,506
92
0
if we wana get specific with medic strats.

the carnival map at the wing, just keep getting hit down to ~50hp and ur basically invcincible and your aqrmor lasts wicked long. full buff spec means you can get out of dodge quick with a self heal+ 1-2 mednade heals.

the swing also protects you from zeds. if people go demo/firebug its insane looney tune action. sharpshooters need not apply.
 

Gladius

FNG / Fresh Meat
Oct 4, 2011
1,456
83
0
The only thing I could imagine to improve the medic SMG is giving back its (projectile) stumble power.
 

Gladius

FNG / Fresh Meat
Oct 4, 2011
1,456
83
0
TheAphabet;n2304402 said:
If you read my post in it's entirety, I'm actually saying that "medic isn't designed to be a Zed killer".

It is relevant since it means the Medic, unlike other classes, cannot rely on firepower to support their team.
I read that and I answered you where your misconception is. It's simply not true that the medic perk "isn't designed to be a Zed killer". It doesn't have on-perk weapons for speedkilling large zeds but that doesn't matter much because he can utilize off-perk weapons and/or kite the big ones with a survivability that even outshines that of the zerk. I have seen many times that medic players were leading the score board. And if the medic perk would be just about being a healing bot, that overpowered survivability wouldn't be needed.
 

Watcher-45

FNG / Fresh Meat
Jun 6, 2015
212
19
0
Gladius;n2304335 said:
What matters is how much damage the medic can do with his weapons and that is fairly enough imho.

Now you are asking for weapons that can speedkill large zeds. Like medic wouldn't be op enough.

I don't think anyone wants a medic than can solo a Scrake on 6-man Suicidal, but what I DO want is a medic that doesn't need an entire SMG magazine to take out a single gorefiend. Is that too much to ask?


If the medic is already OP because of his damage resistances, it's obvious that those stats should be nerfed. But when I play as medic it feels like doing chores, it's not always a fun class to play, and most of it comes down to me struggling to defend myself even semi-adequately. I can't heal my team while a pack of gorefasts are trying to face-rape me, and they won't be put down by a few well controlled bursts, so I end up back-pedaling half way around the area while spending a few mags before I can get back to my main task of darting friendlies.
Once I get to the AR I feel like I am well defended and can then focus on healing, dispatching a small horde isn't an exercise in hosing sponges with that weapon. It's even decent against the odd bloat/siren/husk. Until then? It can be very frustrating with the SMG to handle anything but clots and crawlers.
 
Last edited:

Gladius

FNG / Fresh Meat
Oct 4, 2011
1,456
83
0
Watcher-45;n2304467 said:
but what I DO want is a medic that doesn't need an entire SMG magazine to take out a single gorefiend. Is that too much to ask?
When you need a whole 60 round magazine to hit a gorefiend 8 times in the head, then maybe the SMG is just not for you.

6pHoEshots-to-kill
Cyst1
Clot1
Slasher1
Crawler1
Stalker2
Gorefast3
Albino Clot5
Gorefiend8
Siren9
Bloat14
Husk17
Scrake84
Fleshpound172


When you have to rely on the SMG to be your heavy duty zed killer, then maybe there is something unbalanced in your loadout besides your and your teammates ability to score headshots and speedkill enough zeds before getting pushed out of your holding position.

When I play medic I usually save up dosh until I can afford the medic rifle, which is usually at the third trader. For me the pistol is usually enough for wave one and two. I look at the medic SMC as a three block weighting healing device. I use it when I have those three blocks free and not when I need to get a weapon that can speedkill medium and large zeds. There are better options for 650 dosh. For 296 dosh I can have a topped off Winchester 1895 with 96 rounds. For 655 dosh I can have a Deagle including 77 rounds. And for 650 there is the SPX Centerfire including 30 rounds and 250 more dosh to top it off to 80 rounds. Got problems hitting the head? Get a boomstick for 650 including 24 rounds.
 

Watcher-45

FNG / Fresh Meat
Jun 6, 2015
212
19
0
Gladius;n2304485 said:
When you need a whole 60 round magazine to hit a gorefiend 8 times in the head, then maybe the SMG is just not for you.

When the gorefiend actively blocks headshots more often than not you start going for the gut. Base body health of the gorefiend is 400, the SMG can deal 600 damage per magazine. Factor in misses because I'm human, it's about a mag per gorefiend.
Nobody is 100% accurate. It's easy to look at numbers on paper and see what is ideal and what is possible, but it's not reality.


I often try to save for the AR or even the shotgun from the beginning, but what ends up happening to me more often than not is I just barely can't afford what I need, so all I did was delay myself and end up in later waves with starter guns. Or best case I can afford the gun itself but not the ammo so I end up running away most of the round instead of contributing.
And of course hardly anyone actually donates in pubs...

And as a rule I don't like playing off-perk.
If the medic plays better with a Winchester, or a Deagle, or an SPX, or a Boomstick as a tier 2 instead of HIS OWN tier 2, something is wrong. Do you not agree?
 
Last edited: