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Old 01-18-2007, 01:00 PM   #16 (permalink)
 
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Re: Validity of waiting for the medic?

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Sounds like a fun mod experiement. Take away medic weapons...

... and watch in mock surprise as all medic cries go unheard.
Yeah, I think it would be cool if their was one platoon officer and one platoon medic.

Players could vote to kick them off just like a CO.


Much like the CO, the Platoon medic would be able to talk to SLs.

But with all the fast pace action, they would get tired of SLs yelling at them over VOIP for a revive that they have no way of getting to.

Yeah, the medic kits are really powerful. Those guys are like vampires out there.

Ohh, and the roaming medic squads are the worst. The nice thing about PoE2 is the medics have smoke. Much, much better.
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Old 01-18-2007, 01:04 PM   #17 (permalink)
 
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Re: Validity of waiting for the medic?

Nades would make medics too much like assault for my tastes. I hated that in BF2 that the assault class was basicly the medic. We worked hard to prevent that by making the medics gun not as good and taking away his nads... err nades.
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Old 01-18-2007, 01:11 PM   #18 (permalink)
 
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Thumbs up Re: Validity of waiting for the medic?

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Nades would make medics too much like assault for my tastes. I hated that in BF2 that the assault class was basicly the medic. We worked hard to prevent that by making the medics gun not as good and taking away his nads... err nades.
Thanks for doing that. I think PoE2's wise use of frag limitations really helped it out here at TG.

I remember when we first started playing it and someone said, "Support does not have frags..." Then it hits him and me when he says. "That's propably a good thing."

That it was.

I rarley played support, but on the EU pack I picked up a kit once and really went to town with the frags. It was amazing, I literally never ran out. I soon went back to assault kit detail.
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Old 01-18-2007, 02:54 PM   #19 (permalink)
 
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Re: Validity of waiting for the medic?

Nades are great to have and if we had access to the unlock kits, then we could make more kit options that would have more nade options... for example an assault guy who loses his nade laucher for nades or a support player who loses his ammo bag and gets some other toys. If only...
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Old 01-18-2007, 03:59 PM   #20 (permalink)
 
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Re: Validity of waiting for the medic?

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Nades are great to have and if we had access to the unlock kits, then we could make more kit options that would have more nade options... for example an assault guy who loses his nade laucher for nades or a support player who loses his ammo bag and gets some other toys. If only...
I'm very happy with the kits exactly as they are. It kills me to not have nades as a support guy, but every time I reach for them I realize that the game is better when I don't have them.
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Old 01-18-2007, 06:37 PM   #21 (permalink)
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Re: Validity of waiting for the medic?

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Sounds like a fun mod experiement. Take away medic weapons...

... and watch in mock surprise as all medic cries go unheard.
Or the number of shockpaddle kills increases dramatically
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Old 01-18-2007, 07:10 PM   #22 (permalink)
 
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Re: Validity of waiting for the medic?

valid tactic sometimes its not worth to go for a revive and if you try to revive and get blown away well then you better use another strategy
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Old 01-18-2007, 09:57 PM   #23 (permalink)
 
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Re: Validity of waiting for the medic?

I think he wanted clarification on how to take out that careless medic. I don't have a problem any way you try to kill the medic. That's why they have smoke. And if you say to keep the cross hair aimed on the dead, you're still not going to know when to start shooting through the smoke. Plus there's no accuracy.
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Old 01-19-2007, 01:45 PM   #24 (permalink)
 
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Re: Validity of waiting for the medic?

meh this tactic only applies to crappy medics
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Old 01-19-2007, 06:32 PM   #25 (permalink)
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Re: Validity of waiting for the medic?

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I'm very happy with the kits exactly as they are. It kills me to not have nades as a support guy, but every time I reach for them I realize that the game is better when I don't have them.

Couldn't agree with you more icky! If all kits had nades, it would weaken game play...
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Old 01-19-2007, 06:38 PM   #26 (permalink)
 
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Re: Validity of waiting for the medic?

I love the grenades... It's such a surprise too when only one kit has them...

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Old 01-19-2007, 06:58 PM   #27 (permalink)
 
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Re: Validity of waiting for the medic?

I am so suprised at the apparent lack of respect for medics in this thread. I bet all of you people that talk bad about medics always play Spec ops or Assault: "Kill the guy that shoots the person you are attempting to revive then throw smoke on his body. It is so easy! Why can't you guys do it?"

Great guys! I can really accomplish that when I am playing an FPS game that has 63 other people on the server with them all dieing around me, 2 smoke grenades and a 15 second window to revive. Sure, I will get right on that!

Stupid medic. jeez, they can only manage to save my life 10 times a map while I do nothing but shoot my 1337 grenade launching tube at people.

Show some repect to those that save you. I think I am just going to stop play medic for now on.
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Old 01-19-2007, 07:02 PM   #28 (permalink)
 
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Re: Validity of waiting for the medic?

Ha, Join the dark side Gahlas! York when he is running a squad on the other side actually cheers over teamspeak whenever he takes down the opposing medic. We know how important their role is in the 5th.

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Old 01-19-2007, 07:03 PM   #29 (permalink)
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Re: Validity of waiting for the medic?

Speaking of medics, a lot of them are giving me gray hairs.

First, watch bleak and hambergler if they are ever medics in your squad. imo they are the best on the server, so ya can learn something from them. Generally, i would say a medic with ~40 teamwork points in an infantry round is a good medic, and over ~65 is a great medic. If you are less than 40, consider getting a new kit :P Ill go over a few things that separate the great from the good and the good from the really bad.

The medic is arguably the most important kit, and every squad--except one that may be on defense a lot--should have two. Too many SLs never even mention anything to their squad about having a medic, and it results in a lot of needless dying and therefore less efficiency and fun. The most important thing for a medic to do is realize that he IS a medic. Once you do that, you can properly do your job.

Being a medic means you aren't the brunt of every assault. Instead, try to stay behind your squad. Once you see someone go down, pop some smoke on him and shock paddle him. Then run behind the lines again and repeat. This is very effective for capping a flag as well. If at least 2 of your regular kit SMs are on the flag, stay off the flag. Hopefully smoke is already on the flag, and when you see someone go down, its an easy revive. Also, while you are getting the revive and running away, you are flag capping. Once you are in this mindset, you dont have to hover around the SL and ONLY revive him. You can actually do the entire squad and not put your SL in too much risk. If your squad members are dying because you arent reviving, there will be too many enemys alive to revive the SL anyway when he is overrun.

A common misconception with being a medic is that you have to be laying prone right on top of the wounded player. This is a great tactic if you enjoy dying and letting the downed player get a great view of it. Instead, you can revive from several feet away. The range on the paddles is pretty significant, so use it. If someone is near cover, you can often revive someone who is out of cover while you yourself are actually in said cover. If you had smoke popped, its rare at best that they will kill him again, especially if the rest of your squad is competent (covering each other and what not. The killer is probably already dead).

Running patterns as a medic are vital, especcialy in infantry maps like fallen. First, know where the enemy is, particularly the ones that your squad has made contact with. Then put yourself in their shoes. What do they see in their ironsights? Which is the best shot they have? Ive always found that the hardest shot is someone running perpendicular to me. I dont know if its because of the BF2 engine or what, but its very difficult to hit. So, if a downed player is dead 20 meters away, position yourself so that on your run for the revive you are perpendicular to the enemy. If you saved up your sprint like you should have been doing, you will live 99% of the time, and smoke will only increase your chances. This is why i get so pissed off when someone doesnt even try for a revive because its "too dangerous". The problem is almost always because the medic 1) Started too late (run AS SOON as the player goes down), 2) Didnt know to run perpendicular, 3) Didnt throw smoke, or 4) Forgot he had paddles, like the bad medic he is, and should immediately switch kits so that Santa will at least consider giving him presents next year.

This is mostly a selfish post, as i hope i get better medics in my squad because of it
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Old 01-19-2007, 07:36 PM   #30 (permalink)
 
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Re: Validity of waiting for the medic?

The only mention I got on medics is that corpses (even enemy) are like these huge buglights for them, they CAN NOT resist to try and paddle a corpse back to life, its a moth to the flame.
Thats why I always lay a C4 pack or claymore inside a corpse
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