Are You Going to be a Medic?

Post » Fri May 27, 2011 3:57 am

Finally, a healing class that doesn't fall down if the enemy sneezes too hard. Now my guns can sing alongside everyone else's!

ARE YOU READY TO HEAL THESE BROTHERS?!
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Paul Rice
 
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Post » Fri May 27, 2011 10:09 am

Finally, a healing class that doesn't fall down if the enemy sneezes too hard. Now my guns can sing alongside everyone else's!

ARE YOU READY TO HEAL THESE BROTHERS?!


"I am ready!"

"Then let's heal this."
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Sarah Kim
 
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Post » Fri May 27, 2011 2:01 am

I'm going to be Medic/Operative.

They both fit my playstyle well, depending on my mood at the time.
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Michelle Smith
 
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Post » Fri May 27, 2011 8:09 am

Take a look at my sig :hubbahubba:
The only thing I was wondering, would it be a good idea to use a light medic?
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Sarah Knight
 
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Post » Thu May 26, 2011 10:54 pm

Take a look at my sig :hubbahubba:
The only thing I was wondering, would it be a good idea to use a light medic?

War for Cybertron's Scientist class says yes.

I was a Medic in that game, which meant the lowest health by far, and the greatest mobility by an even large margin. Sounds like a Light to me.

Avoid direct confrontation where possible.

Get in, patch your friends up, hand out your revives, and vanish while the enemy's still trying to work out what you're doing.
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Ross Thomas
 
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Post » Fri May 27, 2011 2:53 am

I would be happy to play as a medic, but as you can see everyone is ready to help the team by reviving and healing. So I guess my choice will be a soldier you know: Someone has to get the job done :D
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Lakyn Ellery
 
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Post » Fri May 27, 2011 7:07 am

I have decided I am going to attempt a "medic" class character that does not fill the role of a medic.

... the fu- ... :wacko:

Get in, patch your friends up, hand out your revives, and vanish while the enemy's still trying to work out what you're doing.


Please, forgive me if I'm wrong, but I'm sure it will pretty darn obvious what you're doing...
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Lloyd Muldowney
 
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Post » Fri May 27, 2011 6:53 am

Please, forgive me if I'm wrong, but I'm sure it will pretty darn obvious what you're doing...

You're obviously not moving fast enough then.

I could get away with speed-healing in front of enemies in War for Cybertron EVEN THOUGH I HAD A MASSIVE BLUE BEAM BETWEEN ME AND THE GUY I WAS HEALING...
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Michelle davies
 
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Post » Fri May 27, 2011 5:51 am

Yeah, but there is a difference between them not doing anything about you and them not noticing what you're doing...
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Zach Hunter
 
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Post » Thu May 26, 2011 11:15 pm

The Operative is overrated with a Resistance http://www.google.co.uk/imgres?imgurl=http://brink.neoseeker.com/w/i/brink/d/d5/Brink_Resistance.jpg&imgrefurl=http://brink.neoseeker.com/wiki/Resistance&usg=__pHh4shrnFREDoq92VVCjlnyL94U=&h=91&w=106&sz=4&hl=en&start=0&zoom=0&tbnid=mg_I7YO7ILPw6M:&tbnh=72&tbnw=84&ei=vKm-TYbpI8Ki8QOClvjHBg&prev=/search%3Fq%3Dbrink%2Bresistance%2Blogo%26um%3D1%26hl%3Den%26rlz%3D1T4ADBR_enGB324GB324%26biw%3D1003%26bih%3D519%26tbm%3Disch&um=1&itbs=1&iact=rc&dur=687&page=1&ndsp=15&ved=1t:429,r:0,s:0&tx=38&ty=30
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Heather Stewart
 
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Post » Fri May 27, 2011 7:28 am

I think light medic might be a defensible strategy if you're playing buddy with another medic, actually keep on your feet, have weapons with good accuracy/distance, and/or have the self rez ability at later levels. Otherwise a dead medic is about as useful as another hole in the head.
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Robert Jackson
 
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Post » Fri May 27, 2011 9:09 am

I concur, a light medic on his own on a team would not be able to cope, but if there was a medium or heavy medic and one light one then that could be very effective. The medium or heavy medic could stay around the centre of the action while the light SMARTs around getting to people in difficult, or 'off-the-beaten-track' places. ^_^
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Amy Siebenhaar
 
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Post » Fri May 27, 2011 7:55 am

Yeah, but there is a difference between them not doing anything about you and them not noticing what you're doing...

They didn't notice in time to do anything about it, which is kind of my point.
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Adrian Morales
 
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Post » Thu May 26, 2011 11:07 pm

"Real mean blow sh*t up!" haha

Im going to do the challenges when I first get the game to get a feel for the classes and unlock some stuff. But I think Im gonna start out at a medium soldier/engy or engy/ soldier. Although medics are great I want my main to be a dual class with both offensive and defensive abilities (objective-wise)

Once I unlock the heavy body Ill make a heavy Medic / soldier but until then Im thinking the medic will be mostly untouched.

Finally ill make a light operative/engy or operative/medic because I feel like if you are going to be an operative, you should definitely be a light.
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D IV
 
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Post » Fri May 27, 2011 3:02 am

... the fu- ... :wacko:


Adrenaline: temporary invincibility buff, but you take all damage at the end. can't self apply
Transfer supplies: gives one of your supplies to a teammate
Supplies buff: makes your supplies regen quicker (unconfirmed)
Fleet of Foot: boosts sprint speed
Improved life buff, cannot be used on yourself

The medic (as far as we know right now) has a collection of non healing buffs that he can hand out. I plan on developing a character that fits directly into the "buffer" role using some variety of these abilities. Due to the even ability of any class in basic combat I simply won't treat him as a medic and instead as a frontline fighter with buffing abilities just like the soldiers and engineers who focus on buffing. It allows a collection of buffs normally attached to the doctors to be present frontline without risking the life of the doctors.

He'll likely be a heavy, but we'll see how it goes. I suspect he'll be a good addition to certain play groups, although he may take flak from players that assume the medic class must be a doctor.
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Jodie Bardgett
 
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Post » Thu May 26, 2011 10:20 pm

Adrenaline: temporary invincibility buff, but you take all damage at the end. can't self apply
Improved life buff, cannot be used on yourself

These two are direct "standard FPS Medic" specialties.

The first for obvious "temporary invincibility = health-related" reasons, even though it does mean a pretty much guaranteed incap at the end in most situations where it's useful. But if you're a Medic, you'll be able to toss him a res if you have the supplies to spare. The second ability is "restore health + 2 extra pips" - I'd call that standard Medic behaviour.

Sorry to burst your bubble, but you'll be playing Medic. Maybe not a conventional Medic, but you'll still be doing mostly what people expect you to be doing.
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Lalla Vu
 
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Post » Fri May 27, 2011 5:19 am

Adrenaline: temporary invincibility buff, but you take all damage at the end. can't self apply
Transfer supplies: gives one of your supplies to a teammate
Supplies buff: makes your supplies regen quicker (unconfirmed)
Fleet of Foot: boosts sprint speed
Improved life buff, cannot be used on yourself

The medic (as far as we know right now) has a collection of non healing buffs that he can hand out. I plan on developing a character that fits directly into the "buffer" role using some variety of these abilities. Due to the even ability of any class in basic combat I simply won't treat him as a medic and instead as a frontline fighter with buffing abilities just like the soldiers and engineers who focus on buffing. It allows a collection of buffs normally attached to the doctors to be present frontline without risking the life of the doctors.

He'll likely be a heavy, but we'll see how it goes. I suspect he'll be a good addition to certain play groups, although he may take flak from players that assume the medic class must be a doctor.

Buffing sounds really good. With buffing, Medics can definitely be frontline fighters, for sure. And, in a shooter, that's great. :happy:

Just.... don't forget to heal/revive an occasional dude, alright, lol?

Because I'm pretty sure Medics are........doctors. Unless I'm wrong with the definition....? :sweat:
*goes to look up Medic on internets* "A medical corpsman who dispenses first aid at combat sites", "informal title for: doctor", "A member of a military medical corps", "medical student/intern".
Ah, okay. So I'm not mistaken, lol. :laugh:
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Jason White
 
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Post » Fri May 27, 2011 2:37 am

One of the main reasons I shy away from healing classes, be it in FPS' or MMOs, is whenever someone dies it's always your fault and yours alone. No! It's not their fault that they charged headfirst into oncoming fire. No! It's not their fault they jump around like an idiot and take enough fall damage to die. It's yours, and yours alone.
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Nicole M
 
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Post » Fri May 27, 2011 10:35 am

One of the main reasons I shy away from healing classes, be it in FPS' or MMOs, is whenever someone dies it's always your fault and yours alone. No! It's not their fault that they charged headfirst into oncoming fire. No! It's not their fault they jump around like an idiot and take enough fall damage to die. It's yours, and yours alone.


Meh, that's just people acting idiotic. It's human nature, can't stop that, really. -_-

I would just leave the group or tell them that I would not heal them the next time around, lol. :tongue:

BTW: I am going to play the Medic class because I usually play Healer/Medic roles in video games whenever I can. (Usually I play RPG's that have healer classes).
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Lil Miss
 
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Post » Fri May 27, 2011 7:50 am

Buffing sounds really good. With buffing, Medics can definitely be frontline fighters, for sure. And, in a shooter, that's great. :happy:

Just.... don't forget to heal/revive an occasional dude, alright, lol?

Because I'm pretty sure Medics are........doctors. Unless I'm wrong with the definition....? :sweat:
*goes to look up Medic on internets* "A medical corpsman who dispenses first aid at combat sites", "informal title for: doctor", "A member of a military medical corps", "medical student/intern".
Ah, okay. So I'm not mistaken, lol. :laugh:


Actually I wasn't even planning on taking healing/revive options (since we only get three active abilities) to increase the number of buffs I can perform, but we'll see how the options fall.

And yes, "medic" generally would be connected to doctors (although I think we have had this discussion before) but much like "soldier" that goes to a class naming issue on the part of SD. People will assume medics are for healing and soldiers are for fighting, when both have other purposes entirely.

Think of me as a retribution Paladin, rather than a healer.
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Khamaji Taylor
 
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Post » Thu May 26, 2011 10:01 pm

One of the main reasons I shy away from healing classes, be it in FPS' or MMOs, is whenever someone dies it's always your fault and yours alone. No! It's not their fault that they charged headfirst into oncoming fire. No! It's not their fault they jump around like an idiot and take enough fall damage to die. It's yours, and yours alone.

One of my best friends plays a healer in WoW (full-spec Holy Priest) and has had that problem a couple of times when she's put into random groups. Usually it's her saying "guys, only draw 2 - 3 of those enemies, they'll wipe us if you get more than that at once" *everyone rushes in and dies*

"Why didn't you heal us?"

"I did, until I realised you had drawn, like, a dozen of the creatures our party can barely handle 3 of. If I kept healing, I'd have died too."

"**** YOU!"

"So you'd prefer to play the instance with NO healer? Your call." *drops from party and leaves*
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luke trodden
 
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Post » Fri May 27, 2011 9:47 am

Actually I wasn't even planning on taking healing/revive options (since we only get three active abilities) to increase the number of buffs I can perform, but we'll see how the options fall.

And yes, "medic" generally would be connected to doctors (although I think we have had this discussion before) but much like "soldier" that goes to a class naming issue on the part of SD. People will assume medics are for healing and soldiers are for fighting, when both have other purposes entirely.

Think of me as a retribution Paladin, rather than a healer.

I'm kind of confused...? :(
So, would the buffs prevent deaths from happening or are you leaving the healing to another Medic in the group or something? :huh:

I mean, I get buffing is good (I've played RPG's, so buffs and de-buffs are great), but someone has has to revive dead people (and someone WILL die somehow, someway, unless you are super-team or something) somewhere. I guess, you would be relying on another Medic in the group?

I think would be a nervous wreck with a Medic who's not healing/reviving---but that's just ME, though. I always have played single-player in games, so I often have to rely on my AI teammates or myself to heal/revive (usually myself after awhile) and it would be game over if I, the only player, die, so I don't know much about online play works, so maybe online play is much different lol! :D

Regarding the soldier thing: Soldiers can blow up things and supply ammos and....shoot and throw molotovs.
So they are fighting because that's what the majority of abilities are made up of---fighting. If a soldier is not doing any of that, then is he not doing his job/objectives?
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Tasha Clifford
 
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Post » Fri May 27, 2011 1:26 pm

Actually I wasn't even planning on taking healing/revive options (since we only get three active abilities) to increase the number of buffs I can perform, but we'll see how the options fall.

And yes, "medic" generally would be connected to doctors (although I think we have had this discussion before) but much like "soldier" that goes to a class naming issue on the part of SD. People will assume medics are for healing and soldiers are for fighting, when both have other purposes entirely.

Think of me as a retribution Paladin, rather than a healer.

Healing and revive options are part of the Medic's basic kit, not active abilities.

And as I mentioned earlier, the health buffs are a bonus health pip or two AND a full heal. So if you're giving those out, YOU WILL BE HEALING PEOPLE.
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marina
 
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Post » Fri May 27, 2011 4:18 am

Healing and revive options are part of the Medic's basic kit, not active abilities.

And as I mentioned earlier, the health buffs are a bonus health pip or two AND a full heal. So if you're giving those out, YOU WILL BE HEALING PEOPLE.


That's what I heard, too. That one of those health buffs does the buff PLUS full health..... Unless the devs changed that recently?

So, maybe Mathonn is not using the health buff? Maybe he's using the other buffs instead? (Since he's avoiding healing/reviving people?)

So confused about non-healing Medic/Healers, lol.
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Trent Theriot
 
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Post » Fri May 27, 2011 2:42 am

So, would the buffs prevent deaths from happening or are you leaving the healing to another Medic in the group or something? :huh:

Regarding the soldier thing: Soldiers can blow up things and supply ammos and....shoot and throw molotovs.
So they are fighting because that's what the majority of abilities are made up of---fighting. If a soldier is not doing any of that, then is he not doing his job/objectives?


Yes, the idea would be that I would not be playing as an actual "medic" and leaving those duties to players such as yourself that would be focused on healing and thus not have as much room for the buffs.

On the soldier subject, people are treating the soldier as the frontline fighter because he's called a "soldier", but the way Brink is setup I could have an engineer, medic, or even op as a frontline fighter due to how the weapons and body types are setup, while taking my soldier and using him as a support role, demolitionist, or even a commando type of character like others intend to play the op.

Classes are simply a way of defining a collection of possible abilities, not a definition of the player's role.

Healing and revive options are part of the Medic's basic kit, not active abilities.

And as I mentioned earlier, the health buffs are a bonus health pip or two AND a full heal. So if you're giving those out, YOU WILL BE HEALING PEOPLE.


As I understand the current game setup we get three active abilities per class, active being those abilities that we can actually use via button press. The basic kit comes with active abilities but those abilities can be replaced by other abilities if we so choose.

Adrenaline: temporary invincibility buff, but you take all damage at the end. can't self apply
Transfer supplies: gives one of your supplies to a teammate
Supplies buff: makes your supplies regen quicker (unconfirmed)
Fleet of Foot: boosts sprint speed

Those are 4 of the abilities we are currently speculating about, all of which appear to be active abilities and thus any combination of the 3 would take up my three active slots, leaving no room for a heal, revive, or even the increased health buff (all of which would have to be active because you have to press the button for them to happen).

So, maybe Mathonn is not using the health buff? Maybe he's using the other buffs instead? (Since he's avoiding healing/reviving people?)

So confused about non-healing Medic/Healers, lol.


Pretty much. Don't think of it as a non-healing healer, start from scratch without thinking about what "medic" means. Look at the abilities available to the class and treat it as an opposing specialization of the class.

RPG Priests generally have different spec trees, most end up as healers because the general public insults and abuses a Priest that can't heal, but that doesn't mean that another type of Priest isn't useful provided that there is someone else present to take on the healing duties.
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Oceavision
 
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