Are You Going to be a Medic?

Post » Fri May 27, 2011 3:55 am

Actually, I don't think they can be replaced. Just like the Soldier's ability to plant HE charges and toss ammo is always there, so are the Medic's abilities to heal and revive. It is necessary for them to have those abilities, or they wouldn't be able to complete their main objectives: escorting dudes.

So you can definitely have a buff-centric Medic, but you can't have one that is completely unable to heal and revive. You would still be pretty unique, I think.

Green Mage. :disguise:
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Dan Endacott
 
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Post » Fri May 27, 2011 11:43 am

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.

Ah, okay. I understand now. :) I was worried that you would be the only Medic in the group, lol!
Yes, it all makes sense now, hee. Good, good!

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).

Wait, we can replace the basic abilities, too? I did not know that. Huh...
Still, buffs are great!
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.


Oh, yes! I understand what you are saying now. Yes, yes. With me, you kind of have to talk RPG to me, lol. (I don't play FPS'ses as much, so this RPG talk helps ;) ).

I am kind of doing an offensive healer in Dragon Age: Origins right now. There's a woman I have in my group who is a full-time healer---all
she does is mostly heal. I made myself a healer, but I still put in some offensive abilities as well and let the other lady be the main healer person (since she has the more advanced healing skills that my character doesn't have, since my character doesn't have training for that right now).

In BGII, I made my character a Shapeshifter [werewolf] (under the Priest or Cleric class, I can't remember right now, so long ago) with only one basic healing and buffing spells while having highoffensive werewolf strength, lol. Priests/Clerics classes are supposed to be healer, but I'm like, No, I want to be the big bad werewolf and be the frontline fighter for my group and leave the healing to someone else. :D I also had a team member character who does ONLY Buffs and De-Buffs in another RPG----it really made a difference in having buffs and your enemies having de-buffs.

I LOVE Buffs and De-buffs---especially in RPGs (because it can sometimes mean the difference between life and death)!
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Nathan Maughan
 
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Post » Fri May 27, 2011 4:40 am

Actually, I don't think they can be replaced. Just like the Soldier's ability to plant HE charges and toss ammo is always there, so are the Medic's abilities to heal and revive. It is necessary for them to have those abilities, or they wouldn't be able to complete their main objectives: escorting dudes.


Interesting. I get the HE charge connection, because that is set to the environmental interaction at a certain point (doors that need to be blown) much like the Op's hack and the Engineers turret construction and defusals.

So then are they having both Heal and Res as "environmental interactions"?

Wait, we can replace the basic abilities, too? I did not know that. Huh...
Still, buffs are great!


Possibly not, I'm watching the new Get Smart series now to try and get a better handle on what they count as basic abilities and choice abilities.
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Harinder Ghag
 
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Post » Fri May 27, 2011 3:05 am

Interesting. I get the HE charge connection, because that is set to the environmental interaction at a certain point (doors that need to be blown) much like the Op's hack and the Engineers turret construction and defusals.

So then are they having both Heal and Res as "environmental interactions"?

I'm not 100% sure on the healing, but reviving definitely is. It's something you can just do by interacting with incapacitated teammates rather than an ability that you have to select and activate. I think it might not even take any supply points to revive people, but I'm not sure on that...

Would make sense though, considering that planting charges, repairing/defusing things, and hacking stuff doesn't drain your supplies. It logically follows that the Medic's most basic ability is also "free."
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Prue
 
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Post » Fri May 27, 2011 2:27 am

I love medic classes.

I love them so much I sleep with them.

I literally plug every hole in the medic class.

But really, I'm DEAD set on being a light medic & supporting the team..... I just feel like an asshat if I don't. Supporting the team is in all honesty the most satisfying & rewarding experience in a multiplayer game... it just makes me feel fuzzy on the inside :D I truly mean it when I say throwing yourself into the fire to help a team mate is far more rewarding then a kill.

So! Any fellow "Me's" out there?


The problem with medics, healers, doctors whatever you want to call them every name sounds crappy!
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Skrapp Stephens
 
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Post » Fri May 27, 2011 6:07 am

I'm not 100% sure on the healing, but reviving definitely is. It's something you can just do by interacting with incapacitated teammates rather than an ability that you have to select and activate. I think it might not even take any supply points to revive people, but I'm not sure on that...

Would make sense though, considering that planting charges, repairing/defusing things, and hacking stuff doesn't drain your supplies. It logically follows that the Medic's most basic ability is also "free."


Oh, I didn't realize planting charges doesn't drain my supplies. Huh....Well, if that's true, then yays for my part-time Soldier build! (He's a seperate dude from pure Medic guy)

That's true. If the other classes have one ability/interaction that doesn't drain supplies, then I would assume the Medic would have one, too.

Hmmm.... I will have to re-watch some videos now to find out, lol.
OMG, I can't wait for this game to try out my Medic guy (and my Medic/Soldier guy)! ^_^

EDIT: "The problem with medics, healers, doctors whatever you want to call them every name sounds crappy!"
Um, why are their names cruddy to you? It's what they are called. It's their basic job description is called. It's what they are called in real life....
What would you call them, then? Revivers? Buffers? Whatever's the opposite of a Grim Reaper, lol? Oh, I know! Lifers! .....Wait...
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Victor Oropeza
 
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Post » Fri May 27, 2011 9:29 am

Well.. Whoopidoo, haven't posted in a while :P

Yes, I'll probably play as a Medic, I like healing and reviving people, gives me the sense of having done something big to help the team

But of course I'll play as the other four classes too :P
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casey macmillan
 
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Post » Fri May 27, 2011 4:14 pm

I'm one of the few what I call "Geneva" medics in Battlefield: Bad Company 2. I aim to carry on this tradition in Brink. :)

I'm not normally one for being able to take out a squad of enemies, but like to focus on keeping an eye on all my team mates to ensure that they are in good health. Also helps if you're in a coordinating position.
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Sian Ennis
 
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Post » Fri May 27, 2011 4:59 am

I'm not 100% sure on the healing, but reviving definitely is. It's something you can just do by interacting with incapacitated teammates rather than an ability that you have to select and activate. I think it might not even take any supply points to revive people, but I'm not sure on that...

Would make sense though, considering that planting charges, repairing/defusing things, and hacking stuff doesn't drain your supplies. It logically follows that the Medic's most basic ability is also "free."


Hmm. I find this a little disappointing in a way, I feel like the choice has been removed from class development a little bit, and it removes some of the strategy required from how a medic uses his pips since his powerful abilities could be free.

Returns a certain level of concern to the possibility of Medics tipping the balances a bit more than any other class.

Oh well, I wasn't going to start with my buff medic anyways, so I still have time to watch and see how it turns out.
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leigh stewart
 
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Post » Fri May 27, 2011 12:42 pm

Hmm. I find this a little disappointing in a way, I feel like the choice has been removed from class development a little bit, and it removes some of the strategy required from how a medic uses his pips since his powerful abilities could be free.

Returns a certain level of concern to the possibility of Medics tipping the balances a bit more than any other class.

Oh well, I wasn't going to start with my buff medic anyways, so I still have time to watch and see how it turns out.


Revives are essentially a health syringe given to a downed opponent, and thus, they decrease your supply meter.

No crazy full-team revives... that's what the Lazarus Grenade is for. :celebration:
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yermom
 
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Post » Fri May 27, 2011 1:19 am

Hmm. I find this a little disappointing in a way, I feel like the choice has been removed from class development a little bit, and it removes some of the strategy required from how a medic uses his pips since his powerful abilities could be free.

Returns a certain level of concern to the possibility of Medics tipping the balances a bit more than any other class.

Oh well, I wasn't going to start with my buff medic anyways, so I still have time to watch and see how it turns out.

I don't know about it taking away choice. It is simply the core ability of the class. Soldiers blow stuff up. Engineers fix things. Operatives hack things. And Medics keep people alive. Where you decide to go from there is where the choice and individuality comes into play. But you can't have a class that is incapable of completing his own primary objectives.

Revives are essentially a health syringe given to a downed opponent, and thus, they decrease your supply meter.

No crazy full-team revives... that's what the Lazarus Grenade is for. :celebration:

All I know is that, from what I've seen, primary objectives don't require supplies to complete. And a Medic's primary objective is keeping their escort target alive and limping. Further research is required! *dives into pile of recent Brink videos*
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Emma-Jane Merrin
 
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Post » Fri May 27, 2011 7:49 am

I don't know about it taking away choice. It is simply the core ability of the class. Soldiers blow stuff up. Engineers fix things. Operatives hack things. And Medics keep people alive. Where you decide to go from there is where the choice and individuality comes into play. But you can't have a class that is incapable of completing his own primary objectives.


Not saying huge choice, but it does reduce the openness of the options. It seems like there's a bit more option in spec'ing the other classes when compared to the Medic (if this is true) as the medic's healing abilities are not just "objective" abilities in the same way that the other classes' abilities are.

A soldier can't plant that HE charge anywhere but on the walls that he needs to destroy, the engineer can't just build an MG nest where there aren't parts, Ops can't just walk over to a wall and start hacking, they're all depending on environmental interaction.

It means if I choose to take a buff spec'd medic I still have to heal everybody and their mother as well. Where as if I chose a defensive spec'd engineer I wouldn't need to build turrets and lay mines because I hadn't spec'd that way.
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Ann Church
 
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Post » Fri May 27, 2011 11:04 am

I'm also not sure how well I'm gonna feel as playing medic without people i know.. gave a feeling I'll be taken advantage of.. I want a thank you when I revive you, or heal a TON of your health... I want to know you appreciate me keeping your ass out of hell. :). And I WILL be firing my gun, an killing [censored]es, so if you can't get past that then don't team with me. :rolleyes:
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JeSsy ArEllano
 
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Post » Fri May 27, 2011 2:23 pm

MEDICS UNITED

And I just felt like I had to do that

But we can't put our points into just ONE tree of abilities, no? :P

I don't remember which, but it was either that you have to have atleast 3 in every tree, the rest you're free to spend as you wish or that it was just unwise not to have +abilities in every class.. Eh, who gives a shiet :P

EDIT: Somewhat funny to mess around with the multi-coloured text
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TWITTER.COM
 
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Post » Fri May 27, 2011 1:15 pm

MEDICS UNITE[color=#FE1C1C]D[/color


may i use this as my sig? without the white text of course
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Zualett
 
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Post » Fri May 27, 2011 11:21 am

may i use this as my sig? without the white text of course


You don't have to ask, pal :P

Use it if you want to :)
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Andrew Lang
 
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Post » Fri May 27, 2011 3:56 am

:turtle: :turtle: :turtle: :turtle: :turtle: :turtle: :turtle:
Are you ready to use these?

If you are in the mood for giving out turtles, i've never got one either!
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Logan Greenwood
 
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Post » Fri May 27, 2011 11:17 am

If you are in the mood for giving out turtles, i've never got one either!

Complimentary Hatter frog: :frog:

Confirmed that reviving teammates does require supplies. I now assume that reviving escort targets takes supplies as well. I suppose it makes sense, considering that unlike the other classes' primary abilities, reviving can be spammed. :shrug:
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Jordan Fletcher
 
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Post » Fri May 27, 2011 12:05 pm

Complimentary Hatter frog: :frog:

Confirmed that reviving teammates does require supplies. I now assume that reviving escort targets takes supplies as well. I suppose it makes sense, considering that unlike the other classes' primary abilities, reviving can be spammed. :shrug:


Which would mean that ammo distribution also takes supplies then yes?

Appreciate the research on subject :spotted owl:

You can see where my confusion was sneaking in from though, as the revive/heal needle didn't fit in with the other objective based abilities. Now we know and knowing is half the battle.
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Shiarra Curtis
 
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Post » Fri May 27, 2011 10:01 am

But of course I'll play as the other four classes too :P

There are four total classes, three other than medic. I'm sure it was just an honest typo/error.

Revives are essentially a health syringe given to a downed opponent...


Pretty sure you mean teammate... otherwise that'd be traitorous heresy. ^_^
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Jamie Lee
 
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Post » Fri May 27, 2011 5:10 pm

Which would mean that ammo distribution also takes supplies then yes?

Appreciate the research on subject :spotted owl:

You can see where my confusion was sneaking in from though, as the revive/heal needle didn't fit in with the other objective based abilities. Now we know and knowing is half the battle.

I knew that ammo distribution took supplies. There are two parts to every class's "core" function. The objective part, and the team-helping part. For Soldiers it is charge planting/ammo distributing, for example.

Medics two parts are reviving/healing. Unlike the other classes, both of those abilities can be used on both their objectives and their teammates. I don't think it really imbalances things though, since they are still a support class above all else. Not everybody has the Medic mindset, ya know? The other classes do things, and the Medics merely enable them to do their stuff.
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Chris Duncan
 
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Post » Fri May 27, 2011 8:19 pm

Who needs a medic, needs me!
I'm gonna head-syringe-shot you, brothers!
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R.I.P
 
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Post » Fri May 27, 2011 2:48 pm

I don't know about it taking away choice. It is simply the core ability of the class. Soldiers blow stuff up. Engineers fix things. Operatives hack things. And Medics keep people alive. Where you decide to go from there is where the choice and individuality comes into play. But you can't have a class that is incapable of completing his own primary objectives.

That's how I'm simplifying things and see the classes too, lol. (Better memorization of the classes for me, heh.)

Confirmed that reviving teammates does require supplies. I now assume that reviving escort targets takes supplies as well. I suppose it makes sense, considering that unlike the other classes' primary abilities, reviving can be spammed. :shrug:

Ah, thank you for the confirmation. ^_^
And Medics can also give supplies to others too, yes? (Or was it any class and it's a universal ability? Darn it, I forgot! Brain derp, lol.)
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Samantha Mitchell
 
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Post » Fri May 27, 2011 8:55 pm

Medics bring you back from the gates of hell itself & can single-handedly win the game for the team.

I'm not saying buffing weapons & ammo is bad, just that medic seems 20,000 times more useful.


except they can't, unless the end of the mission is an escort. Most of the time missions will be won by intel or demolitions.... in brink everyone seems to have an equal way of helping each other. Even the operative scouts mines, gives intel, messes with the enemy team, and a bunch of other things to help his team while not being near them. The other 3 give buff to each other which are all important, the soldier gives ammo, the medic gives increased HP, and the engineer buffs weapon damage. Outside of that they all have things they do to win games. Medic's revive players and NPC's to win escort missions. Engineers build emplacements/turrets, escort bots and disarm bombs/mines. Soldiers demolish enemy emplacements and objectives.
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Amanda Leis
 
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Post » Fri May 27, 2011 5:17 pm

I will play as all classes though medic is my second choice if i could only play as one (operative being my first)
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Arnold Wet
 
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