Medics, Assemble!

Post » Fri May 27, 2011 5:15 pm

Hello and welcome fellow medics, I started this topic as a medic myself about general medic gameplay discussion. Post any questions you have to medics. (if you are or aren't a medic) Or just talk about improvements that could be made to medics. New abilities, favorite body type, weapons as a medic, abilities you use as a medic, etc.

So please post ANYTHING about medics here!

Thanks,
NUKAxC0LA
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Fri May 27, 2011 11:48 pm

I love my medic.
love love love omnomnomnom
But keeping the AI's alive is kinda frustrating.

I'm curious if anybody saves their medics exclusively for online play and just use Engineers to rack up xp when they are playing exclusively offline?

And as a more constructive topic....

How do you manage your pips between healing/reviving/boosting?
User avatar
Joanne Crump
 
Posts: 3457
Joined: Sat Jul 22, 2006 9:44 am

Post » Fri May 27, 2011 6:33 pm

How do you manage your pips between healing/reviving/boosting?

Honestly, I rarely ever do anything to AI's, unless they are escort objectives, or possibly heavy bodies. As for players, I buff whoever buffs me, or someone I am traveling with (in fireteam or party) because buffing EVERYONE's health takes pretty much all of my pips. And I revive people in clusters (because of lazerous) and generally just anyone near me.
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Fri May 27, 2011 3:28 pm

I love my medic.
love love love omnomnomnom
But keeping the AI's alive is kinda frustrating.

I'm curious if anybody saves their medics exclusively for online play and just use Engineers to rack up xp when they are playing exclusively offline?

And as a more constructive topic....

How do you manage your pips between healing/reviving/boosting?



I change classes depending on the mission. For xp, I am always a medic or defensive soldier.

As for managing pips, I only heal those in dire need and revive the fallen, with the occasional boost depending on circumstance. Controlling and upgrading supply command posts help.
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Fri May 27, 2011 3:44 pm

Another good strategy is to wait till you see someone with low health, THEN buff them, so they get healed AND buffed. Kinda a two for one kinda deal I guess. That's what I do. :P
User avatar
Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Fri May 27, 2011 9:38 pm

Another good strategy is to wait till you see someone with low health, THEN buff them, so they get healed AND buffed. Kinda a two for one kinda deal I guess. That's what I do. :P


I wait until they go down (not in versus though) and get that +100 xp for the revive as well as the +75 xp for the syringe toss.

Medics are sick for farming xp
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Sat May 28, 2011 1:01 am

If we're pushing hard as a team I'll buff health as they start going forward as they're bound to take bullets, usually chimes in at half or lower health so GG to me, I'll then proceed to try and make sure no one goes down.
If we're kind of stalemated or it's not super urgent I'll let them go down if they aren't being careful, when they're up they can regen their health anyway, they have the choice. If they're down they can't get back up without you, might as well save it till you need it.

Oh, I'll also keep them up in that situation if I have heaps of pips of course. It all really comes down to the specific situation I find myself in and doing what I think will make us win.
User avatar
jodie
 
Posts: 3494
Joined: Wed Jun 14, 2006 8:42 pm

Post » Sat May 28, 2011 2:27 am

I'm a dual-spec Operative/Medic - I prefer Operative for general play, and am usually pretty good at it, but if my team needs it (either a shortage of them or just bad players in the role), I'll switch to Medic instead. I also have a handful of Soldier abilities I sometimes use when Medic isn't needed and I feel like a change of pace, or when the team is REALLY short on Soldiers. I'm not QUITE as good there, partly because I'm not as good at the direct confrontations as indirect, and partly because I have less Soldier abilities, but I still do well enough for myself there too.

Anyway, this thread's about Medics. I'm signing in as one - but only part-time. I rather enjoy being Light Medic - I can get anywhere a friend needs me, and I'm pretty good at evading fire and keeping an enemy's attention away from the person I'm trying to revive, as well as showing up in time to keep people alive in a major firefight. I'm not generally a frontline Medic though, more of a fix-and-run type - and unlike most I've seen, I usually hang around to buff the guy after reviving him - they become more valuable that way, particularly if they walks straight back into the line of fire.
User avatar
jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Fri May 27, 2011 4:16 pm

I play on a medium medic and have really been enjoying it. I haven't decided what my back up prof is going to be, either operative or soldier.

As for pip management, I tend to health buff everyone right out of the gate then sit on pips and heal/revive as needed.
User avatar
suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Sat May 28, 2011 12:00 am

How do you guys feel about the Adrenaline Rush ability?
User avatar
LuBiE LoU
 
Posts: 3391
Joined: Sun Jun 18, 2006 4:43 pm

Post » Fri May 27, 2011 5:08 pm

The revive syringe should not dissapear MID AIR if the medic dies -.-
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

Post » Fri May 27, 2011 10:25 pm

The revive syringe should not dissapear MID AIR if the medic dies -.-

I notice that too, it svcks sometimes. On a random side note, one time I had a lazerous grenade in my hand, and before I could throw it they incap'd me. When I went down, the grenade dropped about a foot in front of me and exploded, reviving myself with a lazerous grenade. Pretty neat, thought I'd share that with you guys.
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Fri May 27, 2011 5:17 pm

I basically try to never have full pips. If I do, I just buff whoever is close to me if it's not needed somewhere else. At spawn I buff myself and one or two other guys. I try to buff those who are needed the most for the objective at hand, but it's quite hard with the current targeting system.

Other than that, I buff those who need health. It's better to buff low health than revive two seconds later. I also try to save some pips for revives if necessary. If the team's at an objective I might buff adrenalin if it's a hacking objective. Those tend to be heavy for the operatives. Also, if it's a "carry the package" I might go for the speed buff.

I'm still experimenting, though. The use of pips to revive is different from the other games from SD, so I'm still having a hard time choosing between buffs and saving for later, potential revives.
User avatar
cassy
 
Posts: 3368
Joined: Mon Mar 05, 2007 12:57 am

Post » Fri May 27, 2011 2:44 pm

so I'm still having a hard time choosing between buffs and saving for later, potential revives.

I'm always torn between the two also. Although it seems people like to be revived more than they like to be buffed. I honestly don't like the Adrenaline Rush ability at all, just because after the short time that they are invincible, they usually die anyway. Instead of making him invincible to hack the objective for 5-10 more second, you could have healed/buffed him to keep him alive to hack it for 30-60 more seconds and have a higher chance of him not only living, but completing the objective too.
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Fri May 27, 2011 10:30 pm

I'm always torn between the two also. Although it seems people like to be revived more than they like to be buffed. I honestly don't like the Adrenaline Rush ability at all, just because after the short time that they are invincible, they usually die anyway. Instead of making him invincible to hack the objective for 5-10 more second, you could have healed/buffed him to keep him alive to hack it for 30-60 more seconds and have a higher chance of him not only living, but completing the objective too.


Yeah, you have some good points there. As for the adrenaline rush, it all depends on the situation. If I expect to die very soon and the operative is close to being finished with hacking, adrenaline seems to be the best choice. Especially if the area is about to be filled with enemies. If I expect to live for a while, a health buff is probably better.

Anyway, this is what makes this game great, if you ask me. There is a certain depth which I simply can't find in other games. All the choices you have to make as a team player really makes this game.
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am

Post » Fri May 27, 2011 4:23 pm

How do you guys feel about the Adrenaline Rush ability?


I don't have it on my medic/engineer. I feel that it's to situational and even in a situation that might call for it, the effect doesn't last long enough.
User avatar
carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Sat May 28, 2011 1:34 am

I don't have it on my medic/engineer. I feel that it's to situational and even in a situation that might call for it, the effect doesn't last long enough.


I imagine its to protect players completing objectives.

I'm pretty sure that the buff lasts long enough for a soldier to plant a bomb.

I could also see it coming in handy as the resistance on mission 8, when turning in the hydraulic fluid and avionics at the plane.

I should probably still spec out of it though. Pretty limited use as said above.
User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Fri May 27, 2011 7:22 pm

How do you guys feel about the Adrenaline Rush ability?


I hate in pubs when I use it on someone, and they continue to hide behind the wall and don't make use of their invulnerability.

I think it would be super useful to a coordinated team. Give it to a soldier, he runs in with flashbang or molotov and takes hits and kills while team falls in after him to push forward.

Useful for taking out fortified areas full of enemies, much like the uber in TF2. Only it doesn't last as long so it takes better timing and the recipient will definitely die at the end of the attack.
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Sat May 28, 2011 3:03 am

I'm a Medic/Engineer. I play mostly as Medic and if the team needs it then Engineer. I usually buff the ones that are heading for the same objective that i am and heal them when their health drops in about a half. I usually save the last two pips specificly for reviving. If the incoming firefight seems extra heated then i usually buff myself too. Havent used the adrenaline buff yet, doesnt seem that handy.
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Fri May 27, 2011 1:04 pm

The adrenaline would seem the most handy when you have for example a soldier planting a HE charge in container city - vulnerable to being shot (and often is). Hit him with adrenaline so he will get the HE planted even if he would die soon after that. Same goes for completing many other objectives in the game.
User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Fri May 27, 2011 10:52 pm

Have a lvl 20 medium Medic/Soldier. I decided to completely ignore most of the Medic buffs and focus on the 'essentials'. So, I have everything except for Adrenaline, Metabolism Boost, and Speed Boost. Running with an AR w/ UGL and constantly buffing/reviving guys and occasionally transferring supplies I find myself never having enough pips so I don't feel like I'm missing out by not taking those other buffs.


Anyone else avoiding that stuff and just focusing on being a healbot?
User avatar
Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Fri May 27, 2011 9:46 pm

I'm doing similar with my Medic - no transfer Supplies though, and I did take Metabolism, which I'll occasionally use after buffing a mission-critical teammate or someone who's making themselves particularly useful.
User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm

Post » Sat May 28, 2011 1:04 am

I'm doing similar with my Medic - no transfer Supplies though, and I did take Metabolism, which I'll occasionally use after buffing a mission-critical teammate or someone who's making themselves particularly useful.


Yeah, transfer supplies is certainly questionable. I use it to get the attention of soldiers (who are also always running out of pips from my experience) when I need a reload. Pretty stressful being down to gun butts and the UGL as my only weapons.
User avatar
Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Sat May 28, 2011 1:29 am

I hate in pubs when I use it on someone, and they continue to hide behind the wall and don't make use of their invulnerability.

I feel the same way, you pretty much need to have a good group to use it well. That's why I would rather just not have it.
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm


Return to Othor Games

cron