The Fuel Tank

Post » Fri May 27, 2011 3:50 am

So, the first thing I noticed when I went through the abilities screen is that medics have two abilities that increase the size of their supply meter.

Anyone else get the urge to make a heavy medic with 3 extra pips of supply and Transfer Supplies? And, for a terrible visual pun, deck him out in full The Tank?
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Aman Bhattal
 
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Post » Fri May 27, 2011 8:48 am

Well, the medic is the perfect class for heavy guys. He should always be the central point the whole team orbits around and noone needs a medic that goes down easily. He doesn't need to be the fastest one since everyone circles around him and the heavy weapons provide exceptional support for the team. But congratz on having picked that up yourself :P
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FLYBOYLEAK
 
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Post » Fri May 27, 2011 4:14 am

Hah, thanks. It's not just the heaviness of the medic, that I'm talking about; it's the concept of building a character to be chiefly a source of supply for teammates. This build would spawn with at least 6 pips and would be able to give any of that to his teammates.

I'm not advertising heavy as the "best" body type for medics, although I do see those advantages you mention. I don't mean to turn this into a "which body type is best" discussion, but here's why I think you shouldn't dismiss light medics:
  • Light medics can more efficiently get to downed teammates in a spread-out firefight, making them more likely to be able to revive before their teammates get bored and respawn.
  • Medics can buy two extra pips of supply over other classes, so the heavy's bonus of one pip is a lot less significant to them.
  • Heavies have more health, sure, but the difference isn't as extreme as for the TF2 heavy weapons guy. Mostly the bonus of being heavy is the firepower; for survival, I'd think a cautious medic would want mobility instead of flesh.

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Amelia Pritchard
 
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Post » Thu May 26, 2011 7:51 pm

Good points. The "more flesh or more mobility" matter is quite interesting and I think it depends. For me, I tend to win most of my fire fights and I'd like to have as many hitpoints as possible. I know that I am capable of hitting moving targets pretty well and assuming my opponents can do so as well, there is - on the contrary - no point in more mobility and less flesh for me. But oh well, we will see. I can only hope they fix the ATI/AMD bugs soon. :)
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Jessica Colville
 
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Post » Thu May 26, 2011 9:44 pm

Your avatar makes you look like my father.

That is all.
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Mandi Norton
 
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Post » Thu May 26, 2011 8:27 pm

I know that I am capable of hitting moving targets pretty well and assuming my opponents can do so as well, there is - on the contrary - no point in more mobility and less flesh for me.

The way I think about mobility is not that it makes you harder to hit when you're in the line of fire; I think of mobility as how you escape the line of fire entirely. Once you're behind cover, around a corner, over a wall, etc., you can't be hit at all, and that's a far more reliable defense than being able to absorb a lot of lead.
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Laura
 
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Post » Fri May 27, 2011 5:49 am

Heavies don't have a bonus pip. Well never mind I can't say, I haven't played it yet. Also isn't there a universal ability that gives an extra supply pip
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amhain
 
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Post » Fri May 27, 2011 3:22 am

medium build medics are still just as useful IMO as its easier to run to/from teammates to buff, as well as getting to/from downed teammates faster. depends on personal preference, i guess.
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marie breen
 
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