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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/27/2006 16:37:16
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ECHO
Wicked Sick!
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Joined: 09/03/2006 23:12:48
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I just started a medic character the other day and my level is already in the mid-twenties. I mainly use the flak as my medic weapon, RL if no flak is available. I see no reason to change the current setup. I always use my medic weapon for both offense and (obviously) defense because it's a lot faster than switching between weapons. Although I could buy speed switching, I've been perfectly happy the way things are.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/27/2006 16:38:17
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KohanX
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Joined: 03/04/2006 13:40:23
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Yes, you're in the mid-twenties, but it slows down severely as time passes. That or I just suck at being a Medic.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/27/2006 17:07:25
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Mach
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Joined: 09/04/2006 16:00:21
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Invasion is a far different beast than say DM or CTF, which the maps were made specifically for. We should stop playing Tutorial Classic because there isn't enough ammo on the map?
No one wants medics to be powerful offensive players, but not allowing us to use RL's or flak's as our weapon of choice further diminishes our offensive capabilities.
Sure, we could raise the XP amounts that healing gives, but we have a pretty nice balance between the classes why mess with it?
I appreciate your idea of making a medic gun, but it just doesn't seem an efficient use of time when the engineer class is coming in and numerous other changes. Why pile onto what is already being done for something that wouldn't be fully embraced by medics?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/27/2006 17:41:26
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KohanX
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Mach wrote:
Invasion is a far different beast than say DM or CTF . . .
Then why do we use the same maps? Curse you, Epic Games .
Mach wrote:
. . . not allowing us to use RL's or flak's as our weapon of choice . . .
I didn't say you couldn't shoot stuff with a Rocket Launcher or Flak Cannon, I only said that they shouldn't be enhanced (aside from standard magic weapon chance, of course).
Mach wrote:
. . . we have a pretty nice balance between the classes . . .
That may be, but the whole point is to do something different. Remember before we had classes? That was balanced, too. Then we decided to have classes (woot!), and now we have to balance them. We can add this in, too, and balance it (not too much to balance). Don't get me wrong though, I do understand your point.
. . . doesn't seem an efficient use of time . . .
Hah, too late for that; it's already made . When you're bored, you don't care about efficiency.
~~~~~~~~~~~~~~~~~~~~~~~~~
I'd like to thank all of you for discussing this; nothing worse than a dead, open topic.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/27/2006 18:40:10
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Fro13
Dominating
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I like the system how it is right now. Regardless of how many people need healing, I generally get the same xp per map. If the offensive capabilities were taken away, the xp gain would be solely dependent on how much people need healing. Also, I don't think I'm a fan of the link gun locking on the character for healing. Kinda takes the sport out of it . Sounds cool though.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/27/2006 18:43:19
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KohanX
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Fro13 wrote:
Also, I don't think I'm a fan of the link gun locking on the character for healing. Kinda takes the sport out of it . Sounds cool though.
Haha, I'll be sure to keep it from locking on if the owner's name is Fro13 .
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/28/2006 01:36:59
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Grizzled_Imposter
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I do not know that I am paticularly overjoyed to consider this change.
I think that it is workable if you wanted to balance all of the other factors involved. I would not want to base my healing weapon on the link tho, perhaps on the mine layer?
to truely make this work you would need a major re-work on the summoning aspects of the healer (openion).
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/28/2006 12:11:02
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KohanX
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Grizzled_Imposter wrote:
I think that it is workable if you wanted to balance all of the other factors involved.
Of course! It's not like I'm going to say "Here's your weapon, kthxbye."
Grizzled_Imposter wrote:
I would not want to base my healing weapon on the link tho, perhaps on the mine layer?
The mine layer? That doesn't make any sense. Could you elaborate?
Grizzled_Imposter wrote:
to truely make this work you would need a major re-work on the summoning aspects of the healer (openion).
I agree.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/28/2006 15:34:19
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Grizzled_Imposter
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yeah, the mine layer, its a little bot that follows blood trails, locks onto firendlies and pumps em full o plazma while sealing their wounds.
Of course they could be programed to pump bad guys with poison.......
Unfortunatly I heard that mines use up a lot o' cpu. I do not think that I could pick one weapon... I have gotten used to changing my medic weapon 7 or eight times per map.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/28/2006 15:36:12
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KohanX
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Kudos to you for the idea, but it's already been taken:
http://utforums.epicgames.com/showthread.php?t=523655
But even then, it seems like more of an Engineer thing (once again, the thought of Engineers and Medics combining arises...).
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/28/2006 15:39:03
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Grizzled_Imposter
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The story of my life.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/28/2006 21:59:37
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KohanX
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Heheheh... So, anyone else for complaints? Comments? Compliments? Suggestions? Ramblings?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/28/2006 23:31:47
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Grizzled_Imposter
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I would truely prefer a healing that can be used farther than the link secondary typicaly fires.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/28/2006 23:50:33
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KohanX
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I was considering that; it would be easy to extend the range.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/05/2006 22:54:18
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Shantara
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Changing the Exp given for healing would alter the balance of game-play, in my opinion, in a unhelpful way.
I'm not clear on what the point of this weapon is. Eliminate medics ability to kill monsters quickly? I agree that medics focus should be healing, but I disagree with forcing people to choose only healing.
I also want to reiterate Bot's points about when other medics are on, and in earlier waves. As a medic, if I actually get to heal someone in the initial waves, I count myself lucky. As for when more than one medic is on (which is frequent), this gun would take away the medic's ability to earn xp entirely.
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