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crabman2

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Joined: 11/28/2005 07:31:18
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la_bomba wrote:
...or the more "stuck up" players, ... or just plain rudeness of others.  


I'm not sure what you mean by "stuck up" players, or by "rudeness of others". I know there's a growing amount of players not saying thank you to the medics for healing them, but this may stem from the fact that if everyone thanked the medic for healing, then all we'd hear throughout the game was "Thank You", "Thank You", "Thank You","Thank You", "Thank You", "Thank You","Thank You", "Thank You", "Thank You", etc....



I was always taught that suicide is not an option.....  

Then don't suicide

What about the inevitable vehicle invasions? 

When vehicle invasions maps are played I just play as I do my LW player. I got just as much EXP and points as my LW player.

This would severely inhibit our abilities to do anything else but heal. 

If all we could do is heal then no one will be playing medic for long. Both becouse it will become too boring and because we'll be dead 20 sec. into each wave because we cant defend ourselves.

Minigun for 16 waves straight is mind numbing 

Minigun is the best weapon for healing and I agree I hate listening to it continually. Perhaps for the duration of a healing, the medic can hear a soothing "healing" sound and when the person's healed the sound stops, telling the healer to move on.

To end please someone tell me once again... what is meant by "full support "
v0rTeX

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Joined: 12/19/2004 20:59:52
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[KitFox wrote:
]
And it works against Titans bounce?
 


No.
Sorry, I didn't mean to make it sound like my skill addressed both issues. I was referring to your Sturdy suggestion not the Balance suggestion.
[KitFox]

Dominating
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Joined: 11/25/2005 07:59:59
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Ohhh ok that one


Sturdy would act just like Sturdy weapons do in that you wouldn't get bounced by energy blasts hitting you
 


It would also be very cool to get rid of the Sturdy weapons

Edit:

BTW, Sturdy is an Awesome effect on Sniper Guns. Its my #1 effect for snipers because of Nalis, nothing is better for Headshots. They cannot juggle you with Shield/Rocket/Bio. And god only knows how much i search for the Head Hunter map after map
la_bomba

Killing Spree
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Joined: 01/07/2005 15:19:42
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...or the more "stuck up" players, ... or just plain rudeness of others.

I'm not sure what you mean by "stuck up" players, or by "rudeness of others". I know there's a growing amount of players not saying thank you to the medics for healing them, but this may stem from the fact that if everyone thanked the medic for healing, then all we'd hear throughout the game was "Thank You", "Thank You", "Thank You","Thank You", "Thank You", "Thank You","Thank You", "Thank You", "Thank You", etc.... 
 


No no no, I accept that (and prefer it, I've seen people die when stoping to say thank you). I mean they not only make it hard to heal, they make it a point to run when at 5hp between waves, when all logic says stop. Or, the players that just don't want medics to gain xp and run away (which is different than those that don't want a heal yet...)



I was always taught that suicide is not an option.....

Then don't suicide 
 
But what if i can't do damage, but am the last one alive? Do I sit there and hide until the end of time? Twidle my thumbs raw?

What about the inevitable vehicle invasions?

When vehicle invasions maps are played I just play as I do my LW player. I got just as much EXP and points as my LW player. 
 

That's kinda my point. If we turn full support, then it won't work on vehicle invasion maps. (This my be acceptable, I don't know, that's not my decision. Just something that I realized).

This would severely inhibit our abilities to do anything else but heal.

If all we could do is heal then no one will be playing medic for long. Both becouse it will become too boring and because we'll be dead 20 sec. into each wave because we cant defend ourselves. 
 

Exactly what I'm afraid of. I don't know if I would, but many, many would. (Although, more xp for me!)

Minigun for 16 waves straight is mind numbing

Minigun is the best weapon for healing and I agree I hate listening to it continually. Perhaps for the duration of a healing, the medic can hear a soothing "healing" sound and when the person's healed the sound stops, telling the healer to move on. 
 

That's not a bad idea. I just hoped for a mute effect, but that's not bad either.

To end please someone tell me once again... what is meant by "full support " 


Full suppport (my definition) is the idea that a medic's sole and only purpose is to help others, they cannot help them selves (except heal themselves, which with a link gun they can't do). They don't attack, they don't fight (except the proposed knockback feature, which is purely defensive), they're only purpose in life is to heal. They support the others.

Thanks for the input though, I hate being devil's advocate, but it does help me decide my opinion of the subject.

Noob^2: Medic..................lvl 28
Noob^3: Weapons Master...lvl 43
FodderFigure

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Joined: 03/31/2005 17:04:57
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Have non-medic players noticed any increase in playing time and scores due to medics healing them or does it feel more like a band-aid? Your thoughts






You mean I really am important? How I feel when I'm drunk is correct?



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la_bomba

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Ah ha, here's an idea.... This can be used to counter the "bored from healing" and the "last man on wave 16" problems.

Make a skill that introduces a new artifact (like medic maker with loaded medic) that turns the medic gun, temproarilly, into a damaging weapon. Make it adrenaline based, so this would cause medic's to invest in other skills other than monster and medic stuff (adrenaline regen and max adrenaline). Maybe, with each level, they can do normal damage, 1.25 damage, 1.5 damage, 1.75 damage, and 2X the damage. With it based on adrenaline they can't use it all the time, but it does give them something to fall back on if the situation arises that they need to drop the support role for a minute.

This would allow them to switch from full support to offensive fighter, but only shortly. That, and they'd be limited to fighting with the link gun (If that's what Druid picks to be the medic gun).

Just an idea...

Noob^2: Medic..................lvl 28
Noob^3: Weapons Master...lvl 43
deidog

Killing Spree

Joined: 12/29/2005 05:55:01
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FodderFigure wrote:
Have non-medic players noticed any increase in playing time and scores due to medics healing them or does it feel more like a band-aid? Your thoughts  


I'm sure it helps a bit. I haven't been playing a whole lot since all the changes and I'm sure while I have there have been a couple of times where the medics have saved me but more often then not I would have gotten the health back with vampirism anyway.

In fact more then anything I'd say the healing has dirsrupted me due to the knockback when at full health issue which Druid addressed already and the issue with booster when healed beyond rpg standard or whatever it was... has that been fixed yet?
Kohan

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Joined: 01/21/2006 18:53:41
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Ooh, the whole soothing-sound-while-healing idea is awesome. My idea of soothing is a very well-trained choir, like the Sopranos hit a note, Altos hit the next octave down, and so on to Bass. I think that would create quite the 'holy' effect, which is what medics need So it'd be silent, sing when healing, and perhaps make a minor quasi-explosion type sound when they are healed, like a duller vehicle-spawn sound, you know, the shhhhhHHKPOW sound. What else would be cool is, perhaps an ambient sound, once again, a singing choir, though an actual piece this time, that people could hear and know they were getting near a medic. The Medic himself would hear this music, however, perhaps an ability or something would fade this into an 'evil' song when injured are nearby, the louder, the more wounded. I like the whole idea of a medic becoming half-priest with all this. What do you guys think?
emetakleze

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FodderFigure wrote:
Have non-medic players noticed any increase in playing time and scores due to medics healing them or does it feel more like a band-aid? Your thoughts  


A shot in the arm from a medic is always welcome in my book! If I notice it happening I usually will stop, kneel down and provide cover fire and a few mines if I still have the ML. I have only one little gripe and that is if I have booster running, I don't get my shield raised after a medic heals me past my starting health, but hey the extra points in health work just the same and I can always hunt down a few shields. As for your actual question, I haven't really noticed any increase really, just a decrease in the amount of time I use ghost.

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[KitFox]

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Have non-medic players noticed any increase in playing time and scores due to medics healing them or does it feel more like a band-aid? Your thoughts
 


It definatelly help me. As a low level LA
But for the score it depends on the map. IT helps only on those maps without Life Packs.
TheDruidXpawX

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Have non-medic players noticed any increase in playing time and scores due to medics healing them or does it feel more like a band-aid? Your thoughts  


I've had direct reports that this helps the lower level players to survive. The higher level players obviously have their own mechanics to protect themselves without help.

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ralyax


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Joined: 11/28/2005 07:06:51
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PLease please dont remove the damage that the medical gun can inflict, this is the only weapon how i can defend myself and getting adrenaline for my summonings..


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BotFodder

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Get other weapons.

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Frag.Stag

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Joined: 01/29/2006 00:46:25
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A thought: Instead of using an aural signal to indicate low-health players, use the radar. Full-health players would have the steady blip (what you see now). As their health decreases the blip will pulse more rapidly. A slightly injured player will pulse slowly, while one on the verge of death will pulse rapidly. That way medics can tell exactly where the wounded are.

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ralyax


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BotFodder wrote:
Get other weapons. 


i had try with other weaps but is too difficult to get ammo, if i run out of ammo i will have to look for it and i will no have chance to defend myself in the process.

Henshin!!!!!
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