Medic Class Restrictions
Moderators: Forum moderators, developers
-
- Posts: 7
- Joined: Wed Apr 21, 2004 11:59 pm
Haven't read all post, seemed like i had read most of it before. Agreed, some of the rewards come in the wrong order, eg soldier level1 reward should be the level4 reward or something because thats the one that makes the panzers able to spam too often. To improve the Covops class one idea I think I haven't seen before is to make them quiet (like when walking) so you don't hear them sneaking around.
-
- Posts: 117
- Joined: Fri Mar 19, 2004 2:20 pm
-
- Posts: 91
- Joined: Wed Jun 09, 2004 9:06 am
- Location: Czech republic
FWIW, I also believe that it might have been a mistake to increase the gibbing health. Right now it's almost impossible to gib anyone if a medic is standing nearby (unless you can block the medic) and it's just getting a little bit ridiculous at times. I see nothing wrong with gibbing someone before the death animation finished, because you can obviously also revive before the death animation is finished and players aren't always gibbed. With all the talk about overpowered medics, I don't understand why this isn't at least an option, as it certainly changes the gameplay quite dramatically.bani wrote:the gib damage in etmain was so low you could gib someone with an mp40/thompson before they even finished their death animation.kekkyoku wrote:I think the number of shots to gib a person used to be lower and it was increased somewhere along the development of ETPro to make medics and med pushes stronger. I could be wrong but I think it should be put back.
the gib damage was increased to match that of rtcw, but because of the lower rof of et it takes a lot longer to gib than it did in rtcw.
(I'm a medic myself at my team, so this isn't egoistical talk )
Force medics to use the Sten (Complete with Overheat) It would then reduce Rambo Medics and force them back into a support role instead of an assault role.
Coverts, well, I'd like the Mauser PROVIDING it performs like the RTCW one. ie, u can't hit anything unscoped at more than .5 paces and even then, you'd probably miss.
Coverts, well, I'd like the Mauser PROVIDING it performs like the RTCW one. ie, u can't hit anything unscoped at more than .5 paces and even then, you'd probably miss.
you can gib before the medic even has a chance to pull out his needle, let alone poke anyone.
that is, you can gib with an smg in etmain so fast, the player is practically still standing, just barely starting his death animation.
thats not fair, and it basically makes the medic class useless -- there's rarely anyone to revive.
making the damage lower, adjusting it so it takes the same amount of time to gib in et as it does rtcw (adjusted for the smg ROF) would make more sense. it takes a rather long time right now because of the ET rof.
that is, you can gib with an smg in etmain so fast, the player is practically still standing, just barely starting his death animation.
thats not fair, and it basically makes the medic class useless -- there's rarely anyone to revive.
making the damage lower, adjusting it so it takes the same amount of time to gib in et as it does rtcw (adjusted for the smg ROF) would make more sense. it takes a rather long time right now because of the ET rof.
-
- Posts: 100
- Joined: Sat Apr 24, 2004 4:40 am
no comment.bani wrote:the gib damage was increased to match that of rtcwkekkyoku wrote:I think the number of shots to gib a person used to be lower and it was increased somewhere along the development of ETPro to make medics and med pushes stronger. I could be wrong but I think it should be put back.
a good medic pulls out his needle before the teammate dies.you can gib before the medic even has a chance to pull out his needle, let alone poke anyone.
anyway, after all: the gib damage is fine and we got used to it. but please remember: rtcw =! et.
the danger of nerfing medics, is that on maps like oasis you need a lot of revives and good medic work to keep an attack going, so it could ultimately help the defenders ...
imo the best change to medics would be to reduce the amount of time the packs stay on the ground before disappearing, so you get fewer medics sitting on packs on defence, which hopefully hurts the defending team and helps the attackers a bit
but i like some of the proposed changes to covert ops ... imo faster mine spotting and an improved sten would be ideal.
imo the best change to medics would be to reduce the amount of time the packs stay on the ground before disappearing, so you get fewer medics sitting on packs on defence, which hopefully hurts the defending team and helps the attackers a bit
but i like some of the proposed changes to covert ops ... imo faster mine spotting and an improved sten would be ideal.
mines = a 7th man imo
and atm u do see coverts being used by clans, but the defenders normally spot him standing their for a while with his binocs out, most use the rifle i think, as the sten is sooooo shite.
plus, there is nout more annoying that a sniper taking shots at ur back from across the map heh
o and i agree with melonF, everything he said tbh,,,,,,
and atm u do see coverts being used by clans, but the defenders normally spot him standing their for a while with his binocs out, most use the rifle i think, as the sten is sooooo shite.
plus, there is nout more annoying that a sniper taking shots at ur back from across the map heh
o and i agree with melonF, everything he said tbh,,,,,,