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Cancer's new medic tweak idea

#  Aug 27, 2008 at 8:34 AM
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Dec 10, 2007
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Specialty: Medic
Steam ID: Patmurf
Clan: {TF2F}
 
All classes gain a chance to crit based on the damage they have dealt within the last few seconds.  I've seen smart engies wait until their sentry has WTFPWND a dude before rounding a corner and laying crit shotgun waste. Snipers tend to get crit SMGs after a solid headshot that ALMOST killed their target.

This policy is awesome for every class except one: The medic.

The idea of gaining crit percentage for dealing damage is the opposite of how the medic should opperate. Normally this wouldn't be an issue except that there is one weapon in the medic's arsenal who's only fundamental advantage is that it can crit. Since the medic's chances of increasing his crit rate are marginal, this is not a buff to truly rely on.

But what if his crit rate was increased by healing (a lot of healing) per second?

Now the medic is rewarded with likely bursts of DPS for actually doing his job. The overall function would be that you're healing a soldier and a demo as they defend a tight corner. All of a sudden their giblets splatter across the hallway. Any good medic runs away in this situation, but they also bust out the needlegun, run backwards and lay some suppressing fire to save their own asses. There is an obvious advantage here with the blutsauger because you gain health and therefore resilience when whatever was around that corner comes charging for you.

If crits were based off of healing, however, you could have a likely chance of sending a wave of crit needles instead, killing or wounding your opponent enough to postpone their charge as soon as they round that corner.

Anyone who knows me knows I've made it my agenda to give a use back to the syringe gun, and have thought of a lot of funky ways to do it. I think this would be a nice, subtle way of doing it that rewards players for doing precisely what they should be doing.

$0.02
#  Aug 27, 2008 at 8:41 AM
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Cascade 83566
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The medic's crit rate increases with the damage done by his heal target(s). You know how if you healed someone within a certain short time, you get assists for any kills they make? Any damage they do within that same time contributes to your crit%.

So, heal lots of people who are doing lots of damage, and your crit% maxes out. Heal people who aren't doing any damage, or don't heal people, and it stays at base.
#  Aug 27, 2008 at 8:43 AM
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Dec 10, 2007
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Specialty: Medic
Steam ID: Patmurf
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really? was never aware. as a medic my crit rate wasn't too important to me so I guess I never looked into that, but it makes sense.

I guess I'll never save the syringe.
#  Aug 27, 2008 at 8:46 AM
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Oct 26, 2007
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Echo Mending 79297
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That's why I use the needlegun. When my target dies, I can often finish off his target and escape instead of narrowly escaping with blut.
#  Aug 27, 2008 at 8:51 AM
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Chro 77370
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They've implemented the medic 'crit' system since day one.  You heal about x4-x8 times faster if the target hasnt been hit in the past 10 seconds.  I've seen heavies go from 20hp to full in 2 seconds with this system. 

As for making healing make you do crits, well thats over powered in all honesty.  A medic that can count on crits (thats 2 seconds per crit stream, multiple times in a row) can lay alot of people to waste.  Crit needles are 30 damage a hit at any range, 5 needles to take out light classes, 6-7 to take out anything else aside from heavy.  It fires 10 needles a second so you have at best 600 reliable damage from the crit.  This makes the medics job so much easier because anything that gets close to him (spy, scout, even demo) and he can take them out easily, in no time and more importantly constantly.  The medic becomes a power house after healing for a bit, which isnt his role.  Hes suppose to be weak and fragile, after all this is the single most important class in every game/match that has ever been played.
#  Aug 27, 2008 at 8:54 AM
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Aug 07, 2008
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Aegis Kleais 87223
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You sir, are listing my broken dreams.

Actually, that EXACT point is a BUG REPORT I submitted to Valve, telling them in short that "The Medic's HEALING needs to act like a Soldier's KILLING does for increasing the crit rate"  Heck, you can even NULLIFY the crit boost chance for a Medic when he's actively attacking, but do something for his healing.  I can't count the times I lose a patient who almost killed his enemy and I try to kill him off, and can't do it cause I never get crits quick enough.

I'm kinda irked too that the Blut doesn't crit.  I'd rather it have some other kind of Nerf.  The Medic is the only class to date who's unlock PREVENTS guaranteed crits.
#  Aug 27, 2008 at 9:24 AM
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fatalmsg 85065
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Good idea, that does make sense, it would encourage a medic to keep healing their target even when an enemy is flanking them, when the enemy get's in range, some crit needs will do nicely.
#  Aug 27, 2008 at 10:58 AM
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Dec 10, 2007
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Specialty: Medic
Steam ID: Patmurf
Clan: {TF2F}
 
ultimately I just am upset that the shotgun and the sandwich and the shotgun (again) and the flare gun all have roles now, heavily due to the inclusion of arena.

Arena did NOTHING to give the syringe gun a role. the syringe gun is literally used to spot newbs.
#  Aug 27, 2008 at 1:22 PM
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Sep 18, 2007
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IanTheRed 77196
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Medics shouldn't be criting anyway. They should be healing.

and the Blut is 100% better then the Needler in all situations.
#  Aug 27, 2008 at 1:27 PM
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Iremand 82429
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Quote:
Originally Posted by IanTheRed
Medics shouldn't be criting anyway. They should be healing.

and the Blut is 100% better then the Needler in all situations.
Somehow, you completely missed what the entire topic is about.
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