NONE OF THIS IS
COMPLAINING!!! – I am merely listing stats as well as my own adjustments
(would like to hear feedback) I try to provide my reasoning behind all changes
as justification for it. I used to think
that the Medic didn’t need any offensive perks, but after compiling this, I feel
he needs a little something. I would love to hear some feedback on if you guys feel certain ideas are good or bad (but also, a reasoning as to why you feel that way)
STAT FACT – The
Medic has the LEAST KILLS of ALL classes. The next closest class is Spy, who has 400% MORE KILLS.
STAT FACT – The SYRINGE GUN has the LOWEST
amount of DAMAGE DEALT via PRIMARY WEAPONS. The next lowest primary weapon is the Scout’s
Scattergun which does 500% MORE DAMAGE
DEALT.
STAT FACT – The PRIMARY SYRINGE GUN has a LOWER
DAMAGE PER HIT than the SECONDARY weapons
of ALL CLASSES except the Sniper.
STAT FACT – The SYRINGE GUN has the LOWEST
PRIMARY WEAPON DAMAGE DISTANCE except for the Pyro’s Melee-based
Flamethrower.
STAT FACT – All SECONDARY weapons except the Sniper’s SMG do MORE WEAPON DAMAGE DISTANCE than the Medic’s PRIMARY weapon.
STAT FACT – The Medic has the LOWEST PERCENTAGE of CRITICAL SHOTS for a PRIMARY WEAPON outside the Sniper’s
Rifle (which is hitbox based) In fact, the Demoman’s Grenade launcher is 800% MORE LIKELY to fire a crit than
the Syringe Gun.
MYTHBUST – The Medic’s Bonesaw
currently has the 4th highest percent of critical attacks, not the 1st.
REMINDER – Though Assists and Points
may be accrued by the Medic higher than any class, they have absolutely no
impact on a game or the success of the team.
They are purely statistical numbers.
Though some people feel healing offsets the fact that the Medic doesn’t
have a “second weapon”, neither give the Medic an offensive/defensive bonus –
it is a unique ability such as the Spy/Sniper’s 1 shot kill ability, the Pyro’s
inability to be set on fire, etc.
OBSERVATION – The
Medic, and people who enjoy him, seem to be players who enjoy an
action-oriented tactical side of gameplay.
They understand the class isn’t designed to massacre players like
Soldiers and Pyros; he’s not designed for point control and defense like Demos
and Heavies. He is a healer and true
support class and would enjoy from additional tactical options from his class.
SPEED CHANGE –
Increased speed from 107% to 115%. REASON – To gain a defensive ability
that promotes Medic survivability. This
still keeps the Medic a significant speed slower than the fastest class, the
Scout.
ABILITY CHANGE –
Remove the Medic’s ability to regenerate his own health. (Reasoning provided
below)
WEAPON CHANGE –
Add the ability for the Medic to drain his Ubercharge to gain health. This is why HP regen is removed. With Medigun/Kritzkreig equipped, the user
can hold the RMB down and use 1% of Ubercharge to heal 4HP instantly at a rate of 10%/sec
(40HP/sec) A full Ubercharge is 400HP of
health (approximately 2.5 lives worth)
Clicking of the RMB is still used to initiate Ubers when the user has a
full charge. REASON – This promotes the Medic to heal players if he in turn
wants to judiciously use the Ubercharge that he built to heal himself in the
event he is taking damage. Also, this
ability is only accessible while the Medic does not have a weapon equipped,
preventing the Medic from actively attacking while healing himself with this
feature. The Medic chooses to lose hard
earned Ubercharge for the reward of hopefully enduring an encounter. This ability can be used while the Medi-beam
is engaged, however it cannot be used during the deployment of an Uber.
This gives a direct risk (loss of Ubercharge) vs. reward
(gain of health/increased survivability)
WEAPON CHANGE –
Give the Bonesaw the ability to guarantee a critical hit. To gain this ability, the Medic must have a
50% or higher ubercharge (this promotes healing for the Medic to gain this
ability) Once 50% has been attained,
RIGHT CLICKING with the Bonesaw equipped would fire a guaranteed critical swing
but also drain the Ubercharge by 25%. At
50%, only 1 swing could be performed, because the Medic would have 25% left
after, and not then meet the minimum requirement of 50%. At 100%, the Medic could get 3 successive
critical swings. Because of this
ability, the Bonesaw’s default 15% critical chance to melee should be reduced
to 0%. This ability in its entirety
should not be given to the Ubersaw, which works to gain the Medic’s
Ubercharge. REASON – To coincide with the other guaranteed critical weapons
released to classes such as the Heavy’s KGB and Pyro’s Backburner and
Axetinguisher. This will also give the
Medic a modest offensive increase to better put his killing ability on par with
the Spy.
WEAPON CHANGE –
Give Medigun and Kritzkreig the ability to “Crit”. As with other classes, the “secondary weapon”
should have a base rate of 5% to crit.
During the “crit”, the guns heal at 2x their normal rate. Because the Medic’s healing ramp can go
anywhere between 24HP/sec – 72HP sec, the crit becomes 48HP/sec – 144HP/sec and
lasts for 3 seconds. If the Medic is
drawing from his Ubercharge to gain health while the crit happens, then the
boost of healing goes to the Medic and not the Patient. REASON
– Since the Medic doesn’t have a “weapon” for a secondary weapon, he actually
gets an overall less chance to crit (as shown by the statistics) This will offset that to give him a bonus for
his secondary that any other class would have gotten from crit damage with
their secondary weapons.
WEAPON CHANGE - Increase Needle weapon magazine from 40 to 50,
and reserve from 190 to 250 giving a total from 230 to 300. All other statistics wil be the same except
the following:
SG : 15HP each vs. Blut : 7HP each
SG : Causes ‘fatigue’ (slows enemy) vs. Blut : Regens Medic 5HP each needle via leeching effect (lower damage, but heals Medic)
Both weapons now have 2 damage values, close – medium range (SG does 15HP/each, Blut does 7HP/each) and medium-long range (SG does 7HP/each,
Blut does 3HP/each)
WEAPON CHANGE –
Give Needle guns an additional ability via the RMB. Pressing the RMB will fire the needle and
give it 2x damage but drain the Ubercharge at a rate of 2% for every needle
fired. For example, if the Medic has 50%
ubercharge, they could fire all 25 needles in their syringe magaizine, for a
total damage of 375HP (SG) at 175HP (Blut) and use their entire 50% ubercharge
in the process. During this firing
process, the weapon will never crit.
So, there we have it!
All ideas, nothing in stone, none hopefully that make the Medic
overpowered, but hopefully get him on par to tie the Spy with the offensive
ability of the Spy.
I thought about some other things that would promote people
protecting Medics, but I think it comes down to the fact that if the person
doesn’t suffer from not having to protect the Medic, they won’t. I thought that the patient’s HP should get
dropped to half if a Medic healing him is killed, but such a feature is prime
for griefing, and people just aren’t apt to defend a teammate as much as they
are to offensively attack an enemy.
SO WHATCHA TINK? 