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The Aegis Medic!

#  Jan 24, 2009 at 8:52 AM
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Aug 07, 2008
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1362
 
Aegis Kleais 87223
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Specialty: Medic
Steam ID: AegisKleais
 

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?

#  Jan 24, 2009 at 9:10 AM
Join Date:
Jun 19, 2008
Post Count:
861
 
Jericho 85765
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Specialty: Soldier
Steam ID: Revonoc
GamerTag: lol xbox
 
I think medic is fine as is.
#  Jan 24, 2009 at 9:15 AM
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Sep 21, 2007
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Chro 77370
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King Engie
 

Medic is fine, with good accuracy he can take out most light classes.  He is designed to be weak and helpless, if anything needs to be changed the medic should have 100% speed and not 107%. 

#  Jan 24, 2009 at 9:53 AM
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Aug 04, 2008
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Drake Matter 87141
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Specialty: Medic
Steam ID: drakematter
 
You're turning the medic into a complicated class, when it really doesn't need to be. The medic needs to heal and stay alive. The way you're making it the medic will be able to wander around on his own fairly easily. This SHOULD NOT happen. When I spawn as a medic in a semi-organized game, I quickly ask where everyone is, and where they need me. I have to make sure that I won't be intercepted during the trip, and I can make an economic trip there (ie Take the shortest/least contested route.) With these new "improvements" you would not only promote medics to go out on their own, but you would promote battle-medics which, although sometimes lucky, are not skilled enough and are too valuable to throw away.

A good soldier would be able to take down a few people depending on the situation. A medic would generally not be able to. A good soldier WITH a medic healing him can take a great many people out. A medic with these improvements would not, simply because 150 health, EVEN WITH manual health regen. is never enough to take on most comp players. If you're asking the pubbies to use this, it's a disgrace to medics everywhere simply because they ALREADY do this.

The medic is fine as is. Let him heal. Let him uber. Let him die. (Not always that order) Making the medic more complicated would only make the rich richer and the poor poorer.
#  Jan 24, 2009 at 10:07 AM
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Aug 07, 2008
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Aegis Kleais 87223
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Specialty: Medic
Steam ID: AegisKleais
 
With the Medic having 1/4th the kills as the next less kill-capable class, I felt that was large enough to mandate a needed improvement on killing ability.  As for the other features, I wasn't looking to complicate the Medic, moreso give him more options to make use of the Ubercharge.  I felt that if I made many of his abilities based on his charge, it would promote the Medics to heal more often (helping out the team).

You can't quote JUST organized games or teamplay games - the modifications I made here were based on the official stats, which are attained by a vast majority of non-professional games out there.  If the Medic was made to be as offensively capable as the Spy, he still would be little to no challenge for a Soldier (Spies could at least use disguise and subterfuge, the Medic will still be plain sight and not have that (nor the insta-kill) abilities).  The refill from ubercharge ability was not meant/designed to provide the Medic an offensive bonus (that's why you had to have a Medi-beam firing weapon equipped to use it)  The idea was to promote Medic defense and help him escape enemies.  Because even with the changes I suggested, he still wouldn't be an assault class (and rightly so).
#  Jan 24, 2009 at 11:24 AM
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Sep 21, 2007
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Chro 77370
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King Engie
 

He's not suppose to be an assult class or anything close, IMO if he has no needle gun or melee he would be just as good.  The fact that you can do damage at all with medic is more than enough when hes the one class that controls the entire game.

#  Jan 24, 2009 at 11:26 AM
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Sep 24, 2008
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Kermit 88024
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Specialty: Demoman
Clan: Pandemic
 
Interesting, but I don't think the medic needs any changes personally. He's meant to be a weak class~
#  Jan 24, 2009 at 12:35 PM
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Aegis Kleais 87223
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Specialty: Medic
Steam ID: AegisKleais
 
I already said that Chro.  I already said he's not supposed to be an assault class.  Nobody so far has said he should be one.

If the Medic was prevented from being able to attack at all, I guarantee he'd be the least played class by over 400% from the other classes.  I don't think any game I've ever played in history did they have a healing class that couldn't do damage, nor could he hold his own with reasonable odds.  Not odds "tanks" and such would be able to endure, of course, because again, he's no assault class, but still able to heal and hold his own. 

Kermit, why is he meant to be weak?  Why would Valve pick 1 class to be weak and pick the other 8 to be stronger?  What thought process did you use to come to that belief?  I still believe the Medic's kill ability should be at the bottom of the class, but it needs to be on the same caliber that the bottom exists.  Right now, he's not only at the bottom, nobody in second place even comes close.
#  Jan 24, 2009 at 12:42 PM
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Aegis Kleais 87223
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Specialty: Medic
Steam ID: AegisKleais
 
If your experience with a Medic is purely pugs and non-pub encounters, then I can see how he may seem to control the game better, only because the person he pairs up with has a significantly higher chance to utilize the uber the team protected the Medic and earned.  But since this is looking at public stats, the vast majority of ubers I've fired off were on people who didn't take full advantage of them.  Such experiences would make me believe that the class is less responsible for controlling the game.  A lot of the Medic's potential in offense and defense is dependant on other players as much as the Medic.
#  Jan 24, 2009 at 12:50 PM
Join Date:
May 27, 2008
Post Count:
314
 
Sanic 85163
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Steam ID: Sanic702
GamerTag: Sanic702
Clan: .nato
 
Quote:
Originally Posted by Aegis Kleais
Kermit, why is he meant to be weak?  Why would Valve pick 1 class to be weak and pick the other 8 to be stronger?  What thought process did you use to come to that belief?

And at the same time, Aegis, what thought process did you come to the belief that the one class that can heal people, and give them invulnerability/Crits, should be able to hold his own in direct combat? The entire point of healers, in ANY game, be it WoW or TF2, is that they're weak as shit, in exchange for the ability to keep comrades alive, making him a prime target, and a good thing to shoot for in any way you play TF2. If he suddenly could fight back, then people wouldn't risk their lives as much to take him out to weaken the other team drastically, because then they'd have the same chance to take down, say, a demo.

tl;dr : The entire point of healers is to be weak as shit.
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Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
Axe Man: {TF2F} Ninja Dude - (18 kills with fireaxe)
Axtinguished: {TF2F} BOOSH Rizzilio - (81 kills with axtinguisher)
Batter Up!: soup! - (16 kills with bat)
Biggest Prick: Sam - ClutchKill.com - (8 kills with syringegun)
Blood Sucker: {TF2F}SME®BUI©K - (30 kills with blutsauger)
Broke Backburner: {TF2F} FlyingPenguin - (223 kills with backburner)
Can You Dig It?: {TF2F}.TüRb!NE. - (3 kills with shovel)
Doctor's Certificate: Maero - (16 kills with bonesaw)
Drunken Brawler: [???] Deviruchi - (4 kills with bottle)
Epic Defender: {TF2F} Spy - (9 kills with wrench)
Fire Spitter: {TF2F}blistering - (100 kills with flamethrower)
Flare Gunner: {TF2F} FlyingPenguin - (12 kills with flare gun)
Grenade Spammer: GeneralSheep - (47 kills with pipe)
Grey Matter: STar - (168 snipings as sniper)
Hadouken Master: Xandier - (1 kills with pyro taunt)
Hot Potato: {TF2F} BOOSH Rizzilio - (4 kills with rocket deflection)
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Knife Maniac: {TF2F} Dartagnan - (109 knifings)
Last Resort: [Ba-El] BoC - (26 kills with smg)
Manslayer: [FRGT] Klare - (10 kills with machete)
Master Fister: Maero - (3 kills with fists)
Peashooter Marksman: Corporal Clegg - (48 kills with scout pistol)
Pickle Squad Award: [NH]Pitt - (18 pickles man handled)
Rocket Scientist: [TF2F]Lancer - (217 kills with rocket)
Scatter Shot: Corporal Clegg - (147 kills with scattergun)
Sentrygun Master: Numenor - (142 kills with sentrygun)
Spam Blocker: {TF2F} BOOSH Rizzilio - (1 kills with pipe deflection)
Spy Checker: {TF2F} Fanlaen - (5 kills with pistol)
Sticky Explosion: {TF2F}Album - (105 kills with pipe remote)
Ubersawer: Psycholord - (27 kills with ubersaw)
Stats Refreshed 6/24/2008 5:00:03 AM CST
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