Medical gun/healer support marines

-Azona--Azona- Join Date: 2012-04-07 Member: 150074Members
Okey so I be thinking and reading that energy gonna be removed.

in this case marines will need team ress more carefully when comes to supporting the group.

While the aliens got Regeneration, gorges and building that heals everyone nearby, the marines only got stuck with armory, wich is not always close and medpacks that will cost resourses that commander might find it more usefull to spend on upgrades then place it down on marine that might die before he reach it or die anyway after picked up.

So why not give marines medic gun, replacing main weapon needs power to use, like aliens got, when it runs out it works half speed and recharge equal speed like aliens have and only usable on other marines only and single target, or alternative attack that depletes complete gun and heals the marine him self for XX amount health depending on energy left in the gun.

aliens can still kill groups if they just kill healer frist and healer marine will be a lot more vulnerable missing main damage gun.

sound bit more fair to me.

Remember just a idea :)

Comments

  • haprohapro Join Date: 2012-03-27 Member: 149492Members
    I wouldn't be adverse to be able to buy medkits similar to mines from the armory for pres, but a TF2 gun doesn't really fit.
  • -Azona--Azona- Join Date: 2012-04-07 Member: 150074Members
    edited June 2012
    whel if you can reassable your people with a portal why not a gun that reasable wounds? medpacks acualty prety far behind on technical lvl compaired to other things they have. mean phase gate, you get reassabled on other side of it, and ######, but need old school bandages in a package with red cross on it to get healed...... while you got a armory that does same thing as gun would do.
  • GeENiEGeENiE Join Date: 2002-06-09 Member: 740Members, Constellation
    edited June 2012
    It would probably make more sence to "upgrade(comm)" welder to also heal the marines not just fix armor.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited June 2012
    Yeah I question the viability of spending tres on one-time support abilities. Even one tres for a medpack seems way overpriced. Even if the medpack completely healed the marine (maybe). We'll just have to see how that plays out.

    Another thing is scalability with player numbers. Med and ammo packs didn't scale even with energy (or pres), but if it costs tres, comms are really going to feel it in larger games. I think transferring some of the responsibilities of healing to the players could help these scaling issues, since more players means more players healing each other. The devs seems pretty adamant that ONLY the comm can heal, since I guess they feel it would weaken the comm-player interaction on the marine side. But I don't think it will since spamming medpacks isn't the only thing the commander can do to help marines, and a commander (immune from attacks and having a comfortable top down perspective) will always be more reliable support compared players on the ground trying to avoid getting killed. In other words the commander support will never be overshadowed by player support, so there is no need to limit it just to commander in fear it could. Plus playing the combat medic support type is very popular in shooters. I think if there is a need for this in the game we shouldn't shy away from it.

    edit: Now as far as implementation, I wouldn't remove the "medics" main gun. Thats no fun, but it can have other tradeoffs...like medic player can't take jetpack. Not sure about the 'heal gun' gameplay. It mimics the gorge heal gameplay. Thats a gameplay mechanic for when you are supporting high hp, tank types (heavy/medic in TF2, gorge/onos here). I think the drop medpacks gameplay is more suited for grunts supporting grunts. You don't have to go around chasing players . Players can see the medpack and get it themesleves when needed. I'd like to the medics drop medpacks similar to the comm. Players point their crosshair on the ground somewhere, press the button and out drops a nano-constructed medpack. This way players could support from afar with careful aim. Players can buy this ability at the armory with pres. It has limited amount of packs before needing to restock at the armory, and dropping packs has a small refire/cd. However this is the type of feature creep the devs are trying to avoid at this stage, so welder upgrade healing players could work even if its no the most engaging gameplay (and a bit odd conceptually...welder healing).
  • DarkOmenDarkOmen Join Date: 2002-11-05 Member: 7148Members
    This should go on the Exosuit, duel-wield!
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    Why not simply a weapon that heals rather than an entire class division?
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