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FH2 Suggestions
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Old June 13th, 2005   #21
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Default Re: Medic class for FH2?

Speaking of shrapnels, artillery spotter class would perhaps fit in at that last position?

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Old June 13th, 2005   #22
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Default Re: Medic class for FH2?

P.S. support, pilot, paratrooper

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Old June 13th, 2005   #23
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Default Re: Medic class for FH2?

Quote:
Originally Posted by oscar989
P.S. support, pilot, paratrooper
PS Conscript, Cannon Fodder, Civilian
Seriously for the medic though.
FH Medic
1. Knife
2. Pistol, one pistol with two extra clips
3. Morphine, "Heals" troops up to 100% but slowly ticks back down as it wears off, the Morphine lets you ignore your injurys but not treat them.
4. Medic Bag, Revie in place takes four seconds, revies with 20% heath
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Old June 13th, 2005   #24
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Default Re: Medic class for FH2?

1. Knife
2. Pistol
3. Something used to heal troops, can heal 300% damage (or 3 near-dead squad members), cannot heal self, cannot recharge
4. Something used to revive troops, takes 3 seconds, can revive 3 men up to 75%, cannot recharge

Remember, suggestions have to be plausible for gameplay.
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Old June 14th, 2005   #25
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Default Re: Medic class for FH2?

i think it should get its ability to heal back. otherwise you select a class that will be completely obsolete once you've spent your supplies, and all you've got is a pistol. you can't even turn it towards yourself (does "~ suicide" work in bf2?). of course, the rate of replenishment should be made in such a way that it'll limit abuse, for instance requiring the medic to be near a medic supply truck.

for reviving give him horse syringes with adrenaline
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Old June 14th, 2005   #26
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Default Re: Medic class for FH2?

Medics should return on FH, perhaps not even on all maps (would make more sence though if they did appeared as a default class).

Healing themselfs would be a bit odd. If anything allow them to only heal a small percentage on themselfs. Healing others should be limmited as well (it would add lets say 30% health and remove blurred vision from more seriously injured soldiers, stop bleeding etc.).
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Old June 14th, 2005   #27
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Default Re: Medic class for FH2?

This is just my opinion:

1: Knife
2: Pistol with 2 extra clips
3: Medic Bag (Automaticly slowly heals medic or allies near medic when holding the bag, 3 second revive delay on "use" with 33% start health to dead patient. Infinite healing but 3 revives max.)

This may sound overpowered but the med pack shouldnt be restricted too much so that its convienience make up for the medic's lack of armament. You dont want it to be a completely useless class like the current FH's medic kit (I never saw anyone use those)

interesting story i came across...
From the book 'Invasion-They're Coming' by Paul Carell, this book is about the Normandy invasion from the German perspective. The American lieutenant said "You are in the medical corps and you carry a pistol? Thats against the rules!" Hoffman (The German Medic) was an old hand from Russia-and on the Russian Front every member of the medical corps carried a pistol. It was more effective protection then an armband with a red cross.

Last edited by Schweiger; June 14th, 2005 at 06:41 AM.
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Old June 14th, 2005   #28
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Default Re: Medic class for FH2?

How do the modern Army and special forces deal with the need for medics? I know they have medical personal (not in camo), but there MUST be "fighting medics" in the SEALS, Delta, Rangers, ect. With that few people you can't afford to have any of them as unarmed medical personel.

I'm sure some people would play as the true medic, I would, but I know my mentality is a minority. In the BF2 Demo so far I often play a medic that has his mind on the squad's health first and a few bullets at the enemy now and then.

And in terms of gameplay, people shoot anything and everything.. rocks, grass, friendly vehicles, you name it. Maaaybe if shooting a medic was a TK (regardless of side) it might work, but I would suggest the "fighting medic."

Last edited by Frederf; June 14th, 2005 at 01:06 PM.
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Old June 14th, 2005   #29
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Default Re: Medic class for FH2?

Medics, yes! Magic closets, crates and vehicles that completely heal you back from the brink of death, no! They shouldn’t even be in FH much less FH2.

Did you guys ever see how Global Ops did it? It has a lot what you guys are talking about. Yes it had the worst net code ever but, the interface was kickass.

If you we’re hit and survived you would still bleed out. The medic had until then to stop the bleeding. In that game he used a syringe but you could just as easily use bandages.

Example: person hit for 80% damage.
Looses 40% instantly not able to replenish
Slowly looses the next 40% over the next few seconds (Bleeding out).

*If Medic treats before last 40% is gone he can replenish the 40% that would be lost due to bleeding out.

I don’t think you should be able to “repair health” though. Once your hit you should be damaged and have to deal with all the baggage that entails. i.e. blurry vision, no stamina, unable to hold weapon steady. Hell if he’s hit in the leg make him crawl. Although you could justify a temporary boost from a morphine shot. Say for the next 5 minutes the person gets extra health or doesn’t take damage because of the drugs in his system. But if you do that he should have blurred vision and maybe even stumble.
Again alot like what Capone was talking about. So I'm with him even if his avator does remind me of James Caan as Sonny in the Godfather more than Al Capone.

Sgt. Krotchrot

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Old June 14th, 2005   #30
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Default Re: Medic class for FH2?

Why do you people want to make the medic suck so badly? If you are going to make it that pointless to be a medic just remove it and put in something more useful like flag bearer or crazy coke addict.

Personal opinions are endorsed by me.
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