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Medic class for FH2? Seeing as how in the new system players can get points for healing and reviving other players, a medic class would now seem plausible. If there was a way to change the point values so that the points gained for healing would offset the lack of a weapon for the class (to make it more realistic), it could be a good use of one of eight classes the FH team has to work with now. Of course, the medic can still use the defibralators as a weapon (or, in lieu of those, for WWII, a hypodermic needle - think of what could be done if blurry effects could be triggered by being hit with a hypo)! The medic, naturally, would be shot at, possibly breaking the code of war, but d'you really expect Jerry to follow those rules anyway? |
Re: Medic class for FH2? first off everybody in WW2 broka the rules of shooting at medics not just the jerries. read the history books first plz. and medics are stupid it doesnt take one poke with a needle and 'hey your head stops to bleed and you can start firing a gun again'! |
Re: Medic class for FH2? Well, you'd have squad medics. They're in essence just a regular squadmember, except they'd carry additional medical equipment and less ammo and grenades. They'd be armed and would nor be marked with red crosses, so shooting them would be 'ok'. |
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Re: Medic class for FH2? With the broader modding possibilities of FH2, it would be interesting if many of the wound/damage/medic ideas that have been proposed in the past, but had been likely impossible in the BF42 engine, were reconsidered. For example: -Up to about 50% health, everything is pretty much the same. -Once a player has been injured to less than 50%, they start bleeding (slowly losing even more health), and have some other detrimental effects, including but not limited to movement restriction or visual effects. -The medic can heal a player, but only up to about 51-60%, so any additional damage incurred after the healing will very likely still kill him. The various amounts of damage from various sources would probably have to be seriously reworked to make the most effective use of such a system though. The rifles may not do an outright 1s1k in an arm or calf hit (though hopefully with BF2, some better ways of modeling penetration from the arm into the torso will be available), but it could still do just enough to push a player who is at 100% into the danger zone. I doubt it, but if some sorts of location specific effects were possible, that would be even better. (Like leg wounds slowing movement and arm wounds causing aiming problems.) |
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Of course the player being revived would have to stop being considered dead at the start of the reviving process or else he would respawn in the middle of it but with the new modding possibilites you never know... |
Re: Medic class for FH2? DCR has a system where if you get injured your view darkens and you hear a feedback tone. Its an effective system that makes sure that if you're injured, you know it. It also affects your preformance. |
Re: Medic class for FH2? I was pleased with BF2's medic system. Why? It keeps squads together. Yes, it's arcadey, but adjust some values like time-to-revive, incapacitate-vs-die damage, ect and I'd like it in FH2. It IS a little moot to be able to revive your teammates when the Squad Leader is right there as a spawn point, except of course when it's your TL that gets hit. P.S. There's a difference between a medic and a medical specialist solider. The medic wear's a big flag saying "Hey, I save lives, that's all I do. Don't shoot." the medical specialist is a regular soldier that has the ability to perform medical duties. Does the medic belong in FH2? Probably. How about the medial specialist? Absolutely. |
Re: Medic class for FH2? Several possibilities to get a medic into the game. First, at least on the eastern front it was not that uncommon for medics to carry sidearms, since both sides didn't care about spoiling them. So an armed medic wouldn't be unrealistic. Second, as far as I know most armies during the war gave their soldiers a first-aid kit (band-aid, morphine, what do I know), so we can have regular soldiers drop little packs that give +10 health or something. As for reviving, CPR Animations, hooking up an IV etc would all be nice and take some time (preferely with a charge meter that tells you how long it will take). That being said, I can stll live very well with that medical spec. Soldiers. Would be a great idea. |
Re: Medic class for FH2? dropping health packs is a bit arcady for my liking, but then so is health lockers and boxes |
Re: Medic class for FH2? The idea of a morphine shot was tossed around a little this time last year and I was all for the idea, unfortunately bf1942 sucking so much kinda cancelled this idea out. But now Bf2 has arrived on scene I think the medic class at least deserves a looking into. I mean now there are 7 classes and the medics abilities coded it would be madness not to have a medic class. Now I know the debate is on going on medics not carrying weapons etc but this is a game, give em a pistol for christs sake. In FH2 the medic could get a knife, pistol, morphine shot and bandages to stop the bleading, allow me to explain a little more. My idea is when you are shot in FH2 you begin bleeding, depending on where dictates how fast you bleed.As you bleed your health goes down, slowly for an arm or leg shot, fast for a torso shot. If shot in the chest or neck area you will become critically wounded and will lie on the ground shouting for a medic, the medic can now do his magic. With the bandages he can stop the player bleeding. With the morphine he can revive the player with 5% health added so he has enough to escape and seek a medic station, not to keep fighting. With the pistol the medic defends himself, not attack. The knife comes as standard. so what do you guys think? of course the medic would have limited supplies of bandages and probably only 2 morphine shots. |
Re: Medic class for FH2? Pretty good Al, except I wouldn't be at all surprised if the medic specialist decides to 'go guerrilla' with his pistol, because the pistol seems to be one of the better weapons in BF2, considering how inaccurate the Anti-tank's SMGs are. I would really like a blurry effect, like when you stand too close to an explosion, to occur for a few seconds after revival, if it isn't possible to prevent instantaneous revival. That way, the player can be out of the fight for a while before he can do anything - it'll be too blurry to aim. |
Re: Medic class for FH2? It takes 10 shots to kill a guy with the pistols. They are NOT a good weapon :P Lets not try and punish players for being injured. Lets try and restrict them while still allowing them to play the game. With the randomness of war the the insane amounts of easy killing machines FH has, making soldiers sit out for minutes after being injured would grind the game to a halt and ruin the fun. Medics aren't necessary in FH, and they won't be in FH2. I wouldn't be opposed to having a few medic kits around but I dont think persistent stat scoring would be appropriate for them. |
Re: Medic class for FH2? I say give em a pistol, and morphine. German Medics almost always carried pistols. SO did most other medics, expecially on the Eastern and Pacific fronts. And, as a sidenote, the Germans get a bad rap for shooting medics, and prisoners. Sure, they did that, but so did we! IN fact, a little known incident is where 1500 Germans were supposed to be put in a temp POW camp in Normandy. Their escort, a Polish unit, arrived with 500. When asked why they only had 500, they repleied that they are run out of ammo. |
Re: Medic class for FH2? That's the Poles for you. Anyway, this hooey about medical soldiers not needed in FH2 is just that, hooey. Someone correct me if I'm wrong but there were dedicated medics that shouldn't be shot AND IN ADDITION AND SEPERATE there were "fightin' corpsmen" or something like a medic only they weren't hands-off dedicated but merely soldiers who fought and had medical training. |
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Re: Medic class for FH2? I think its safe to say that FH2 will have SOME kind of medic because of bf2's new fangled abilities. Theyr uses might be more useful if we can put in some nifty infantry damage effects (blurry vision, bleeding, bad controls, etc etc) personally I'd like to have medics as pickup kits (located in field hospitals maybe) equiped with pistols (say what you will about realism and yadda yadda, but without a sidearm, these guys are dead meat and arnt going to get played much) reviving a criticly wouded soldier should take 10-20 seconds of the medic fiddling about with a medipack, at which point the soldier would come back with 10-20% hp (so he still has damage effects) and he then needs to get further medical attention, either from the medic (if he has any kits left), or from a field hospital. Also, regular soldiers were issued one medikit, which was usually (i think) one bandage and one dart of morphine (and some sulfate and some other junk maybe). If we do have bleeding and damage effects and all that, each class has the chance to patch themselves up (or thier squadmates) from light wounds/bleeding. |
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I think they should be able to "revive" one or two persons, which should take 3-5 seconds and put them at 50-100% health. Their health kits should be able to recover 300% worth of health, but they cannot heal themselves. Basically, they should be able to fully heal three people at the brink of death back to full health. Also, once they've used their health kits, they don't recharge/come back/whatever. This way, they have enough equipment to revive one squadmate and heal three other squadmates, and that's it. |
Re: Medic class for FH2? people forget that it's usually one shot kill in FH and I'd like to keep it this way in FH2. If your shot in the head or torso you should be dead, end of story. I hear what your saying Mcgibs but come on lets be realistic, there are 7 classes in Bf2 and I imagine there'll be room for a medic.I mean think about it. 1.Close quarters 2.Rifleman 3.Support 4.Engineer 5.Anti tank 6.Officer 7.? If anyone else can think of a better class to fill the last spot please tell me. |
Re: Medic class for FH2? Medic...in the case of sharpnels, you can have a medic. P.S. Tanker |
Re: Medic class for FH2? Speaking of shrapnels, artillery spotter class would perhaps fit in at that last position? :) |
Re: Medic class for FH2? P.S. support, pilot, paratrooper |
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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 |
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. |
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 :D |
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.). |
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. |
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." |
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.:D http://images.art.com/images/product...0/10103868.jpg |
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. |
Re: Medic class for FH2? The hard thing about implementing a medic class is you have to make sure you don't make it too strong or else everyone will start using it, and from my understanding the amount of infantry > amount of medics. But at the same time you can't make it too weak so that at least some ppl will want to use it. I say give the medics a pistol and extra clips, for personal defense. This would prevent medics from becoming another infantry man on the battlefield, and force them to stick to their jobs, but at the same time they are not completly helpless. Also they should be equiped with a medics bag, with limited supplies. In reality, a medic does not have infinate medic supplies (unlike in BF), and he should only be able to resupply at a mobile ambulance trucks, or at supply crates. Personally, I would like to see the medic not a class at all, but a pick up kit, which could only be found in ambulance trucks or field hospitals, but if the masses want it as a regular class, I can't see too much harm in implementing one. Just as long as it stays as a support class, not a infantry class that is overpowered. |
Re: Medic class for FH2? Weapon: Pistol w/ only a couple clips Healing: Can heal those who are above 20% to 80% and below 20% to 50%. Can only heal himself if he is above 80%. Perhaps give medics a slight stamina advantage so that he's not a sitting duck when under fire. |
A way to revive people in Fh2? Everybody knows that if you are "critically injured" in BF2 you have about 10 seconds in which a medic can zap you with a defribulator (spelling?) and you are revived back to full strength. Does anyone else think this might work in Fh2 if they replaced it with a shot of morphine? I'm not saying it would revive them to full strength, but just enough that they can get moving again, maybe with their movement or accuracy impaired, or maybe a shell shock effect? |
Re: A way to revive people in Fh2? Hey, for your second post you've asked a really good question. I was thinking about this feature the other day with respects to FH, Would FH use this? If so how would it be implemented? It definately effects the gameplay though by how much I'm uncertain at this point because many a times have I tried to revive someone only to arrive there a second or two too late so it's not always a guaranteed thing. One thing's for sure it definately adds much more excitement and incentive to being a medic now, so to instill that same feeling into being a medic class in FH would be cool, but like you ask how could they do it and make it seem plausible? |
Re: A way to revive people in Fh2? Well, unless they put the medic class in FH2, then that won't be a prob, since in FH now, they completely took out the Medic class (which I think was stupid). I would be interested to see how the FH team handles this though. |
Re: A way to revive people in Fh2? I think it would be nice to have the capability of reviving critically injured people in fh in some way; however, IMO it should not revive them to full health, but instead should boost them up to 20-25% health instead, mainly because it is very unrealistic for someone to go running around with perfect health after getting hit by 4-5 bullets. |
Re: Medic class for FH2? maybe a rilfe or would that be 2 much? think i watch a movie or something ww2 film where there was an american medic with an m1 carbine |
Re: A way to revive people in Fh2? In reply to post #2: Thanks for the complement; I was a veteran member of two now nearly dead BF forums for quite some time (EA's and PBF's), so I know my stuff quite well |
Re: Medic class for FH2? Why pick up kit? Just make it so you can't have more than 2 medics in a squad and none in the unassigned list. You're thinking about Bf1942 when you talk about "preventing everyone from going medic" this is BF2 and you gotta remember class limits are going to be moddable for real. |
Re: A way to revive people in Fh2? Shintzu why do you think taking out the medic class was stupid? Or did you like to see people running around instantly healing themselves while being blasted by mg fire? |
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*mutter gripe Crazy Finns mutter gripe* |
Re: A way to revive people in Fh2? you obviously havent been a medic in .67a http://forums.filefront.com/images/s...arrasmentx.gif |
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Re: A way to revive people in Fh2? Can someone explain what he meant? |
Re: A way to revive people in Fh2? I'd like to see medics implemented the way they are in America's Army. Medics in that game cannot bring people up to full health but can only stop the bleeding which prevents further health loss. |
Re: A way to revive people in Fh2? No. There is no way a field medic would be able to or SHOULD be able to do that. I think its creepy actually. The stories of Robot Nazi Super-Soldiers from Wolfenstein and stuff like that kind of influence people into bad ideas. In BF2 Demo people are instantly ressurected to FULL HEALTH after dying. This makes NO FREAKING SENSE. If you are hit by a 7.92x57mm round, you aren't going to get back up and be right as rain no matter what sort of miracle worker your surgeon may be. Even the 6 million dollar man took a couple weeks of work and that was FICTION. NO medics, NO revival. If you get shot, you die. Deal with it. I see people in BF2 jumping out of copters with no chute, and then land and die and get ressed and go about their business. |
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