Poll

Would kit balance improve if medics carried carbines?

Yes47%47% - 57
No52%52% - 62
Total: 119
Marinejuana
local
+415|6556|Seattle
I know nothing significant about BF2 will ever change, but I still think its interesting to discuss game balance and how things "should" be. It seems like medics are the unstoppable powerhouse of BF2 infantry. Would BF2 have been a more teamwork oriented game if medics had especially accurate but weak guns that encouraged distanced playing? +1 in three days to whomever makes the contribution i deem most interesting Please feel free to make your suggestions here about what could balance out the infantry classes.
Heavy_Guns_91
I hand out purple hearts like candy
+72|6374|Alberta, Canada
Carbines as in the G36C? Oh yeah... That'd be great with a medic...

But on a more serious note, medics should be issued the standard weapon. Carbines would be kinda crappy.
OmniDeath
~
+726|6615

The original outlook was apparently not to make medics less powerful, but rather have their assault class counterpart more powerful by equipping them with grenade launchers. Since those were basically nerfed in one of the patches the medic class has become much more favorable. I think it would make gameplay more interesting in medics were given shorter ranged weapons, however I'm sure the kit would still be a top choice for many players. As you can see in 2142 the two classes were simply merged (most likely due to their similarity in BF2) resulting in a powerhouse class (assault rifle + infinite health). I don't think the kits are really imbalanced as are, I just think that the medic and assault kits are too similar (not necessarily imbalanced). I think they should be merged, or the assault class dropped entirely.
RavyGravy
Son.
+617|6376|NSW, Australia

Medics are usally in the heat of the action and need all the fire power they can get. Say on karkand it would suck for medics having to be in the heat of the action with a gun no better than a pistol.
Kamikaze17
Over the line!
+70|6719|Mark it zero.

Heavy_Guns_91 wrote:

But on a more serious note, medics should be issued the standard weapon. Carbines would be kinda crappy.
I agree with that. In real life they would be carrying an m16. SpecOps would definitely be carrying the carbines, because they do more close quarters fighting and need the smaller, automatic weapon.

although i do see what you are going for with the whole balancing things, and i do agree that a move like this would make the game more blanced. maybe if there was another type of weapon that they could use then it would be a good idea.
SpawnKiller
#1 Karkand Whore
+14|6357
i also say no.  the medics arent overpowering theres alot of people that only revive and dont ever shoot.  I think revive should have a time delay for Infantry only but then thats not very fair to the medic whores.  The game is balanced imo  except for anti tank that took a big hit haveing no vehicles to blwo up.  And engineer lost alot of players.  But w/e infantry only is nade spammign and res spamming u just get used to it a gun wont make a different
Cheez
Herman is a warmaphrodite
+1,027|6410|King Of The Islands

<<<FTDM>>>Gen.Raven wrote:

Medics are usally in the heat of the action and need all the fire power they can get. Say on karkand it would suck for medics having to be in the heat of the action with a gun no better than a pistol.
No. An ASSAULT is the one in the heat of the action, and shouldn't be out-gunned by a 'pacifist' (for lack of a better word). If you don't believe me check what's-his-name's chart, the G36E canes anything the Assault get, even though they should have the most powerful weapon (barring Support which should be wildly inaccurate in comparison).

Does this seem logical to you? The primary role of Assault is to have a kickarse weapon, yet it can't do shit facing a medic - who I shouldn't need to say's primary role is to preserve life.

Put it another way. There is such a term as 'Medic Whore'. When have you ever heard someone being called an 'Assault Whore'?

Medic should be supplemental.

I say the numbers on the G36E and G36C get reversed. That's still a good gun but not better than Assault, right? Well I have no trouble with it...
My state was founded by Batman. Your opinion is invalid.
Marinejuana
local
+415|6556|Seattle

Cheez wrote:

<<<FTDM>>>Gen.Raven wrote:

Medics are usally in the heat of the action and need all the fire power they can get. Say on karkand it would suck for medics having to be in the heat of the action with a gun no better than a pistol.
No. An ASSAULT is the one in the heat of the action, and shouldn't be out-gunned by a 'pacifist' (for lack of a better word). ...Put it another way. There is such a term as 'Medic Whore'. When have you ever heard someone being called an 'Assault Whore'?

Medic should be supplemental.

I say the numbers on the G36E and G36C get reversed. That's still a good gun but not better than Assault, right? Well I have no trouble with it...
nice post, thanks

Last edited by Marinejuana (2007-01-10 22:14:49)

Deadmonkiefart
Floccinaucinihilipilificator
+177|6677
I would agaree that medics should not have as good a weapon as assault, but reciently I have been in several full 64 player games in which I was the ONLY medic, and the rest of the team was filled with Assault and Spec. Forces.  Assault and Spec. Forces. seem to be the most popular kits latley.  I no longer seen many Support or medic players(usually 0-1) if I am not playing Srike On Karkand.
thtthht
maximum bullshit
+50|6301|teh alien spaceshit
Because medics are usually in the frontlines, they need a weapon that does a decent amount of damage, very high rate of fire, and reasonable accuracy and a fast draw time. A powerful PDW is good. Maybe a nerfed mp7 so it does about 27 damage (g36=25) with 40 rounds and 4 spare clips and a scope for better accuracy?
Flecco
iPod is broken.
+1,048|6636|NT, like Mick Dundee

Just bring the nade launcher back up to full strength. Without being able to fire it while in the air should get rid of the "noob toobing" problem. Assault was always meant to be the powerhouse infantry class. That and bring the smoke grenades up to scratch. Make them able to screen a street for 15 seconds.

The medic kit doesn't need nerfing. Assault just needs to be brought back up to strength.
Whoa... Can't believe these forums are still kicking.
AWSMFOX
Banned
+405|6434|A W S M F O X

Flecco wrote:

Just bring the nade launcher back up to full strength. Without being able to fire it while in the air should get rid of the "noob toobing" problem. Assault was always meant to be the powerhouse infantry class. That and bring the smoke grenades up to scratch. Make them able to screen a street for 15 seconds.

The medic kit doesn't need nerfing. Assault just needs to be brought back up to strength.
Flecco
iPod is broken.
+1,048|6636|NT, like Mick Dundee

HOLY CRAP. SOMEBODY AGREES WITH ME?

Oh, btw, I still score pretty high with assault, even if I do consider it under strength at the moment.
Whoa... Can't believe these forums are still kicking.
AWSMFOX
Banned
+405|6434|A W S M F O X
Well, it makes sense. I dont have any trouble with Assualt, but the nade launcher situation is a bit crappy. I still <3 it though!
Todd_Angelo
Leukocyte
+336|6598|Warlord
A little, yes.

Giving the class with the ability to heal themselves some of the best guns in the game is the reason (duh) that almost all of the high-performing infantry players have most time as medic.

So I think the major improvement to balance would be that medics can't heal themselves; I'm not sure it would be practical in coding terms though but it would remove one of their major lone-player advantages, and promote teamwork, so I don't see a downside (other than medics bitching about the change!) But if it had been designed this way from the outset I think the game would be a lot more balanced now.
ShoopDaWhoop
Banned
+53|6303

Cheez wrote:

When have you ever heard someone being called an 'Assault Whore'?
see "DevineMomentOfTruth"

100,000 kills with assault.
Phrozenbot
Member
+632|6586|do not disturb

ShoopDaWhoop wrote:

Cheez wrote:

When have you ever heard someone being called an 'Assault Whore'?
see "DevineMomentOfTruth"

100,000 kills with assault.
Assault rifles.
Gilmourish
Member
+4|6554|Holland
I think the assault class is overpowered by the medics too.

A medic should be in the background, protected by the assault and support classes, in order to save their asses when it goes wrong. In the BF2-world it's allmost the other way around...Medics go into battle in packs, having a powerfull gun and reviving each other. I think they should have a less powerfull gun with maybe a little more accuracy, so it's less encouraging to run into battle on their own, but need assistance from other classes.

When I play medic I try to stay behind my teammates to support them from a distance and heal/revive them when necessary. This way they dont have to call for me all the time or run after me when they need healing too.
.:Li:.Skythe
Member
+1|6287
IMO The medic class is overpowered. With the best guns in the game(Opinion), and the ability to whore points as well as heal themselves, it's just ludacris. My suggestion would be to do what they did with the lastest version of pro. Namely, make the defibs have "Charges" that can be reloaded by an ammo bag. Also limit thier number of nades. But hey, again, opinion.
Marinejuana
local
+415|6556|Seattle

Todd_Angelo wrote:

So I think the major improvement to balance would be that medics can't heal themselves; I'm not sure it would be practical in coding terms though but it would remove one of their major lone-player advantages, and promote teamwork, so I don't see a downside (other than medics bitching about the change!) But if it had been designed this way from the outset I think the game would be a lot more balanced now.
This is another good solution.

But as a medic whore, I love being able to heal myself. And as a BF2 veteran, I also love accurate weapons. So I still think a highly accurate carbine would be a more fun nerf than not being able to heal myself. Just my opinion though. Good post.
Dwit
Member
+34|6481

Cheez wrote:

<<<FTDM>>>Gen.Raven wrote:

Medics are usally in the heat of the action and need all the fire power they can get. Say on karkand it would suck for medics having to be in the heat of the action with a gun no better than a pistol.
No. An ASSAULT is the one in the heat of the action, and shouldn't be out-gunned by a 'pacifist' (for lack of a better word). If you don't believe me check what's-his-name's chart, the G36E canes anything the Assault get, even though they should have the most powerful weapon (barring Support which should be wildly inaccurate in comparison).
Thats why i thought about attacking CP ( 1 point) just like defending a CP but only for assault...
For the medic carbine part, good idea may balance the game, but they always will be padding / nade-spamming
SmackDowN
Member
+5|6440
Well before there wasn't an infantry only mode, kits were balanced, cause a medic isn't worth shit when facing a vehicule... You wanted an infantry only mode, take what comes with it.
Chorcai
Member
+49|6619|Ireland

Deadmonkiefart wrote:

I would agaree that medics should not have as good a weapon as assault, but reciently I have been in several full 64 player games in which I was the ONLY medic, and the rest of the team was filled with Assault and Spec. Forces.  Assault and Spec. Forces. seem to be the most popular kits latley.  I no longer seen many Support or medic players(usually 0-1) if I am not playing Srike On Karkand.
Yea noticed that the other day, althou, its a handy class to start the game with, as in self-heal. I see lots more Assault/Support/Spec guys now. But, I/O Karky is full of medics/support and the odd sniper (normally seen running to the hotel with claymore in hand !
gene_pool
Banned
+519|6592|Gold coast, Aus.
No. Next to No One would play medic then and there would be hardly anyone to revive you.
Barrakuda777
Member
+86|6707|Somewhere near a shrub or rock
Ok, heres a plausable solution. It will be somewhat unpopular but would induce more in terms of gameplay.

I think the problem in gameplay lies in the inherent fact that any spammed class is not conducive to balanced team loadouts (prime examples medics and snipers..), my proposed solution is one that has been used in many many other games and I would suggest Americas Army probably is the closest parallel that I would like to draw.

Squad Framework!!

How about having kit selection determined by your inclusion as part of a SQUAD (the single most teamwork centred element of the game), thus the numbers of certain classes is determined by "either" :
Squad leader on creation of the squad (e.g. Rounded, Fireteams, Special operations, Medic supported fireteam, sniper supported etc...)
Commander (creates the squads to suit THEIR tactics and allocates kit appropriate to the role -  and thus makes this role as vital as it should be!!!)
MAP (selection of this by EA , by terrain, type of fighting and expected enemy loadouts).

Those who do not enter a squad are limited to assault class only with the medics m16 and NO GL.

The squad balance structure could effectively limit the "specialised" roles to a maximum number.

Commander and Squad leaders take a much more prominent role in the running of the battle.

Ranks and kit specialisation ACTUALLY MEAN SOMETHING!!!

Thank you very much... i will be here all week!

Kooda

Last edited by Barrakuda777 (2007-01-11 03:37:39)

Board footer

Privacy Policy - © 2024 Jeff Minard