I like cheese... and play support
Poll
Should Medics get grenades?
Yes - because Medics are the best! They deserve them | 33% | 33% - 71 | ||||
Yes - because the Assault kit sucks anyway | 15% | 15% - 32 | ||||
Who cares? I like cheese | 35% | 35% - 74 | ||||
No - because it makes the game unbalanced | 12% | 12% - 27 | ||||
No - because I hate grenades | 2% | 2% - 6 | ||||
Total: 210 |
I should get free beer
What you don't understand is many players believe, (and they have good reason to) the Medic class is the best in the game... they have the most accurate rifle w/ least amount of recoil, they can heal themselves, they get piles of points from clicking on dead bodies (what I'm saying is, there's no real skill involved in using a defib). Think about it. They're already overpowered, get tons of points that in my opinion they don't deserve, and grenades are just another weight being added onto the already unbalanced scale of balance in BF2. Medics were not intended to be the bulk of the power behind the infantry... it's clear that EA and Dice intended them to be a support-type kit. Otherwise, there would be no reason to even have an Assault kit.theDude5B wrote:
the medics in BF2 are COMBAT medics hence why they even have weapons! if they were just medics then there would be a hospital somewhere and everyplayer would have to go there to get healed/revived. the AT kit should get nades though.Spearhead wrote:
Medics are MEDICS, it's completely disrupting the balance of the game. AT players don't even get nades.theDude5B wrote:
i am sorry, but this is the worst thread of have heard in a while. take nades away from COMBAT medics? WTF!
why not take their guns away, leave them with a knife and make them old grannies?
Last edited by Spearhead (2006-05-22 10:58:58)
I agree with you Spearhead. I think the [Combat] Medic kit should be toned down a bit in overall firepower (perhaps 1 or 2 nades). I think Assault should be toned UP in firepower. And like many others have already agreed, Anti-tankers need nades.
I wouldn't mint to have an assault rifle for antitanks
If you think of the unlimited healing packs issue so yes, but if you count the medicpacks as one, AT carries way more.{B-T}<babacanosh> wrote:
no they shoudn't have grenades becuase they carry more than antitank, and still they get grenades, comon.
they shouldn;t be worried bout combat as much as assualt, yet they get grenades still.:'(
But yeah, lets make a new "we change the game completly" patch!
Giving the AT assualt rifles would make it some sort of overpowered (Very good against infantry on all ranges+AT), nades isn't a bad idea though.
Last edited by [tlv]TDL (2006-05-22 12:27:06)
I know it can (and probably will) detract from gameplay... but I think all kits should have an alternative weapon. Example for USMC:
Spec-Ops - M4/MP5
Sniper - M21/M24
Assault - M16A2 w. M203/M4 w. M203
Support - M249/M60
Engineer - US shotgun/M4
Medic - M16A2/M4 - no nades, no ability to heal himself
Anti-Tank - MP5/M4
I also have some other suggestions (such as customizable kits like in BF2142, for example no scope on M4, no M203 on Assault if you don't want it, etc.)
Spec-Ops - M4/MP5
Sniper - M21/M24
Assault - M16A2 w. M203/M4 w. M203
Support - M249/M60
Engineer - US shotgun/M4
Medic - M16A2/M4 - no nades, no ability to heal himself
Anti-Tank - MP5/M4
I also have some other suggestions (such as customizable kits like in BF2142, for example no scope on M4, no M203 on Assault if you don't want it, etc.)
Last edited by Spearhead (2006-05-22 16:45:38)
they wouldnt have time to cryusmarine2005 wrote:
http://www.ginklai.net/images/galerija/2216_stinger.jpg
= crying pilots
http://www.redstone.army.mil/history/ar … lin_03.jpg
= crying tank drivers
but if you want it to be balanced, the medics should have to remove a bullet or do a field surgery
So a medic without a medpack would be.......not a medic then?sharpchedda wrote:
Take away their medpacks too.
BUllet Fodder
Yes
If you stopped sucking sienfields ass with the AT kit you wouldnt need nades. Sure it would be convenient in a pinch but when was the last time you saw anyone with a fucking rocket launcher doing CQC? Oh thats right the homo's who use the ERYX point blank on people or from 40 feet away because their guns are underpowered and they're insecure about their skill with a pistol.tip700 wrote:
they just need to give AT nades, that way every kit has nades or some form of nade.
OVERPOWERED? give me a damn break, the only thing a medic is overpowered to do is score more points faster than me in a round as I run around playing the assult kit.Removing nades will leave far to many screaming medic babies who are all fast of the post to moan about c4 chucking or noob tubing yet will happily utilise the most overpowered kit in the game
You need to see me on the battlefield before you cry about what kit is overpowered, in the hands of the right player ANY kit is overpowered. Just stop sucking!137[CSi] wrote:
Medics need grenades because their assult rifles besides the - the AK 101 and the L85 (close range spray and prey) pretty much blow ass.
i have never ever seen as much bullcrap cramed into one post as this
Depends who uses the guns eh. the screens look like me with medic ... only i got a lot more teampoints.. so more points but i don't disagree. m203+m16 = pure ownage. But in wars they only play medic. :SSargeV1.4 wrote:
It is perfectly fair as it is. assault beats medic in a 1 on 1, same guns, but assault gets the armour. unless if the medic happens to get a headshot he will take longer to kill the assault than vice versa. not to mention assault gets the GL, wich is still very useful.Spearhead wrote:
It's called balance, and it is needed for a game to be fair and just.
Disagree? Well, come play on DDD sometime. unranked infantry only. you'll see
m16+m203+karkand+me
http://img68.imageshack.us/img68/5433/s … 3sh.th.jpghttp://img68.imageshack.us/img68/6446/s … 9nb.th.png
I deffinalty think they should why not dude?
medics dont use nades anyways there to busy teampoint whoring
And .50 should kill with 1 round, and since when can ANYONE carry 5 SRAW's in a back-pack, or 5 mines for that matter, or a million ammo-bags crammed in their rears? Basic load-out for all support classes? Handgun, Rifle, 3 nades, & 3 either med or ammo packs, which once used up are gone until their commander drops them a supply box to reload. AT should get 1-2 rounds, and that's all it should take unless you clip the tank's side view mirror, then you don't deserve a kill. Spec-ops, 5 packets of c-4 is still feasible, not to big or heavy. How about, for realism, when you get nailed with any weapon that does any real damage, it slows you down? Oh yeah, because then it would suck, right? Remember kids, "Do Unto Others, Before They Do Unto You"rgraze wrote:
The medics in this game are navy corpsman and should technically only get the m9. anyway since they have a rifle I think if you took away thier nades then maybee they will do more healing and reviving and be more careful to make sure you're covered by someone or the coast is clear before you revive someone.
Im not the one crying over being shot by an eryx. Rofl, they are easy to dodge. And btw my accuracy, spm, are higher and especially my infantry kd ratio is significantly higher than yours. Your overall kd ratio is helped by ur 150 hours in chopper, 100 hours aviator.137[CSi] wrote:
If you stopped sucking sienfields ass with the AT kit you wouldnt need nades. Sure it would be convenient in a pinch but when was the last time you saw anyone with a fucking rocket launcher doing CQC? Oh thats right the homo's who use the ERYX point blank on people or from 40 feet away because their guns are underpowered and they're insecure about their skill with a pistol.tip700 wrote:
they just need to give AT nades, that way every kit has nades or some form of nade.OVERPOWERED? give me a damn break, the only thing a medic is overpowered to do is score more points faster than me in a round as I run around playing the assult kit.Removing nades will leave far to many screaming medic babies who are all fast of the post to moan about c4 chucking or noob tubing yet will happily utilise the most overpowered kit in the gameYou need to see me on the battlefield before you cry about what kit is overpowered, in the hands of the right player ANY kit is overpowered. Just stop sucking!137[CSi] wrote:
Medics need grenades because their assult rifles besides the - the AK 101 and the L85 (close range spray and prey) pretty much blow ass.
i have never ever seen as much bullcrap cramed into one post as this
and btw i dont think giving people negative karma and reason beign "Dick" is appropriate either. Neither are homophobic slurs.
Last edited by tip700 (2006-05-23 02:13:05)
I like cheese
I think the medic is already a powerhouse (well, at least those that don't run around with defibs out) and grenades unbalance it.....
For example, Medic with a G36E comes my way, I duck behind cover. HE flushes me out with a nade and i start shooting, reduce his health by half, but he gives 2 light hearted clicks of his mouse and Im dead........Then he goes and heals himself!!
Its stupid to give the best weapon in the gamew to a class that shouldn't be storming around, and even when they do have it, it is still neglected around 40% of the time to fools running around with Defibs.
If EA are gunna give the Medic a super rifle they should have evened it by taking something, and the nades seem like the best choice.....
For example, Medic with a G36E comes my way, I duck behind cover. HE flushes me out with a nade and i start shooting, reduce his health by half, but he gives 2 light hearted clicks of his mouse and Im dead........Then he goes and heals himself!!
Its stupid to give the best weapon in the gamew to a class that shouldn't be storming around, and even when they do have it, it is still neglected around 40% of the time to fools running around with Defibs.
If EA are gunna give the Medic a super rifle they should have evened it by taking something, and the nades seem like the best choice.....
our army medics get the standard issue combat load for a rifleman plus aid bag. But i think that all depends on chain of commandusmarine2005 wrote:
All our Corpsmen ever had for defense were M9 Barretta pistols.
You're kidding, right?137[CSi] wrote:
The Anti Tank kit needs to be modified so rockets pass through soldiers and only hit armor. Since people dont know how to use the dao or the mp5, or pp19 or the shitty new addition p(ussy)90 in a gun fight.
Considering they go against guys with grenades, & tanks jeeps etc, give them grenades. Trust me, allowed or not, if I'm a Medic & going to War, maybe you will only issue me an M9 (better yet, just let me take mine, it's dialed in), but I guarantee you I'll find some effective shit on somebodies carcass- Be it AK-47, M16a2 (Gunny, Just making sure it doesn't fall into enemy hands!), or a M19 (not very portable for one guy, but OH SO FUN!!!) How about giving them smoke grenades, so you can toss one, & under the cover revive your guys without being capped so easily?
u really are a spaz ive never seen such a crap post .sharpchedda wrote:
Medics should not have grenades and such great weapons. It's ridiculous that medics can overpower assault players. Take away their medpacks too.
Assault class has hefty body armour the medic has none .
The "lets nerf everything gang " seriously need to get a grip and just play the game .Its you cunts whineing about things that fucking the game up ffs .
Leave all classes as they are ,if you cant adapt to that then play something else and whine at there forums.
Last edited by Knight`UK (2006-07-15 03:45:55)
take out nades from support pack = stop of nade spamming .
Medics are ok as they are .
Medics are ok as they are .
God if you think AT needs grenades you really need to get some skills. DAO + SRAW/ERYX = ownage
One shot kill people, and if you miss you have a shotgun that fires as fast as you can click and deals up to 96damage per shell.
Im surprised i don't see more people complaining about the engineer kit, QCB weapons and a wrench, now thats suck.
One shot kill people, and if you miss you have a shotgun that fires as fast as you can click and deals up to 96damage per shell.
Im surprised i don't see more people complaining about the engineer kit, QCB weapons and a wrench, now thats suck.
Last edited by PRiMACORD (2006-07-15 03:47:27)