Even with medics requiring 100 HP healed per point scored, it's still by far the most lucrative kit for scoring in the game. If anything, I think it should either be nerfed further or the support and engineer kits should get a boost to make repair/support points able to be scored at about the same rate as medic. As it is now, playing engineer isn't a very rewarding kit cus it takes forever to accrue repair points.
As for being a medic, other than reviving, I find a lot of times people are completely oblivious to the fact that you're trying to help them. A few thoughts:
1. In my opinion, medics should be about healing and reviving first, combat second. The way I play, if I see someone nearby that's wounded, I will almost always run in their direction with medpack out to heal them, cus healed/revived people = tickets saved. Also, if I'm standing near someone who's in a firefight, I'll take cover very close to them, again with medpack out, so that any hits they take begin healing right away. If they die and it's a long-range engagement, I can revive them over and over again if need be, preventing any loss of tickets. It might sound like point-whoring, but in my mind it keeps your people alive and that's what's important.
2. If you see a medic running up and starting to heal you and you're not being fired upon or are in imminent danger of dying, don't turn around and run in the other direction or ignore the medic. I can't tell you how many times I've run full-speed toward someone trying to give them heal support only to have them keep running with me chasing them like an idiot, following which I get capped with my bag in my hand.
3. Medics are really, really important to have late-round in close games where every ticket counts. If you're under 20 tickets and the game is undecided, you can never have enough medics in my opinion. They're certainly combat-capable, and you can stretch those tickets a LONG way that way.
Last edited by Tangy Meat Sauce (2005-12-18 22:35:13)