SmackDowN wrote:
SmackDowN wrote:
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.
there again, IT IS NOT OVERPOWERED, it's your game mode that is.
sorry, wrong. medics also were the most powerful kit pre 1.4. assault, support, and snipers also cant kill vehicles. yet good medics make these kits their bitch because their kit is advantaged. It takes a headshot to kill a good medic because he will be gone and healing the moment you land your first shot. If medics are so difficult to kill compared to other kits, they don't need the best selection of weapons to boot.
Flecco wrote:
Marinejuana wrote:
lord_tyler_486 wrote:
This still wouldn't change the fact that medics can shred AT, engineer, sniper, spec OPs, or support at most ranges. Isn't that a little backwards?
There isn't really an issue of assault being weak. Medics just might be a bit overpowered.
Nope, I have no problem taking medics out as any class and the medic should be able to beat the shit out of everybody BUT assault.
the point isnt whether you can kill medics with other kits. believe me, lots of people here can do that. the point is that medics are pimped out, so its just a fact that as a medic, its easier to own than any other kit.
If you play smart and heal yourself/use cover, the odds are even stacked powerfully against assault. I like the kit (a lot), but the fact is that between good players, fights can take a minute, and while the assault will be on one bar of health a minute into the fight, the medic will be fresh as a daisy. you will only enjoy that extra bit of body armor as assault if a medic is willing to just lay down and trade shots openly. its easy enough to never let this happen, which is why the kits are out of balance.
voltage wrote:
It wouldn't make much difference imo.
ramsie1 wrote:
give medics smgs and problem solved
Hear hear!
ARs own the close range fights more than any other weapon (cept shotties). You give them to medics and suddenly they are face to face with everyone, leading fights, but not necessarily hanging back to do their job. ARs have potential at long range, so thankfully every medic is not mindlessly charging the CQC battle.
Giving medics SMGs would be an incredibly bad idea because then they could ONLY be useful at the kinds of ranges where they are as likely to be killed as revive a teamate. You would have a weapon that encourages the medics to be gungho and not do their job.
I specifically suggest carbines, b/c in BF2, carbines reward players that hang back and use cover a lot. Medics would find it easier to support teamates with a carbine, yet they would find it more difficult to simply charge through the map facing off with support and assault.
medics with SMGs would mean that only highly skilled players could do the job of a medic. This would mean hardly any useful medics on the battlefield. That doesn't really solve the problem now does it?