FULL RP Name(s): A: MPF HELIX JUSTICIAR ASO OFC-II Garfield
Discord Username: A: Magic Man Marley#5428
Steam ID: A: STEAM_0:1:67173565
What is your suggestion? A: Let's be honest, the medkit nowadays is FAR outmatched by the syringe gun perk, while it can be useful in certain scenarios, often times it just falls short, so I think medkit needs a buff.
1. Remove the damage timer for healing others, syringe gun can heal no matter what, and while this won't make it equal, it's still an improvement
2. Increase the healing range, I don't expect a MASSIVE range increase, just one so you are actually capable of healing people who are running away
3. Increase the healing rate slightly, I think the 150 - 50 values themselves are fine, but just how often you can use the medkit can make it much easier to heal multiple different people.
ALTERNATIVELY
1. give the medkit an AOE heal alt ability, replacing the self heal or something, that has a 3-5 second cooldown, this could be better for a point being mortared by the enemy team, or even just a lot of damaged allies nearby.
How would this benefit the server? A: Syringe gun wouldn't just be better in practically every way (aside from not giving support tokens) and with the AOE ability, they could both be used alongside eachother.
I really like the AoE healing ability replacing the self heal.
If that gets added, remove the damage timer or reduce it to like, 1 second so people can't combat heal like a bitch.
healing other people is 250 HP per hit, it also practically never runs out compared to the syringe gun, you have to use 2 weight for the syringe gun.
in my opinion i think the medkit is fine as is and i find syringe gun not worth it if you're a medic already, its only use that would be really good imo would be actively getting shot at (the person youy're healing) because the healing can output better than the damage the person is receiving
Woodman beat me to it, but 250 health is what it heals others for (change was a week or two ago). I'll remove the damage timer; and honestly it doesn't really matter if you self-heal without the damage timer. People just deal way more damage than when the timer was implemented. I'll also increase the regen are for the medkit from 20 to 50, just to future proof it. Locked/Moved.
A: MPF HELIX JUSTICIAR ASO OFC-II Garfield
Discord Username:
A: Magic Man Marley#5428
Steam ID:
A: STEAM_0:1:67173565
What is your suggestion?
A: Let's be honest, the medkit nowadays is FAR outmatched by the syringe gun perk, while it can be useful in certain scenarios, often times it just falls short, so I think medkit needs a buff.
1. Remove the damage timer for healing others, syringe gun can heal no matter what, and while this won't make it equal, it's still an improvement
2. Increase the healing range, I don't expect a MASSIVE range increase, just one so you are actually capable of healing people who are running away
3. Increase the healing rate slightly, I think the 150 - 50 values themselves are fine, but just how often you can use the medkit can make it much easier to heal multiple different people.
ALTERNATIVELY
1. give the medkit an AOE heal alt ability, replacing the self heal or something, that has a 3-5 second cooldown, this could be better for a point being mortared by the enemy team, or even just a lot of damaged allies nearby.
How would this benefit the server?
A: Syringe gun wouldn't just be better in practically every way (aside from not giving support tokens) and with the AOE ability, they could both be used alongside eachother.
If that gets added, remove the damage timer or reduce it to like, 1 second so people can't combat heal like a bitch.
+1 me like the alternative
in my opinion i think the medkit is fine as is and i find syringe gun not worth it if you're a medic already, its only use that would be really good imo would be actively getting shot at (the person youy're healing) because the healing can output better than the damage the person is receiving