Amending The Latest Medic Nerf I will preface by saying the current damage cooldown is a GOOD and FAIR idea. But in my opinion it overreaches slightly, I find little reason as to why it should apply to healing OTHERS with the MEDBEAM. Taking a stray bullet or some splash damage and having to wait 5 seconds to heal others is very boring to someone whose entire gameplay loop is based around this, I think personally that disabling only self-healing is a far better compromise. This does not apply to medkits as I don't use them and as far as I know only combat classes have them anyways. I tried playing Medic post-nerf during low pop for about 2 hours before I couldn't do it anymore, I tended to do A LOT less healing and a lot more shooting since I simply was NOT ALLOWED TO HEAL my team.
QoL MedBeam Update
In Team Fortress 2 there is an optional feature in which you no longer need to hold M1 to heal others, you click on them once and then it will automatically hold the beam on them until you click on someone else or switch weapons. I think we should introduce this OPTIONAL feature as well.
QoL HUD Update
In Team Fortress 2 there is an optional feature in which your teammates automatically call for medic once they reach a certain HP threshold (Only visible to the medic), I'd like this feature added as well. It would make it easier to keep track of other's HP without being too OP by showing actual health bars everywhere.
Medic's Carry Weight I just think it's way too much for no real reason, we already have an UZI which is a great weapon, a way to treat ourselves and others with both constant AND burst healing, a way to revive other people... Why do we get 12 CW as enlisted? That's so much! Personally I would like to sacrifice a decent chunk of it for more speed so I can keep up with the people I'm healing. Although I understand that stat changes are requested by COs and not some random PVT on a forums post.
The Problem With Perks: Mirror and Team Player This is part of a much larger discussion about game balancing that will go on a different thread, but I'll include it here since it's pertinent.
Mirror is likely the entire reason healing others was also set on cooldown, to this I raise some questions: Why is this perk a thing? Why do we need to gate such a game changing mechanic over a 29kc optional upgrade? Why do we need to balance the class around something like this instead of focusing on the base everyone already has? I think Mirror should be removed, changed or simply merged into the MedBeam by default. Balancing is already incredibly difficult, adding more variables for the sake of freedom and experimentality is a good idea in concept, but it ends up making the job difficult for those without money.
The same goes with Team Player to a lesser extent since it's a cheaper perk, but it still holds truth. I don't doubt the heal rate of the MedBeam already takes into account this optional perk, I think that's the wrong way to go about it. I think we should simply have the heal rate we SHOULD have without spending money on perks, attachments are already expensive as it is and once you reach a high level making credits is a several days long grind.
How would this benefit the server?
These changes would make it easier for both new AND old players to more fluidly change classes to Medic due to the lower credit cost of effectively playing it (for old, poor players) and the QoL updates would allow new players who are already overwhelmed by the high paced low TTK combat to more easily understand their surroundings and have more fun actually healing their team.
I will admit the CW suggestion is me overstepping. It's a personal idea that I think would make enemies have an easier, consistent and enjoyable time fighting Medics without resorting to nerfing Medic's ability to heal, forcing the Medics to just stand there and do nothing, boring them out of their mind, or forcing them to act as a combat class instead.
Medic tr pvt, rf pfc, union 05
Discord Username:
Ajee
Steam ID:
STEAM_0:0:564115838
What is your suggestion?
Amending The Latest Medic Nerf
I will preface by saying the current damage cooldown is a GOOD and FAIR idea. But in my opinion it overreaches slightly, I find little reason as to why it should apply to healing OTHERS with the MEDBEAM.
Taking a stray bullet or some splash damage and having to wait 5 seconds to heal others is very boring to someone whose entire gameplay loop is based around this, I think personally that disabling only self-healing is a far better compromise. This does not apply to medkits as I don't use them and as far as I know only combat classes have them anyways. I tried playing Medic post-nerf during low pop for about 2 hours before I couldn't do it anymore, I tended to do A LOT less healing and a lot more shooting since I simply was NOT ALLOWED TO HEAL my team.
QoL MedBeam Update
In Team Fortress 2 there is an optional feature in which you no longer need to hold M1 to heal others, you click on them once and then it will automatically hold the beam on them until you click on someone else or switch weapons. I think we should introduce this OPTIONAL feature as well.
QoL HUD Update
In Team Fortress 2 there is an optional feature in which your teammates automatically call for medic once they reach a certain HP threshold (Only visible to the medic), I'd like this feature added as well. It would make it easier to keep track of other's HP without being too OP by showing actual health bars everywhere.
Medic's Carry Weight
I just think it's way too much for no real reason, we already have an UZI which is a great weapon, a way to treat ourselves and others with both constant AND burst healing, a way to revive other people... Why do we get 12 CW as enlisted? That's so much!
Personally I would like to sacrifice a decent chunk of it for more speed so I can keep up with the people I'm healing. Although I understand that stat changes are requested by COs and not some random PVT on a forums post.
The Problem With Perks: Mirror and Team Player
This is part of a much larger discussion about game balancing that will go on a different thread, but I'll include it here since it's pertinent.
Mirror is likely the entire reason healing others was also set on cooldown, to this I raise some questions: Why is this perk a thing? Why do we need to gate such a game changing mechanic over a 29kc optional upgrade? Why do we need to balance the class around something like this instead of focusing on the base everyone already has? I think Mirror should be removed, changed or simply merged into the MedBeam by default. Balancing is already incredibly difficult, adding more variables for the sake of freedom and experimentality is a good idea in concept, but it ends up making the job difficult for those without money.
The same goes with Team Player to a lesser extent since it's a cheaper perk, but it still holds truth. I don't doubt the heal rate of the MedBeam already takes into account this optional perk, I think that's the wrong way to go about it. I think we should simply have the heal rate we SHOULD have without spending money on perks, attachments are already expensive as it is and once you reach a high level making credits is a several days long grind.
How would this benefit the server?
These changes would make it easier for both new AND old players to more fluidly change classes to Medic due to the lower credit cost of effectively playing it (for old, poor players) and the QoL updates would allow new players who are already overwhelmed by the high paced low TTK combat to more easily understand their surroundings and have more fun actually healing their team.
I will admit the CW suggestion is me overstepping. It's a personal idea that I think would make enemies have an easier, consistent and enjoyable time fighting Medics without resorting to nerfing Medic's ability to heal, forcing the Medics to just stand there and do nothing, boring them out of their mind, or forcing them to act as a combat class instead.
I take it all back I hope you people burn.