One shot. Posted May 9, 2011 Share Posted May 9, 2011 Hello.I'm new to this community, So that's why you haven't heard of me.I've heard/seen that the medickit no longer recharges itself, Only for level 5-6 medics.I think that it's a good idea, But that you should keep it in-game.That's why I thought of a solution, I thought this trough real badly, And wanted to share it with you.So, It's removed and you can't get it before you get to level 5-6, Not a bad idea.But what if, And this mainly focuses on the objective to level up, You could manage to get it back?What if this 'power' could be a perk?Perk name : Medical emergency.Costs : 3500(Can be made higher)Description : After weeks of fighting the zombies, You have discovered how to work with your Medickit, It now recharges automaticly.Class : Medic.Note : I did not make this thread to piss you off and say "What a bad idea, I think that the maker did a bad job and that he/she should be vaporized in a poodle of lava."Also, If you read the chat-logs I did mock abit about it, I excuse for that.If you think this is a bad idea, Please leave a note saying why it's a bad idea.Dear greetings,-One shot,Five kills. Quote Link to comment
Silver Dot Posted May 9, 2011 Share Posted May 9, 2011 (edited) I vote no. The reason they did is is so humans would be overall balanced. Imagine starting the round as a zombie, the humans have a few medics with them, you do your best to try and eat a brain, and what do you get?Five thousand 9x18 bullets in your ass, and then your target is quickly healed. This continues until someone pities you and suicides so he can help you.Keep going with the suggestions, though. Edited May 9, 2011 by Silver Dot Quote Link to comment
Guest Posted May 9, 2011 Share Posted May 9, 2011 I like the recharging automatically idea.The higher the cost the less people that will have it, which is another good thing too. Quote Link to comment
One shot. Posted May 9, 2011 Author Share Posted May 9, 2011 (edited) I vote no. The reason they did is is so humans would be overall balanced. Imagine starting the round as a zombie, the humans have a few medics with them, you do your best to try and eat a brain, and what do you get?Five thousand 9x18 bullets in your ass, and then your target is quickly healed. This continues until someone pities you and suicides so he can help you.Keep going with the suggestions, though.I understand what you mean, But when I see this I don't see a zombie team working togheter, I've been alone too as a zombie in one round and everytime I hurted, somone they screamed for a medic right away.If you have a team of zombies (2 is enough) that can work togheter, You can kill somone before he/she can get to a medic, A noob-ish medic will think of the game fun when he/she gets complimented with the fact that he/she keeps his/her Medickit out all the time to heal.However, After some time the medic decides to let the Medickit rest in it's pocket and use the pistol to do what he/she came for, Killing zombies.There is less to none Teamwork, I know. But if you remove the medic's recharge comepletely, It's like removing the Poision-headcrab's poision spit.All the medic has is his pistol, And medic kit. It's the only class that can't start out with an extra.The engineer has a chance for a turret.The commando has a chance for a rifle.The beserker has a chance for an axe.The support gets a hammer with nails.The medic gets nothing special, The only thing he has is his pistol and his medickit, So nerfing this class into 'reasonable' state seems unfair for the humans in my opinionIf somone is the last human, He gets killed aswell, Because he has no team to rely on and the zombies work togheter to cut corners and smack humans, Today I got killed by an Ethereal zombie whilst being behind a heavily baricaded door whilst being a medic.If the humans manage to make a barricade, That's the fault of the zombies because they haven't acted fast enough, Or the humans were too fast. Humans never win the game, 20 minutes is too much for them, But they get far with the medic healing them.If a medic can not provide hp, Than he's not a medic but a default class in my eyes.Nerfing humans to the point where they cannot receive hp whenever they need it, Is unfair for the team with the disadvantage, The team with lesser people.Once somone gets killed, By the usage of teamwork, That person becomes a zombie and kills the team he/she used to be in.This is all I can give as statement for now, Think about this. Edited May 9, 2011 by One shot. Quote Link to comment
Pufulet Posted May 9, 2011 Share Posted May 9, 2011 Necrossin was discussing with me this yesterday I think. He says that for lvl 5-6 he would want to add a medic smg just like the one in killing floor.The engineer has a chance for a turret.The commando has a chance for a rifle.The beserker has a chance for an axe.The support gets a hammer with nails.The medic gets nothing special, The only thing he has is his pistol and his medickit, So nerfing this class into 'reasonable' state seems unfair for the humans in my opinionWell if you put it that way than medic gets the Medkit... Quote Link to comment
Deluvas Posted May 9, 2011 Share Posted May 9, 2011 Necrossin was discussing with me this yesterday I think. He says that for lvl 5-6 he would want to add a medic smg just like the one in killing floor.Yes, I told him about the one in KF, but I suggest he implements it for all levels, only the numbers should vary depending on the level, and it should be a clever mechanism, but fun at the same time. Quote Link to comment
One shot. Posted May 9, 2011 Author Share Posted May 9, 2011 (edited) Necrossin was discussing with me this yesterday I think. He says that for lvl 5-6 he would want to add a medic smg just like the one in killing floor.That would be an excellent idea, If you could even manage to get to that level.Healing people as an objective as medic, That's cool. But what if you can't heal anyone anymore because of the new update? You wouldn't be able to get too many points at all.The box drops at an overall rate of 2~Let's do some maths here.A round lasts for 20 minutes.20/2=10, An overall of 10 boxes.That means that a medic can provide 1000 HP points, Sounds like alot and it is.But a noob-ish medic wouldn't survive for that long, Zombies would wait near the box for medics to come get the supplies, The medics would die because the noob-ish onces that can't level due to the objective of getting to the box for health gets hard. Getting to the box is easy, grab it, But getting away isn't that easy.Fast zombies spam you in the back and before you can reach your target you have to heal yourself, There goes 75% of what should've gone to your team.This brings us to an overall of surviving 10 minutes, With a good team.That means that the medic can get 5 boxes of supplies, That's 500.That's also alot, But the chances that he will heal it all on his team-mates are 10%That means that he'll probably get hurt sometimes, Let's say 5x for trying to heal his buddies.5x25=125, That means that the 500HP goes down to 375, Because 500-125=375.After that, He needs to keep on going to the box, And risk his life again, The box spawns 5 times in ten minutes, The average time for a good medic. That means that if the zombies are smart, They can punch the medic a few times in the time he gets to the box 5x.That's around 5 times of walking, if he's still alive after that much time.That's 5x125 again, That brings us to another 125 hp off.It leaves us with 250HP he/she can spend on humans.Considering 10,000/10K to be the ammount of healed points, That would give us some more maths.10,000/250~=400.A human has to heal all survivors with the luck/skills we calculated above 400x.IF the human focuses on leveling up, The game would become boring after 50 games because of the fact that you're not earning too much XP.That keeps the human stuck at the same level for a while, It would struggle to get higher and higher, But eventualy gives up because of the disadvantage the class has.Bringing a perk instead of totaly removing it seems fair in my eyes, Because you give the team that loses the most, An opportunity to survive. Edited May 9, 2011 by One shot. Quote Link to comment
Bob Posted May 9, 2011 Share Posted May 9, 2011 I just want a bit more ammo.On the close maps there isn't enough to fight off the zombies till a regen or supply crate.I quite like the new medkit I might start saving it for myself though Quote Link to comment
One shot. Posted May 9, 2011 Author Share Posted May 9, 2011 I just played a game on the 'zs_nastierhouse' map.I got to heal a total of 198 HP, And I could've healed more but most of the HP went to me.The supply crates are good, But can't keep up with the ammount of people getting hurt, Noone even plays as medic except for 3/4 of the 34 people. You get to heal one person, And then all of sudden somone else tries to take the HP by standing infront of the healing person. Putting a limit to HP is understandable.That round was won, Because of me and Fred shooting the zombies with our Machine guns, Combining horror with stress isn't exactly what I thought when playing the medic, I expected him to be the person that stood in the corner healing any team-mates, sometimes get assist, Hide behind baricades.I still stand for the Perk though, Don't get me wrong. Quote Link to comment
Damien Posted May 9, 2011 Share Posted May 9, 2011 I like the new medkit, almost nothing is unlimited anymore in zs, so why should medkit be unlimited. I agree with more ammo for guns, i get out of ammo way to fast. Quote Link to comment
One shot. Posted May 10, 2011 Author Share Posted May 10, 2011 (edited) Necrossin was discussing with me this yesterday I think. He says that for lvl 5-6 he would want to add a medic smg just like the one in killing floor.The engineer has a chance for a turret.The commando has a chance for a rifle.The beserker has a chance for an axe.The support gets a hammer with nails.The medic gets nothing special, The only thing he has is his pistol and his medickit, So nerfing this class into 'reasonable' state seems unfair for the humans in my opinionWell if you put it that way than medic gets the Medkit...I like the new medkit, almost nothing is unlimited anymore in zs, so why should medkit be unlimited. I agree with more ammo for guns, i get out of ammo way to fast.You forgot one thing that's unlimmited, The ammount of zombies.The teams were fairly balanced, The zombies could just rush the human team everytime, Attacking till they broke trough, Keep on going till the zombies were dead and they would eventualy win.IF the zombies rush, Without the use of any intelect, They could still win due to the strenght of the attacks.Dodging bullets whi;st crouching, jumping, running, Or clawing the survivors, It's all there. Not to mention the poision-headcrabs who have the ability to kill the campers with their poisioness attack, When the Medickit was still unlimmited, We still didn't survive if there were 2 poision-headcrabs spamming the Athic.In my opinion it's better to make this as a perk, Rather than put it in at level 5-6 because with this new update we've get a new qeustion, Can you even level up if you can't heal people too much?Also @ Pufulet, The medic does indeed get the Medickit, But now it's been 'downgraded' in the eyes of many survivors leaving the medic whit less to none players. Only the hardcore people who can handle themselfs getting a box, These survivors play Medic. Edited May 10, 2011 by One shot. Quote Link to comment
Guest Posted May 10, 2011 Share Posted May 10, 2011 What does "% more heal on teammates" mean now ? Quote Link to comment
One shot. Posted May 10, 2011 Author Share Posted May 10, 2011 What does "% more heal on teammates" mean now ?I don't understand what exactly you mean, But if you're talking about the update than I can tell you that medics are now able to have a start of 100HP. Quote Link to comment
Guest Posted May 10, 2011 Share Posted May 10, 2011 (edited) What does "% more heal on teammates" mean now ?I don't understand what exactly you mean, But if you're talking about the update than I can tell you that medics are now able to have a start of 100HP.Therefore, meaning the perk I mention should be removed or replacedType !classinfo in-game to see what I mean. Edited May 10, 2011 by Guest Quote Link to comment
Damien Posted May 10, 2011 Share Posted May 10, 2011 That perk still works and means you heal more hp/second on teammates, so why remove it ? :S Quote Link to comment
One shot. Posted May 10, 2011 Author Share Posted May 10, 2011 That perk still works and means you heal more hp/second on teammates, so why remove it ? :SRemove it for people that have the perk, It makes them think twice before they buy something that got removed.That way the medics that recharge, Have to heal team-mates for longer and they'll be invulnerable for longer. Quote Link to comment
NECROSSIN Posted May 11, 2011 Share Posted May 11, 2011 New medkit didnt worked good at zs :/Gotta change it back to usual one in next update, but I'll keep the ability to refill it from crate. Quote Link to comment
Silver Dot Posted May 11, 2011 Share Posted May 11, 2011 It works fine for me. Even before you added another 50 to the 100 in the ammo of the medkit. Dunno what everybody's complaining about.and I'm level 0 medic. Quote Link to comment
One shot. Posted May 11, 2011 Author Share Posted May 11, 2011 It sucks to have the class that only has that item, Get nerfed to 'A fair level.'Plus that humans never win, Or only once in the 20 rounds and they get nerfed down.Plus that if humans baricade ( Wich they always do because it's the only reason to survive ) The medic's can't go too the box, Because it's caded away. Quote Link to comment
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