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Old 30-04-2006, 09:04 PM   #1 (permalink)
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Default Healers

With an MMO theres generally a healer class especially with instances and such expecting people to form groups and work there way through.

Although in a fps style game i'm thinking it would be more the roll of medic than healer.

Has webzen given any word on this subject yet?
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Old 30-04-2006, 09:21 PM   #2 (permalink)
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not sure about this E3 will reveal all
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Old 30-04-2006, 09:37 PM   #3 (permalink)
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*hold thumbs for Medic ala Enemy Territory/ RtCW*
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Old 01-05-2006, 05:41 AM   #4 (permalink)
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Yah, i haven't heard a thing on Healers in Huxley, but my guess is there will be some way to heal at least yourself within the game, even if that means falling back to a "town" (for lack of a better word) in the battlefield and hitting up a healing station of some sort.
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Old 01-05-2006, 09:16 AM   #5 (permalink)
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Default Healing In Huxley

hehe it sound's like we are talking about World of Warcraft when you talk about healers.
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Old 01-05-2006, 11:23 AM   #6 (permalink)
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maybe medics are a good thing?
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Old 01-05-2006, 03:54 PM   #7 (permalink)
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Yeah i doubt it will be a complete class, but the idea of a medic style, like in BF2 would be expected, unless of course the litter the zones with health packs.

btw whats up with the forums.
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Old 01-05-2006, 04:19 PM   #8 (permalink)
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Most likely in my opinion there will be medics. In one of the videos someone pointed out there was a guy in the background who looked like he was rushing over to his companion to heal him, I'll by back later with a screenshot of this, but now I have to go to school
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Old 02-05-2006, 03:14 AM   #9 (permalink)
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I think a medic 'class' isn't out of the question. In Wolfenstein the medics had med packs (which you toss out, not hold as in BF2), and Revival Adrenaline Syringes. Of course then they have less ammo to prevent them from having an uncanny advantage. IDK, it depends on the health and respawn setup.
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Old 12-04-2007, 01:44 PM   #10 (permalink)
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Default Re: Healers

Well this looks like you can specialize into certain skills etc.
I.E.:

Main: Phantom
Secondary: Light Pistols / Medication / Far Sight

I"m just speculating but i think it will be some of that sort a thing.

-Dynatics
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Old 17-04-2007, 02:58 AM   #11 (permalink)
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Default Re: Healers

ya. an actual 'class' for healers would be pretty much completely pointless.
the abilty to heal most likely will come through the > 100 skills in the game.
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Old 06-05-2007, 10:10 PM   #12 (permalink)
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Default Re: Healers

I'd like the idea for a medic class to have things like combat stims. You have the role of healing people, but as a plus they could do a little more for themselves.
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Old 17-06-2007, 01:42 AM   #13 (permalink)
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Default Re: Healers

lets face it theres going to be a medic class or set of skill points, there could be a medic truck or something or you might have to buy items to heal your selves visit an infirmary here, im getting annoyed how people are tlaking about this like its wow, its more like planet side and nothing like wow the only thing thats the same is that you progress through levels or skill sets
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Old 04-08-2007, 09:45 PM   #14 (permalink)
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Default Re: Healers

I've always liked being the medic or healer of a group and always will. I really hope they come out with some sort of way to specialize in healing.
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Old 07-05-2007, 12:12 AM   #15 (permalink)
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Default Re: Healers

Maybe they could bring a RPG aspect to the game, like they can make medkits and combat stims, that other players would buy.
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Old 07-05-2007, 03:18 AM   #16 (permalink)
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Default Re: Healers

A medic class would either get free XP for healing teammates, or get crap XP because his overall combat ability isnt that great.

But obviously healing players and repairing vehicles is not a class ability, its an equipment ability like all the others; so that anyone has access to it. I wonder if this would take a weapon slot or armor slot..? Running around with a big red cross on your medic heavy breastplate that says "medic" and serves as a giant bullseye would be entertaining. Who should need to use the fewest license points to get this stuff?

A few thoughts though:
The existence of medics means there is at least some need for survivability in the field, so if you can respawn and be back at the front line in seconds (say you are losing badly and they are pushing your base) then medics really arent all that important.

If healing requires you to use your stored energy, then medics are going to be running back to base a LOT... not so exciting. Though I suppose you could just get yourself killed. But who am I kidding, you're the first person the enemy will focus down anyway.
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Old 07-05-2007, 11:41 PM   #17 (permalink)
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Default Re: Healers

Quote:
Originally Posted by Zipknob View Post
A medic class would either get free XP for healing teammates, or get crap XP because his overall combat ability isnt that great.
I would think you could get some decent exp from healing people. Just because it does kind of help during a fight if you have someone helping you out when you get shot. Or it might just be kind of a side thing and you only get a little bit of exp because the real aim is to kill the guy you're fighting. I would think there would be enough killing to go around either way in this game :D

Quote:
Originally Posted by Zipknob View Post
I wonder if this would take a weapon slot or armor slot..? Running around with a big red cross on your medic heavy breastplate that says "medic" and serves as a giant bullseye would be entertaining. Who should need to use the fewest license points to get this stuff?
I would think it would take a weapon slot if they would actually have a med pack to hold or something. and hopefully no big cross to make you a target lol. maybe something smaller that team members can see so they know you can heal them or something.

Avengers might be the ones to need the fewest points to get it since they are kind of the mid range people, trying to not take all the damage but still up in the main fight.

Quote:
Originally Posted by Zipknob View Post
The existence of medics means there is at least some need for survivability in the field, so if you can respawn and be back at the front line in seconds (say you are losing badly and they are pushing your base) then medics really arent all that important.
I think one of the videos shows a 4 or 5 second spawn time, who knows if that changes depending on how your team is doing in the battle or if it ever changes at all. And I believe you get an armor penalty when you die, so theres a bit of a want to survive.

As to being pushed back into your base, I would still think medics are useful even in the tight areas. Possibly making it even easier for them to heal those around them because they are all closer together, ready to be healed on the spot.

Quote:
Originally Posted by Zipknob View Post
If healing requires you to use your stored energy, then medics are going to be running back to base a LOT... not so exciting. Though I suppose you could just get yourself killed. But who am I kidding, you're the first person the enemy will focus down anyway.
I would hope the med packs (if thats what they would even use) would have their own kind of ammo. Especially if they took up a gun slot. That way they would still have a limit, but they wouldn't force you to constantly run away and recharge or something.


Thats all just what I think anyway lol. who knows
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Old 08-05-2007, 02:01 AM   #18 (permalink)
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Default Re: Healers

Ya, if the medkit or something takes up a gun slot, then it should be something like a spray gun, and the ammo are little spray cans that you load into the gun, and each spray can holds 100 health points, so that every 100 points a person is healed, then the medic has to 'reload' so to speak.
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Old 08-05-2007, 03:09 AM   #19 (permalink)
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Default Re: Healers

medics might help counter snipers also...well maybe not counter but get the guy back up before they can get another shot off
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Old 12-05-2007, 07:18 AM   #20 (permalink)
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Default Re: Healers

I would hope that a guy couldn't just sit there and heal himself to fully counter a snipers damage though.

I'd rather the person have to run away, heal up, then return to fight more rather than be able to stand in the line of fire and outheal damage.
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