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Opinions on Support & CL3 Regimental Medics


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Hello,

I am currently just gathering some opinions on what the community thinks is beneficial to out current support and regimental medic system we have in place or what could be changed or replaced. Trying to see if others think they're currently fine as is or maybe something that might require changing, as I am currently on the fence. I see them being fairly useful in events, but as a consequence may take away a small role that the MTs can do as well as being slightly too numerous.

But again, I'd like to know what you all think so we can tinker with some things and optimise both MTs roleplay as well as outside of it. Thanks.

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3 hours ago, Yuri said:

Regimental Medics are just medics in regiments... I don't see a point in them.

Not everyone wants to leave their homies in their regiment but we need medics, so regimental medics.

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Speaking from a non-MT perspective, the only thing I see a major problem with having regimental medics is it kind of makes the base MT regiment redundant, save for the RP and infection control that they do. They're strictly a Support regiment but it's kind of hard for them to do that very job when there's other third-party medics + supports who are able to take that job.

Yes, MT are beginning to get their activity numbers back and make themselves more prominent on the server. But if you're gonna go through the whole process of becoming a regimental medic, you may as well just join MT and revert it back to the old method where members could add a tag in their name and attach themselves to a regiment. There's subsequently nothing stopping anyone from continuing to "chill with their homies" regardless of whatever regiment they're in, so long as they do the appropriate RP to get there.

Another thing I find with regimental supports & medics is that I feel that the additional responsibility detracts from their main role within their regiment. If they're consistently distracted providing medical support on and off the battlefield, rather than directly providing combat or specialty support for their fellow troopers, it lessens the overall manpower of their combat proficiency. I personally believe those roles need to be re-assigned to MT to give them back that full responsibility and manpower, allowing those other regiments to focus more on their own specific proficiencies.

Spoiler

I know you already know my views Cammers but I'm interested to see what the community thinks ;P

 

Edited by Greyback
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Look, Ill shed my opinion. 

Whilst having heaps of medics is great, as being revived to continue roleplay is very handy. But I do have to agree with Greyback here. It deters from regimental roleplay as medics are constantly running around the ship having to revive / heal people. 

I believe (forgive me If Im wrong) the only reason the medic slots became a thing was because the actual medic regiment itself was suffering immensely due to poor leadership, a pretty toxic pre existing community & unexperienced members trying to roleplay without any teaching. 

With Cammers around and a few strong role-players on his belt, I personally think that the Medic role should be abolished. Give the Medics more slots and I believe in Cammers to make it extremely successful. 

My only recommendation for High Command & Management for maintaining a health Medical Company is to employ decent Commanding Officer's when / if Cammers decides to depart. 

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just give regimental medics a way to provide a pick-me-up. Sort of like how medkits in l4d heal, but pills/adrenaline only provide temporary healing, perhaps Reg Medics/Supports can only provide temporary healing, which will slowly damage the injured until about 30% in which they need to be properly healed.

 

I also think that when they heal, it should go up to 90%, with stim shots going to 100+% and beyond, but only one heal every 5 min or so, rather than about 30% per heal every 3 seconds.

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19 minutes ago, Mauler said:

just give regimental medics a way to provide a pick-me-up. Sort of like how medkits in l4d heal, but pills/adrenaline only provide temporary healing, perhaps Reg Medics/Supports can only provide temporary healing, which will slowly damage the injured until about 30% in which they need to be properly healed

I also think that when they heal, it should go up to 90%, with stim shots going to 100+% and beyond, but only one heal every 5 min or so, rather than about 30% per heal every 3 seconds.

That would be for the developers to potentially work on rather than something I can sort out. Not a bad idea though.

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think about it like this , we got  heavy in regiments but we dont have a heavy regiment. we get medics in regiments but  we got a medical regiment. think about that double negative. :feelsbadman:

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7 hours ago, Binny said:

With Cammers around and a few strong role-players on his belt, I personally think that the Medic role should be abolished. Give the Medics more slots and I believe in Cammers to make it extremely successful. 

Agreed, although I believe Purge, and DT should keep their medic slot due to how they operate, as it makes no sense for them to bring a medical trooper with them and they'd also need to keep mindwiping them

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12 hours ago, Mauler said:

I also think that when they heal, it should go up to 90%, with stim shots going to 100+% and beyond, but only one heal every 5 min or so, rather than about 30% per heal every 3 seconds.

this is fixing an pre existant issue. it is better to leave it because when fixing something. something even more broken breaks

but yeah [MEDIC] is a tough one because it's main purpose was to train the battalions supports and teach them.

but it was originally meant to be 4 restricted to army for each battalion but now there is 7. CF got a medic. PT got a medic ( which defibs are useless for PT as they aren't allowed to revive saber kills ) then DT gets given a medic which i believe is the only that makes sense to give as they are the bridges defense and All Access Guards.
EDIT: and yes DS-01 shiz and redacted

Keep DT medic.

remove PT medic and replace it with a support ( 2 supports in total if medic was removed ) due to the fact if you ever needed defibs for a inquisitor i feel as if the INQ's should be role playing it with force heal as an electric shock wouldn't quite do the trick in a saber wound.

CF medic seems fine??? compnor redacted stuff DT can't even do either

medics are in a tough spot because there is what 16 support slots and 7 [MEDIC] slots spread out the server excluding the actual regiment itself. 
the only thing that is different between medics and and the server is their role play and bacta bombs and even that medical droids can replace that so why not just switch between the 5 different droids that you can be as including the medical one.

Overall make medics feel different to other regs capabilities 


EDIT's have been made because of how aggresive it was before and it is to some degree i am trying to show you how i see it the best i can. i apologise for provoking anyones feelings in comments

 

Edited by Clover
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8 hours ago, Cammers said:

That would be for the developers to potentially work on rather than something I can sort out. Not a bad idea though.

If you have any suggestions for things in your regiment devs are always happy to listen, as long as its not an obviously broken or out of proportion idea. You can even go to Gusky about stuff like that.

6 minutes ago, Clover said:

this is fixing an pre existant issue. it is better to leave it because when fixing something. something even more broken breaks

What? Why would we just leave stuff broken intentionally if there is a bug you need to report it to us instead of just going "nah something else will break better leave it".

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16 minutes ago, Twist said:

If you have any suggestions for things in your regiment devs are always happy to listen, as long as its not an obviously broken or out of proportion idea. You can even go to Gusky about stuff like that.

May do so in the future, as healing currently can be a bit overpowered, especially with some stim shots providing over 200 health if you already have a significant amount due to having the PS health.

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8 hours ago, suna said:

think about it like this , we got  heavy in regiments but we dont have a heavy regiment. we get medics in regiments but  we got a medical regiment. think about that double negative. :feelsbadman:

We got commanders in regiments but we don’t got a commander regiment. Think about that bro, shit’s deep.

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1 minute ago, Bailey said:

We got commanders in regiments but we don’t got a commander regiment. Think about that bro, shit’s deep.

Dude, don't hurt my feeble brain.

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6 minutes ago, Cammers said:
7 minutes ago, Bailey said:

We got commanders in regiments but we don’t got a commander regiment. Think about that bro, shit’s deep.

Dude, don't hurt my feeble brain.

still waiting for my Femboy regiment.... @SiegeMonkey @zaspan :/

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1 hour ago, Twist said:

What? Why would we just leave stuff broken intentionally if there is a bug you need to report it to us instead of just going "nah something else will break better leave it".

it isn't broken nor a bug

 

10 hours ago, Mauler said:

 it should go up to 90%, with stim shots going to 100+% and beyond, but only one heal every 5 min or so, rather than about 30% per heal every 3 seconds.

this would be broken for several months and have continueous bugs.

could barely touch defibs without turning medics into sonic or a slug.

or even when you guys tried to have a normal timer on defibs people were getting upto 1000 hp due to multi rezes

idk what others think but i remain on the opinion of what i think that just leave shit alone as it works...

EDIT: dont take it as an attack this is just the only way i can try to explain it

Edited by Clover
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19 minutes ago, Clover said:

EDIT: dont take it as an attack this is just the only way i can try to explain it

How you worded what you just said come off as such, but I get your sentiment.

But personally, I reckon Mauler provided a good system that could work but yeah it could be extremely dishevelled and buggy.

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1 hour ago, Clover said:

buff medics to 10-12 slots and abolish [MEDIC] Entirely

Medic is company tho thats basically making it a main base regiment. Anyway my opinion is just to keep CL3 Medic slots in army and not anywhere and everyone else can just have supports since they don't really have high amount of people.

(Me still annoyed with the old mt who abused the equipment and got it nerfed) 

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2 hours ago, Clover said:

...then DT gets given a medic which i believe is the only that makes sense to give as they are the bridges defense and All Access Guards.

Not understanding this logic here. As opposed to a place like the DS-01, Medics are still able to access the bridge and (most) all access areas given a valid medical emergency is provided. By your other logic DT shouldn't have to have any support/medical slots for the same reason as PT or CF.

 

The Medical Corps is a support regiment. The idea of them even existing is so that they can reliably provide the medical aid needed on a daily basis, which is what made them so sustainable back in the day. Unless you're a lore character that can additionally make use of medical equipment, or you're in something like IC where each Commando specializes in something different, I personally don't see any other reason for non-MTs to be using medical equipment.

Like others have suggested, the only reason they exist was to compensate for the lack of proper leadership and experience that MT formally had, but MT has some pretty strong players now. I believe that with enough dedication to the regiment, they can bring back the former manpower to question the necessity of regimental supports and medics.

I can understand that removing those roles would affect the balance of the server, and additional MT slots would have to be added to compensate for the lack of them. But I stand by what I said; MT is rendered pretty defunct when those other roles exist. If somebody say calls in the need for a Medic, by the time I or another MT gets there it's usually already handled by a non-MT support/medic. At the end of the day, you either have a Medical Corps or you don't. You can't have a mix of both.

Edited by Greyback
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12 hours ago, Binny said:

With Cammers around and a few strong role-players on his belt, I personally think that the Medic role should be abolished. Give the Medics more slots and I believe in Cammers to make it extremely successful. 

I disagree with the idea that we need to bring back more Medic slots or just cut medics as a regimental option as all. The medic's are relegated as a company and can't be expected carry combat by themselves with their numbers. In total there are 7 Medic slots across the server. Sure you can argue that medics are having their roles stolen, but I don't think the vast majority of those people in those roles would be interested in becoming a medic if they didn't have the specialisation option.

I personally would like to never return to the prior days of MT, where you'd either not get anyone online at all, or have people combat reviving everyone within an instant. That said I do think that we could have some changes to make medic's feel a bit more specialised or knowledgeable than your regular medic. A separate pair of defib's or the like with different values (IE a longer time to revive or something) could be given to the Medic role while the medical company keeps a superior defib.

I don't mean to be rude, but like I mentioned earlier, I would be horrified to return to the prior days of medics. I think that the medic system within regiments strikes a nice balance within the server. If I'm also going to be honest, prior to the rework that created the Medic role, I was one of the individuals that was entirely in favour with the concept of removing medics and only having them as regimental roles because of their track record. I no longer hold that stance, but I don't think that the removal of the [MEDIC] role would do the server any good.

2 hours ago, Clover said:

buff medics to 10-12 slots and abolish [MEDIC] Entirely

Also while I get the concept of expanding medical slots, people seem to be forgetting that the medics are a company that is limited to 7 people that will not be expanded slots wise, unless they became the base regiment for 439th, they will have to remain the same slots wise. Having those medic slots within regiments is great regardless because in almost any event we can count on having someone who's there to revive. In all, the amount of medics and [MEDIC]s has been beneficial for the pacing on combat on the server, with people being able to get revived while having an interesting expansion on the combat sandbox created.

Edited by yeff
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43 minutes ago, Greyback said:

 At the end of the day, you either have a Medical Corps or you don't. You can't have a mix of both.

you could just repurpose MT for a rescue regiment like. rescue troopers allowing them to revive with shields as cover etc also maintaining their role play spectrum.

in my eyes if this happened it would make a difference between [MEDIC] and actual medics so it gives you a reason to join.

or like give 439th a 2nd squad that is a group of 4 as rescue troopers under medics

or even add 2 heavy slots into MT also rescue troopers just make MT more exclusive to what normal regiments have. give people a decent reason to join MT over support or [MEDIC].

Again another edit: this is me trying to provide some ideas for uniqueness in medics because if we can't have higher numbers then make them quality over quantity if they can't have quantity

Edited by Clover
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I really don't see the problem here.

More battlefield medical support is better and I think that adding medics to regiments was a great idea. People still go to actual medics for medical roleplay (medication, surgery, etc) and they also are vital to dealing with the disease/virus system.

One thing I think can balance out the medic regiment is to remove the disinfectant sprays from engineers and have them exclusively used by the medic regiment.

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4 hours ago, yeff said:

I don't mean to be rude, but like I mentioned earlier, I would be horrified to return to the prior days of medics.

It's a shame that the Medical Corps got such a reputation from those prior days, due to how they were handled. I'm sure that it is with no surprise that the former management of MT, as well as some members, are the cause for what the system has now become, (not trying to throw shade at anyone here) but I want to see MT become as successful as much as Cammers does. It's owed a good revival, and I myself owe it a lot for helping anchor me into SWRP in the first place. I'm confident that MT is in a better place now than it was 3 months ago, granted we still have a lot of work to do.

But anyway, I digress.

4 hours ago, yeff said:

I disagree with the idea that we need to bring back more Medic slots or just cut medics as a regimental option as all. The medic's are relegated as a company and can't be expected carry combat by themselves with their numbers.

In the OG glory days of Medics (back when Rescue was still a thing) we were able to hold our own in many scenarios, even if there were only say 3 of us online out of 12. Granted that they were, yes, back in those days and things have dramatically changed since then, the fact that MT was able to once carry the entire server proved that they were more than effective in their role, and only further goes to prove that if it happened once, it can happen again, given enough time, dedication and discipline. I think we, we being all of us, (including the Medics) need to have faith that MT can resurrect itself out of the cesspool that it was prior, and therefore be open to the potential suggestions that are made to help it so.

4 hours ago, yeff said:

... will not be expanded slots wise, unless they became the base regiment for 439th

I've actually put some thought into this perspective already, in a document I recently proposed to Theta. I put forward the idea for an experiment to take place that trialed the effectiveness of the Medical Corps in a battalion that did not have any Support, Heavy, or Medic roles: this battalion being the 439th. As MT is already a part of the 439th, this idea would allow the medics to work more closely with their own battalion and provide better assistance; to ultimately see how well the Medical Corps works with a battalion that does not possess any specialized role, in order to determine their effectiveness and reliability in scenarios where they would be needed most.

If the experiment proved to be a success, then you could consider fleshing it out to other battalions, and in so doing provide additional slots to MT to help support that notion.

3 hours ago, Clover said:

you could just repurpose MT for a rescue regiment like. rescue troopers allowing them to revive with shields as cover etc also maintaining their role play spectrum.

Actually, this isn't a half bad idea. It may seem far-fetched but I can see the potential in it. If the Medic and Support roles are going to continue to exist, then just remodel MT into something like Rescue Troopers in order to give them more purpose. They can continue their usual medical RP, but also apply the equivalent of Heavy support during combat. Perhaps even flesh the existing Heavy attachments into Rescue... @suna did say there was no regiment for Heavy Troopers, after all. ;) My only concern with this is that it will add a third regiment to the server that utilizes portable shields, which I don't think would be entirely beneficial. (unless of course Riot once again dies out)

However, this would not only make Rescue a main regiment, as opposed to a being a sub-reg in MT, but it also brings a lot more opportunities to the table. In addition to their regular medical roleplay, Rescue were also quite reliable in the field of security work. I remember being called to help secure the brig or bridge checkpoint when the then-security could not keep up with demand, but that doesn't seem to be a big problem nowadays. Needless to say I think it's another option that could be put on the table for consideration, as it would need a bit more thought put in to back it up.

Edited by Greyback
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1 hour ago, SCHEFF said:

I really don't see the problem here.

Well personally I was not stating there is a problem, I was moreso just wondering how others thought about the current systems as a whole.

I do agree to a point but sometimes in certain events MT can just be left behind while the current smorgasbord of supports and CL3 medics do their thing.

1 hour ago, SCHEFF said:

One thing I think can balance out the medic regiment is to remove the disinfectant sprays from engineers and have them exclusively used by the medic regiment.

I couldn't agree more on this though.

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