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As objectively speaking as I could be, reducing it 1 weight down so you can carry the assault rilfe and pistol with it, or making the switch speed much faster, would be the best improvements to this. Medics don't use this gun because you can't properly heal with it and the AR with the insanely slow switch speed. So, making players able to hold the AR+pistol would work around that, as players would still be able to heal properly while also using this weapon situationally. Or, decreasing the switch speed
My problem is the encouragement to people going combat medics. There's already few dedicated medic players and if you force somebody to play it he will more often than not go combat and forget about healing.
You cannot force people to play medic, that's for sure. But encouraging combat instead of making healers more fun will never help.
What the hemo needs is to get upgraded to tier 4 and get an overall improvement. I dont mind give away the AR to focus on protecting the team from the big zeds as long as i dont spend 3 seconds on each recharge and the syringe is as good as the AR.
Not a terrible idea. But it'd need to be 9 weight if you do that, I think. Because as it is, you can hold the Hemo and the AR right now. If you make the Hemo with AR healing capabilities, you shouldn't be able to hold both. But Hemo+shotgun or Hemo+pistol+SMG/offperk sound interesting
Still, I don't see them making it AR healing capability, and a faster switch speed, even with a weight increase. I think that's too much
If they reworked most of the skills, then this wouldnt be an issue.
Secondly, hemo already has a MUCH better syringe than the AR... just not as good recharge.
Also, the hemo is terrible at trash killing so since you won't be as effective covering your teams back as you would with an AR...i think that's enough of a trade off for a good syringe.
You are a troll aren't you?
The hemo heals 20 over the AR's 15. But it also costs 40 over the AR's 30 so it is exactly the same. Now the hemo takes 15 SECONDS TO RECHARGE over the AR's 10.
How exactly is the hemo syringe better?
1) Costs more than medic AR
2) Quick weapon change like other medic guns.
3) You can't heal teammates (no darts) and damage zeds.
4) Medic need only one shoot to make maximum buff for teammate, buff stay longer than with darts.
5) Can debuff zeds.
For me that weapon looks like it should be a support with buff and debuff limited by ammo than shoot and heal with infinite darts.
I decided that since I was going to experiment anyway, I might as well go big. I often have underestimated the medic shotgun's effectiveness as medic. My typical load out is the AR, the pistol, the boomstick, and whatever else for the remaining 3kg. While I love the shotgun on Support, I often downplayed it's usefullness on medic (which is my main class).
And so, for my loadout on this test, I elected to stick with my usual all left skill tree, and use the Hemogoblin, the medic shotgun, and the medic pistol. The theory being to heal with the shotgun and pistol mainly, and only use the hemogoblin for large zeds. I used the same loadout and mindset on the boss waves as well.
Here are two screenshots of the end results... I think the numbers speak for themselves:
http://steamcommunity.com/sharedfiles/filedetails/?id=1344300134
http://steamcommunity.com/sharedfiles/filedetails/?id=1344300289
Admittedly, me being on the top kill list is vastly skewed. While there was 6p for 95% of the match, most everyone bailed out at wave 25 as usual, and it was all fresh meat for the last 10 waves. But, I did stay for the entire game, it's my own server so I can confirm it was Hell on Earth the entire time... and most importantly, nobody said, "lol hemo noob, I'm leaving." There were no complaints on the heals, and I was only in a LMS situation one time (which was 100+ zeds, including at least 10 FPs/QPs... which I took out with mainly the darn hemogoblin)
I have to say, as the weapon is right now, I'm very impressed with it and I'm a little shocked at myself for downplaying it so hard. This was the most fun I've had playing medic in a really long time... and there were results. It wasn't just a meme round. 18k heals is my new record, and I think it's pretty substantial even with 37 waves.
Honestly, after this test, I'm not even sure the hemogoblin "needs" anything... while the switch speed and reload speed are definitely slow, there was not one time in this near three hour match where I said, "Wow, he wouldn't have died if this thing moved faster." Would it be nice? Sure. Is this thing hated on prematurely? After this test, I really think so. The switch speed is only very slightly slower than the shotgun. Maybe a second? I didn't have a stop watch on me, but I didn't notice it being as painfully slow as, say, the MAC 10 pre-buff.
I can't guarantee that this loadout will become my new meta... but, it most certainly is an option going forward. I've been converted. Sorry for the long post, but hopefully it comes in useful to someone.
1. As a medic weapon for healing and trash clearing/ combo healing for swapping out between say a medic shotty and the hemo. 2 syringe darts don't cut it in a full 6p team. with only 7 canisters (11 max with the R perk skills for combat med), and about 80 reserve ammo, it isn't well suited for quick trash disposal due to reload and needing good accuracy.
2. As a support weapon, the debuffs don't last long and take a while/a couple of shots to hit the target. The damage isn't the main bread and butter, the debuss such as slower zeds and more damage are the main bread and butter.
still the damage inc. is a nice step in the right direction. At least now it buffs the acidic rounds