Day of Infamy

Day of Infamy

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Medic Class?
I was just wondering what the community thinks of a possible medic class.
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Showing 1-10 of 10 comments
Eekes Aug 1, 2016 @ 7:05am 
I'm not entirely sure what to think of this. It'd depend on how it would be implemented. Personally what I think would work best is that a non-lethal shot exceeding a certain damage threshold would put a soldier in a "downed-but-not-out" state where the soldier will fall to the ground and be unable to do any actions except for calling for a medic. A Medic on the team will have a red cross over the downed player and a certain time limit to reach and treat his wounds. Lethal shots or volleys (Shot to the head, multiple chest hits) would still cause instant death, a downed player can also be killed by fire/explosives/bullets. The Medic should have a limited amount of "charges" that he'd need to replenish on resupply boxes. I think this could work well in the game.
STEEL BRO Aug 3, 2016 @ 7:16am 
I want to see a new balance between realism and gameplay!
For the gameplay: I want to see medics for more teamwork. For realism: I want that developers make limited numbers of automatic weapons for classes (should be concept: weapon + equipment, and not the super-weapon for each class).
We have the Assault squad and Support squad and they should have different task and classes. Assault squad effective at short and medium distances. Support squad at medium and far distances.

Each faction should have such a complete squad:

Assault squad:

1) Officer
2) Assault
3) Assault
4) Medic
5) Engineer
6) Support
7) Machinegunner
8) Sniper

Support squad:

1) Officer
2) Rifleman
3) Rifleman
4) Medic
5) Engineer
6) Support
7) Machinegunner
8) Sniper

Equipment:

1) Binoculars and pereskop (one tube). Officer, sniper and support can us binoculars or pereskop. It is necessary for the accurate position of the marker for artillery or for the installation marker near the enemy (for example: enemy machine gunner, 70 meters). Snipers can't put markers through the scope on the rifle.

2) Medical kit (medics ALWAYS have it). Active ability: Shots of morphine - raise the wounded soldiers. 2) Passive ability: quick regeneration of health for medic and for all soldiers in a small radius.

3) Radio station. (assault, rifleman, engineer). Ability № 1: the commander can call artillery when the operator is nearby. Ability № 2: the operator captures the point faster.

4) Support set. (machinegunner, engineer, support, rifleman ). This is a kit that is installed on the ground, but I don't know what it is doing. Ammo end very rare. If grenades will be replenished - it will be imbalance. This ability needs to be tested. If you change the system of wounds, it is possible that this set replenishes ammo, bandages and gives a couple smoke grenades. Your ideas are welcome!

My wishlist:

1) Adrenaline rush. When you use a weapon with bayonet or melee weapons and the enemy is not more than 10 meters away from you (for example), you get +50% to health (for example). This needs to balance classes. In this game the maps is not large and soldier with rifle also had the chance to kill someone at short range.

2) Machineguns with a bipod only for machinegunner class. The gun should strongly suppress the enemy and have the overheating of the barrel.

3) Need less automatic and semi-automatic weapons! Need more equipment and abilities.

4) Some weapons and equipment must vary among the same classes in the Assault squad and in the Support squad.

For example:
(Commonwealth)

Support class (Assault squad) can take a unique weapon: Silenced Sten MK2

Support class (Support squad) can take Boys anti-tank rifle (only 5 shots (one box magazine), fired only with bipod (for balance), low mobility, high damage: one hit = death).
Boys AT rifle replaces grenades like a bazooka (engineer).

Sniper class (Assault squad) can take a unique weapon: Welrod MK 1 suppressed pistol (6- round magazine and upgrade: 8 round) and Browning Hi-Power pistol. But this sniper have sniper scope only for medium distances (3,5 X zoom).

Sniper class (Support squad) can take only revolver, but can take sniper scope for big distances (7 X zoom), camouflage for himself and his rifle.


Thank you for your attention!
Last edited by STEEL BRO; Aug 3, 2016 @ 7:47am
Maxim Aug 3, 2016 @ 7:58am 
@Chasm121

I regret giving my attention to your post
ttv.LinkyPoo Aug 3, 2016 @ 10:51am 
It won't happen... game is too fast paced for that and NWI wants it that way. I'd honestly prefer there not to be a medic. LOW TTK = no need for medic
mr.pink Aug 3, 2016 @ 11:07am 
Indeed, I dont know what servers you guys play on, but I have yet not have any moment where a medic was needed or useful, sry. Same for Insurgency. This is not a gameplay like Squad, its much more fast paced and a bit of a ♥♥♥♥♥♥♥♥♥♥♥ atm... On publics its even hard to use the officer class right without getting kicked du to too many tks... :(
ImUrBoss Aug 3, 2016 @ 11:41am 
No.

Originally posted by v.Link:
It won't happen... game is too fast paced for that and NWI wants it that way. I'd honestly prefer there not to be a medic. LOW TTK = no need for medic
^^
AzA Aug 3, 2016 @ 12:38pm 
With the games lethality, medics would have one heck of a job.
Andbrew Aug 3, 2016 @ 12:48pm 
no medics, maybe a ammo carier that can drop ammo for others, but no medics.
STEEL BRO Aug 4, 2016 @ 3:51am 
Ok, what we have in the Insurgency:

1) Every soldier has everything that he need: a large number of weapons/scopes/equipment for effective play on different maps and different distances.
2) Existence of stun grenades and incendiary grenades/molotovs for an effective assault on the premises.
3) The number of classes is strictly limited.
4) Fast and dynamic gameplay that made the game successful.

What we have in Day of Infamy:

1) Officers who are calling artillery, radio stations, different types of weapons for different classes. All this sounds more like the beginnings of interesting team work.
2) On the map Red Dog, where every meter is exposed to fire from machine guns, US engineer don't have smoke grenades! Of the three factions, only the British engineer have phosphorous grenades. No stun grenades. That is, the defenders have more advantages in this game, also soldier with automatic weapon.
3) A lot of automatic weapons, semiautomatic rifles, snipers. It's more like the Battlefield 1, not a realistic game in the entourage of the Second World War.
4) There are innovations in gameplay, but the game is worse than Insurgence (In this moment, I hope).

No medics? Ok, no problems, make your another original gameplay features. For example, in the Red Orchestra 2 is also no medics, but there are squad leaders that can respawning soldiers + commander with arty, recon, fast reinforce waves - and it all works good together.
Last edited by STEEL BRO; Aug 4, 2016 @ 3:54am
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Date Posted: Aug 1, 2016 @ 3:56am
Posts: 10