PlanetSide Universe - View Single Post - Gameplay: Less Combat, More Medic: Healing Weapons
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Old 2012-07-27, 11:40 PM   [Ignore Me] #14
Justaman
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Re: Less Combat, More Medic: Healing Weapons


Originally Posted by Talek Krell View Post
It's hard to say without being in the game, but I don't think I really want the medic to have a long range anyway.

From what I hear the primary job of medics atm is reviving anyway, since the healthbar is very short.
^ Ya, I don't want PS2 to turn into TF2. Cause TF2 is already a game.

So then, why not give the medic an ability that extends the life bar?

Example: You get a device that radiates something that passively increase the life of you and anyone near you (10meters?). This reduces the rate at which your shield regenerates by 50% AND reduces its total by 20%.



If you really want something ranged, how about:

Adrenaline gun: Bolt action, 1 handed. (Or maybe Adrenaline Dart? Just huck em? Keeps it medium range at best)
- hitting a live target increases move speed and accuracy temporarily. As well as 20% bonus HP. 15 seconds.
- hitting a dead target brings it back to life temporarily at 20% hp (no shield). Will die again if not healed before buff ends. 10 seconds (as you will lose the gained 20% hp)

Last edited by Justaman; 2012-07-28 at 12:47 AM.
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