Development Poll: MM Ability

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Should Medics have access to Resupply?

Poll ended at Fri Mar 27, 2009 6:17 pm

Yes
19
73%
No
7
27%
 
Total votes: 26
Jon!
1337 Haxor
Posts: 489
Joined: Tue Jan 06, 2009 11:02 am
Xfire: jonk27

really? In which case I am bugged... I can only make Medic X Of Infinity and I have max loaded medic...
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DW_BrainPan
DW Clan Member
Posts: 647
Joined: Thu May 31, 2007 11:00 pm

I'm glad to see that this topic has finally come up. I've only thought medics should get resupply for about 2 years now. I can't think of what the arguments against this could be, but I'll try.

1. They get an inf weapon why do they need it?
By this logic resupply should be taken away from AMs as they can make numerous, more powerful infs (can you hear the screams at even suggesting that in jest?).

2. It will blend the classes.
I don't see resupply in any way as a class specific ability. It is a general ability that should help all the classes with the general objective of the game (i.e. kill the monsters and advance to the next wave).

3. It will upset the balance of the classes.
This is in fact an argument for it not against it. The classes are already unbalanced with medics at the bottom. There have been several arguments/discussions in various threads about what class is better, WMs or AMs. I've never seen it put forth seriously/logically that medics are even in contention.

4. Medics are supposed to heal people it's their job.
This is a crock. Medics can (and should) heal people but all classes have the same objective (stated above). AMs can make weapons. Is it their job to sit and roll weapons for any and every one? And whats the WMs job, to hand out super weapons, or shield other players from incoming projectiles with their regenerative selves?


Arguments for it:
1. Number three above.
2. So they can benefit (like the other two classes do) from all the new and original weapons.
3. As others have stated, TO REDUCE BOREDOM.
4. So they could use nrg weps and keep a globe/triple running for more that 10 secs. Which might one day lead to a higher level medic who had invested in adren and ammo, and was fortunate enough to find some artifacts, and gifted with some nrg weps from a kind AM being able to tank Luci (or is that a class specific ability).


I have a level 230-40 medic (seldom played due to boredom) and 180ish WM and AM.
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There are only 10 kinds of people in the world. Those who read binary, and everyone else.
4013 is only a FAD
And 2989? Well that's just BAD
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Some comments here:

-Medics are (IMO, although this depends on your skill level) the easiest class to start. However, this isn't a huge benefit as you can begin owning at around level 70-80 as an Adren Master. You've got a window of around 30 levels in which your class is distinctly better than the others. However, you're guaranteed 5 levels the first time Lucifer dies and you're on the map, so I'm not sure if this is even worth bringing up.

-One of the obvious reasons why the Medic weapon hasn't gotten substantially stronger (by default) is that it's an infinite weapon, and it's an infinite weapon you can make at any time for no cost. Making a Medic weapon comparable in damage to a weapon (Infinite, or Petrification, for example) that is not guaranteed equipment is a little bit unfair due to the usefulness of infinite weapons in relation to Lucifer.

-I think it is inherently unfair to effectively disallow one class from a substantial (lets say 30%) of RPG content, weapons. This further impacts play because the common tactic of Energy weapons being used to power artifacts is not possible with Medics.
Tazcrosblade_
1337 Haxor
Posts: 435
Joined: Mon Aug 06, 2007 11:00 pm

DW_BrainPan wrote:I'm glad to see that this topic has finally come up. I've only thought medics should get resupply for about 2 years now. I can't think of what the arguments against this could be, but I'll try.

1. They get an inf weapon why do they need it?
By this logic resupply should be taken away from AMs as they can make numerous, more powerful infs (can you hear the screams at even suggesting that in jest?).

2. It will blend the classes.
I don't see resupply in any way as a class specific ability. It is a general ability that should help all the classes with the general objective of the game (i.e. kill the monsters and advance to the next wave).

3. It will upset the balance of the classes.
This is in fact an argument for it not against it. The classes are already unbalanced with medics at the bottom. There have been several arguments/discussions in various threads about what class is better, WMs or AMs. I've never seen it put forth seriously/logically that medics are even in contention.

4. Medics are supposed to heal people it's their job.
This is a crock. Medics can (and should) heal people but all classes have the same objective (stated above). AMs can make weapons. Is it their job to sit and roll weapons for any and every one? And whats the WMs job, to hand out super weapons, or shield other players from incoming projectiles with their regenerative selves?


Arguments for it:
1. Number three above.
2. So they can benefit (like the other two classes do) from all the new and original weapons.
3. As others have stated, TO REDUCE BOREDOM.
4. So they could use nrg weps and keep a globe/triple running for more that 10 secs. Which might one day lead to a higher level medic who had invested in adren and ammo, and was fortunate enough to find some artifacts, and gifted with some nrg weps from a kind AM being able to tank Luci (or is that a class specific ability).


I have a level 230-40 medic (seldom played due to boredom) and 180ish WM and AM.

now that i see the information and arguments in a clear list, i would like to officially switch my vote
Its Pronounced Taz-Cross-Blade, not Tazer-Blade, not Taz-Crows-Blade, not Taco-Blade, Taz-Cross-Blade
Jon!
1337 Haxor
Posts: 489
Joined: Tue Jan 06, 2009 11:02 am
Xfire: jonk27

on later waves on some maps, it is true for under lvl 70ish that you get REALLY bored. For example, Monster Arena (or Monster mash arena, whichever is the one with the adren above the firing room). On later waves if you concentrate more on db than dr you end up either siting on the spawn and making a sphere of regeneration to heal the AMs and WMs that fight downstairs or run back in from tanking or vamping, or link up with your medic gun. Somehow I just think it is not challenging or exciting or fun.

But now I really don't mind because on that map I like to camp on the roof with mines and a triple (not that challenging but a bit more when the queens find ya!) or go dancing with the shrikes :) it is more fun!! (Ok you win)
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DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Jons Return wrote:For example, Monster Arena (or Monster mash arena, whichever is the one with the adren above the firing room) ... is not challenging or exciting or fun.
Nothing is ever going to be exciting if you decide to play a boring map in a boring way.

Of course, that is tangential to the point.
DW_BrainPan
DW Clan Member
Posts: 647
Joined: Thu May 31, 2007 11:00 pm

^^ He said tangential ^^
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There are only 10 kinds of people in the world. Those who read binary, and everyone else.
4013 is only a FAD
And 2989? Well that's just BAD
Jon!
1337 Haxor
Posts: 489
Joined: Tue Jan 06, 2009 11:02 am
Xfire: jonk27

dude... I was outside... I came back in for adren and on later waves and there were medics lower than me leading sad little linking + healing lives. Seems like we need something to tempt us into the line of fire/rock/glob.
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Marius
Killer in Training
Posts: 45
Joined: Sat Jan 03, 2009 10:09 pm

I would say it would be okay to give them level 1. But no higher than that. I mean 1 ammo every 3 seconds is not a lot.... but it is something. That way if they have a few weps to swap between they won't run out of ammo and they can be happy.

I just do not want Resupply to become a "oh well all classes should get level 9999 resupply so they have inf ammo lawls oh yeah and adren leech and adren drip and surge and all that stuff" where all classes get it. Medic 1, AM 2, WM 3.. sounds about right?
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Jon!
1337 Haxor
Posts: 489
Joined: Tue Jan 06, 2009 11:02 am
Xfire: jonk27

but having to get 50 Max ammo bonus may be over-the-top if you can only get lvl 1 and would never fill up on ammo. maybe reduce it to 10, as any high level medics wanting to get this new bonus (if it happens X fingers crossed xD) will otherwise need 7 levels to get it. That's a HELLUVA long time.
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