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Old 02-23-2008, 03:56 AM   #21
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....

Rofl.
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Old 02-23-2008, 05:16 AM   #22
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Jeez Richard Nixon I've lurked the forums and read some of your posts.. wtf game are you playing over there man?
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Old 02-23-2008, 12:07 PM   #23
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breaking and entering into the Democratic National Committee headquarters?
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Old 02-23-2008, 03:14 PM   #24
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Originally Posted by richard nixon
what?

why dont you just drop a medpack and run over it, its what i do.

I almost fell out of my chair reading this post.
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Old 02-23-2008, 03:34 PM   #25
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Quote:
Originally Posted by mervaka
breaking and entering into the Democratic National Committee headquarters?
SAAWEET
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Old 02-23-2008, 04:17 PM   #26
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Firstly, if the offense doesn't consist solely of medics any more, thats a good thing.

Secondly, if we made medics able to use their own medkits then we'd see a drastic drop in healing, since they would be saving their medkits for themselves.

Thirdly, if we made medics able to heal themselves to full all the time, it would break the game.

Fourthly, 90% of people don't throw medpacks yet, so we're still in a transitional phase where people are learning how to get the most out of their class. After this phase is over we'll be able to see what tweaks the medic needs.

(although getting a little HP back after healing a teammate is an interesting concept..)
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Old 02-23-2008, 05:02 PM   #27
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Originally Posted by squeek.
Probably because it doesn't heal you.
Owned! haha
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Old 02-23-2008, 06:58 PM   #28
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I think the medkits need to last a little longer. Maybe 10 seconds? What is it now, 5?
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Old 02-23-2008, 09:01 PM   #29
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I think it's a great idea to give medics a % back of what they heal, it encourages teamwork and healing, and rewards medics for being team players.
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Old 02-24-2008, 02:15 AM   #30
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I think the medic, as it is now in 2.0, is perfectly balanced..
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Old 02-24-2008, 03:20 PM   #31
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Quote:
Originally Posted by AfterShock

(although getting a little HP back after healing a teammate is an interesting concept..)
i think this would be a really good feature if implemented correctly.
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Old 02-24-2008, 05:52 PM   #32
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Quote:
Originally Posted by Skanky Butterpuss
i think this would be a really good feature if implemented correctly.

Perhaps two different percentages can be used. Say x% and y% where x > y.

When a player's health is below 100% the medic recievs x% in retun for healing. Once the player reaches 100% the medic then recieves only y% for the health boost given to the player. This avoids medics running around healing whomever they want just to boost their own health. It gives the greater reward for using the triage concept and healthing the players that need it the most first.
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