Joined: Mon May 13, 2013 10:42 pm Posts: 379 Location: France
Medic Points
I just want to talk about the new medic stats...
I'm a medic player most of the time, so i think i have a little experience with the task of being a medic!
I had played yesterday and today to raise points as medic... but in fact the new stuff is not so much indicating of your abilities to be a good medic or real help to the team! For the ones that don't now... at the moment... medic points are gained by healing the one injured (only under the max health)... overheal, uber, direct damage or indirect damage doesn't even count in this account! For what i had seen... you gain 1 point per 1 HP healed X Bonus (that i don't know how it's raised)!
The problem is when you raise medic points, you don't really help you team to deal with the boss... it's just Healing and use your uber to save the skin of the ones wounded... A medic that deal damage or support someone to deal damage gets nothing!
For what i had seen, the best way to raise points is to heal the ones rocket or sticky jumping to pass time or scout the aera... and it's an irrelevant reward for what i think (they don't even need you most of the time... dispensers or health pach do the same)... For some igniting boss... that's an other story... but most of the time, if someone is hurt, it's self damage... the boss one-shot most of the time players and getting points healing the injured ones is only a small part of the task of a medic!
As Exemple: When you are in top 3 damage over 5000 and getting less than 100 points... It's a bit depressive... On the other side... Wandering in the map healing pointlessly the jumpy ones for 5 min and getting more the 2000 points... i don't think the task of a medic sould be that!
Points should be: (in the order of importance of my point of view) (It's just a sugestion, i know that it was a hard task to integrate the stuff we have right now...)
- The real Healing (healing the injured is in fact a good task, the only one praised at the time) - Ubering (the only fact to survive and uber sould be reward) - Block hits by ubering (a half second of uber a few ones saving their ass is sometime the best) - Direct damage (why a warrior medic isn't rewarded?) - Indirect damage (the one you're supporting dealing damage safely because of you... but maybe less praiseworthy than by yourself) - Stamp with Overheal (most of the time medic do that to pass time... but it's an help too... but maybe less usefull)
I don't know how much complicated it is to do that and what frog has done for now is already a lot of work, but it's not fair right now!
I think the best to count medic points should be:
- 1 Point per 1 HP Healed under the maximum (Already done... what's the bonus for?) - Between 100 to 250 Points per Ubercharge (It's not so much in fact) - 1 Point per 1 HP direct damage to the boss (Just fair) - 1 Point per 2 HP indirect damage to the boss (It's not you doing the job) - 1 Point per 10 HP overheal (i had seen 20 000 of healing to my side when the round last long... it shouldn't be reward so much as the other things) - I don't think that possible to count hits block by ubercharge... i'll don't talk more about it!
Maybe separating, healing and damages stats could be a solution too!
What are you thinking of that guys? (maybe i'm asking too much... sorry frog)
Thanks for the feedback, but I think you might have jumped the gun here and overlooked or misunderstood what has been implemented.
There is already a separate damage counter for the medic that contributes to a players overall damage score, that works very similarly to what you have written, and has been part of FF2 since it's inception.
There are no over-heal events fired by the Source engine, so it's impossible to measure. (there is a convoluted way, that involves getting the current health of all players, every game frame, but that would only work when there is only 1 medic on the team.)
The medic healing stats system, that I am writing, is a points system focused encouraging medics to look after the whole team, rather than pocket medics that chase assists. The more of the team that a medic heals, then the greater the points multiplier. The multiplier also decays over time. It's displayed as Bonus * x on the HUD.
It's work in progress and I'm writing it in spurts, in my spare time.
Healing points and damage points will eventually combine in some way, for an overall score, but the weighting will be on healing.
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