Medic weapons are garbage. And bipoted campers, the way this game is meant to be played? [RANT]

Good post.
I have almost finished the Sten and I must say if how bad the smg’s are in this game had not been brought up on this forum I wouldn’t have complained about them being under powered . The Sten has been ok for me tbh but I do like to rush a lot and mainly play modes like frontlines. Not sure wether to try the EMP or Soumi next in my camo grind.

As much rof as possible, then you win at close range and is almost as good at range as the other smgs as long as you burst.

I love medic but not in this, I keep using it to try and unlock my progression trees to see how they shape up but every time I use that class it’s a death sentence. The only time I use it now is if a rounds half finished and i’m going mega positive and can afford to drop a few deaths. The Gewehr 43 from assault is my saviour weapon, it’s a beast but that’s the type of stuff we had to play with in BF1. Now i’ve got an Automatico in disguise that paints outlines around enemies hahah. MP40 next, hope that’s a bit better.

Link to section: You pulled the BF4 comparison, not me. I think you are looking at this from the wrong end. The PDWs of BF4 were short range powerhouses, but they were viable at all relevant ranges. We also had shotguYou pulled the BF4 comparison, not me. :wink: I think you are looking at this from the wrong end. The PDWs of BF4 were short range powerhouses, but they were viable at all relevant ranges. We also had shotguns. As far as short range weapons in BFV go, we still have shotgun and we have the SMGs. Carbines in BF4 were indeed the link between PDWs and ARs, but all three weapon classes still worked decently at all relevant ranges while having their own niche.
Sten, MP40 and MP34 however do not work decently at all ranges, they are subpar in ALL relevant ranges and their performance gets worse with distance.

You are right that the Medic gets the self-heal, which is powerful, but balance issues can only be analyzed under equal conditions. And there the SMGs by far fall short. This needs to be addressed. However, even as a 100% medic, I want all classes to fully self-heal, so that every class is incentivized to push more, giving my SMGs a better chance to getting them at short range.

IMO smg’s definitley need a buff, but not an overhaul of the medic class. Maybe a little less recoil and a short range damage upgrade would help. Smg’s should almost never get outgunned by lmg’s in CQ. Everyone says manage your recoil better to those who think this, but it’s not so easy on console. Tap firing isn’t gonna cut it, it needs a buff.
The smoke isn’t that effective so it’s used wrong for the most part. It takes a bit too long to revive, but not for the squad revive.
The biggest problem is medics just do not revive, and about 90% of the time you couldn’t get one to actually throw you meds no matter what q they hear or see.
LMG’s on the other hand are a joke in this game. I’m guessing over half my deaths are to bipoders. No clue how they could fix this but something needs to be done.
And don’t even get me started on useles snipers

VindictiVagabond wrote: »

The topic has been discussed to death and everybody that played all classes knows that medic class suffers… a lot!

  • SMGs’ niche is up to 9m. After 9m they go from 4 BTK to 5 (same BTK as the ARs). Also, SMGs go from 5BTK to 6 at 25m while ARs only become 6BTK at 50m.
  • ARs are INCREDIBLY more accurate
  • ARs also happens to have SIGNIFICANT faster RoF than SMGs beside suomi and thompson
  • ARs also have bigger mag capacities by default (31 vs 20) than a lot of SMGs (suomi, thompson, MP34 all only have 20 rounds)

The “point” that medics can self heal or revive is even less significant than one could think when everybody can buddy revive and can self heal on the fly with a pocket med kit and resupply said pocket medkit or outright just heal himself at any medical crates that are at pretty much sitting on every single flag. Essentially, as long as you camp a crate, you don’t need any medic.

I think the advantage of self heals has been greatly diminished by the ability of other classes to spawn in with a medkit and the health stations everywhere to heal and grab another medkit. The average lifespan of a player in BF1 and BF4 was 40 seconds, I imagine in BFV it is less than that, so people are constantly spawning in with 100 health and a medkit.

It is plain as day the issues with the smgs and medics. Smgs fall into two categories, the fast firing cqb guns like the Thompson, Suomi, and MP28 and the slow firing 'mid range" smgs the Sten, MP40, and MP34.

So as a medic you can either go with the fast firing smgs to maximize your cqb power at the cost of not being able to hit anything past 15 or 20 meters or you can go with the slow firing smgs, give up cqb power for the ability to have more range.

The problem is medics share that same 4btk range with all lmgs and the m1907 assault rifle. The m1907 assault rifle will beat every smg in cqb except the 900 rpm Suomi. The m1907 also keeps its 50 meter 5 btk range. The Ke7 easily competes with the slow firing smgs in cqb but also keeps a 50 meter 5 btk range as does all lmgs.

Smgs go from a 4 btk at 9 meters to a 6 btk at just 25 meters. DICE considers 35 meters to be the start of “mid range”. So the mid range smgs are crap and underpowered 10 meters before mid range even begins. This is why assaults and supports can hang back 30 or 40 meters and destroy medics with ease. If you are making slow firing smgs to be mid range guns, they need to perform and have power like mid range guns. Having smgs share their 4 btk range with two other classes and then giving them a 6btk at just 25 meters is putrid.

Playing domination is the way to go for medics

i dont think smg’s need that much of a buff, i believe medics just need a second weapon type in general.

I’m worried that Dice will overcompensate and turn medic into a super-soldier of sorts. At first I was disappointed with the SMGs, but that was when I was trying to play this game like BF1. Honestly, I’d be fine without getting anymore range in the weaponry - just make the SMGs dominate within 20 meters.

I didn’t really play assault in BF1 and when I did, I used mainly Ribeyrolles, so SMGs felt very awkward to use initially, but I’m rather enjoying learning to play medic in a new way.

I just hope they fix the revive, so that the guy doesn’t stand up when prone and introduce the dragging mechanic finally.

All they have to do is buff the max damage of smgs in the 4 btk range to give them an actual advantage in cqb. Extend the 4 btk range back out to 12m or 15m. Extend the 5btk out to 35 meters. Revert back to the beta spread and bullet velocity.

That sounds about right, but knowing Dice’s history - it never is that easy.

As I believe historically most medics were not armed, I think having an smg is a bonus.
What you really need to do is not buff the weapon but make reviving and resupply of medical gear more rewarding.
At least let me work on a patient prone. At the end of the day I find if I’m not happy with my smg just pick up any downed players weapon for insta upgrade. Simples…Maybe if we start telling people the brain is an app they will start using it.

This is a fps video game no one is going to play medic if you can’t shoot people. People don’t play medic as it is now because the weapons suck.

Where did I say I don’t or you cant shoot people. the fact is the medic is there to perform a certain role that is not being performed, because people just wanna run around or your too much of a target as you kneel to Heal. Did you know there’s an App you can get… :smiley:

You can nag all day about medics not reviving, I have someone flipping out every other map about me sucking as medic when I don´t run out on an open field reviving someone that got sniped. I usually tell them some nice words and to try to die in better places…

OP,

I agree with you: I think that the Devs at Dice need to work on the medic class, and restructuring the weapons, I think the following is fair:

Assult: Assult Rifles and Shotguns
Support: LMG, MGs
Medic: Single Action rifles, SMGs
Snipers: standard Camper rifles (lolz)

the medic class also doesn’t have a great device to use other than smoke. when most engagements on maps are long to medium range, the SMG is at a disadvantage. I am thinking about my setup in BF1 and i ran smoke grenades, syringe and medical crate. While the crate was OP in BF1, a crate in BFV is useless, as throwing a pouch to resupply is much easier than having teammates interact with your box.

I think most have said it before but their is def something up with the net code, and the BF1 system was perfect. Sometimes you don’t even get to hear i’m being shot until the last bullet hits you and you insta die.

Beyond the lack of useful gadgets, the revive mechanic which is no longer the instant revive with the medic class, is only slightly shorter than other teammates. So the only real purpose of running medic is to restock the teammates med pouches, they are useless at medium to long range engagements, and Assault rifles deal more damage per shot more accurately than any SMG does.

IMO I think the dice devs should also deploy a window of invulnerability when a medic is reviving if the revive is no longer instant. ITS a war crime to shoot a medic! lol

I thought there was going to be a drag mechanic to drag a teammate by limb to a safer location, and then revive but that didn’t make it into this build of the game. Imagine hauling a lifeless body around a corner to revive, that would have been epic.

Cliff Notes Summary:

Switch weapons around via the classes
Add some useful gadgets
Work on revive times and abilities
buff SMGs

Well, only smoked get you killed a lot, people know where the body is and some wise person thought it would be great if someone sat there for a couple of seconds.

I dont think the revive time is that long but the entire revive process is to exposing

They also have to buff the smoke grenades as well. I can see through and enemies too. Lost the time of how many times ive been killed behind smoke covers