New weapon class for Medic confirmed!

The last thing medic needs is more useless CQB weapons. Give them Semi-Auto rifles already.

I don’t know why people watch Westie he seems highly unreliable in terms of his information.

Or him and others like him did what I did. I started as support because the KE7 prepatch was the best all around gun at least for me. I despise running out of ammo (and health for that matter). So I ran support with the KE7 until the first nerf. By then I had gotten comfortable with the maps and gameplay so I moved to assault after reading some many complaints about how strong the class was. So while my stats are somewhat lower for assault, given enough time they will far exceed support now that the KE7 has now had what 2 nerfs and none to assault. The range that assault has is just ridiculous. I’ve learned there is really no point in playing the other classes. Support is viable due to ammo. But Assault by far is miles above the rest just because of the ridiculous range most of the weapons.

This is something I see mentioned a lot and I don’t understand the logic here. If people want to use assault rifles so they can play like an assault player, why not choose to play as Assault?

It does seem a lot like people don’t want to adjust to a different system of non-regenerating health or the shift in class and emphasis on squad work and team play.

Am I over simplifying the perception that Assaults are your Rambo get stuck in the meat grinder class and Medics are a health support service for the team?

If you stop trying to bend the game to your will and play it like it’s supposed to, the classes actually seem to work well together.

Semi-autos are not assault rifles. They work at the same range but do not have the same rate of fire.

A semi-auto is perfect for medics since it allows them to stand a chance at longer range engagements so they aren’t utterly useless on larger maps

I’m not the one lacking understanding here. I could easily drive up my SPM and K/d ratio by ignoring objectives. The stats mean dickey-doo. It’s “laughable” that you think you can assess gameplay from them as just playing certain game modes will pad those stats easily. If I told you the Rams had more first downs… you’d say they won the superbowl… :stuck_out_tongue:

Lol people ask for balance and you assert this nonsense

well since DICE keeps the in depth game statistics under lock and key we are only able to assume the class balance from within the lobbies itself.
I’ve played medic almost exclusively and can do reasonably well with them as well as I’ve played since launch.
Assault is by far the most popular class in all servers i play on by far. i believe i have never seen them drop below 50% pick-rate. so what reasons are for that? medic has never gone above 15% averaging at 10% for me on PC at least
well in terms of weapons we are looking at ARs and the semi-auto. lets start with ARs shall we.
High ROF, easy to control recoil, 4-6 BTK, decent hip-fire, 3x scopes, 21-30 bullets per mag. an AR has no inherit weakness like an SMG for example it can perform good at everything from 0-100m.
semi-autos are a bit more different from one another weapons like G43 and selbstlader 1916 are strong if you have the abilities to back them up i.E accuracy. the turner and MAAS are more forgiving with higher ROF and control. gewehr 1-5 and M1A1 are sticking out in the semi-auto category like a sore thumb.
the M1A1 in my opinion at least should’ve never been given to assault but medic. high ROF, good hip-fire, faster playstyle, mag-dumping tactics. seem awfully like the SMGs are designed doesn’t it? well i reckon the M1A1 was initially intended for medic and then switched because of reasons no one knows. the G1-5 is kind of a hybrid between the M1A1 and the other semi-autos. so why should we bother with pistol-carbines that have been teased 3 months ago in a data mine but never been spoken of since (i think they intended for them to be tanker weapons like in BF1 but scrapped that idea sometime before launch) if we have basically 2 weapons that would fit a carbine role perfectly?
moving the M1A1 into a weapon category called carbines would solve all the problems medic faces atm lack of versatility. both these weapons would also not break the class balance imo. an AR or semi-auto would always out DPS them if the assault is better he will win the engagements with any AR or one of the semi-autos. and before ppl keep saying self-heal will break the game then it does not players regularly choose all other classes over medic discounting the self heal as not good enough for the classes shortcomings.
heck if 3x scopes are so dreaded in the hands of the medic I’d take the trade for the G1-5 and M1A1 they could even share the category between assault and medic so assault doesn’t loose weapons and wet themselves in a fit.
but lets not kid our self the assault is by far the most popular class in the game because it is the most versatile to use. capable on all engagements easy to use gadgets no inherit weaknesses against other classes. i wont say its easy mode here fearing of triggering ppl. but it is just like support the most forgiving class in the game.

I still can’t see how a pistolcarbine should improve gunplay at longer distanses. It’s a pistol with a stock. If the next two-three maps are mainly close combat it might work. But as for now Conquest on Hamada, Panzerstorm, Aerodrome… It’s more or less useless.

Bring back something like Cei-Reigotti. 10 shots shorter semi carbine. Not to high damage, but effective in midrange so you as a medic can run behind the assault and give them support fire in midrange and the run in to revive…

Dont see a reason or point adding pistol carbines to medic. Those guns are super weak and to kill someone on mid range you will need 5-7 bullets…and for cqc they are complete garbage.

Smgs are fine and there is really no need to add something else, maybe few more tweaks to some of them - emp, mp34 etc.

I can see the pattern:

SMGs = worse than Assault Rifles in every way except hipfire.
Pistol carbines = worse than semi autos in every way except hipfire.

Just you wait.

@stabbinhobo

Most if not all of the SMGs currently in-game have worse stats than their real-life selves. I think they should buff the SMGs to their real life stats. This is basic

This wouldn’t solve the problem of medic being deadmeat at medium range but it’d make the situation a little better. It’s something in the meantime and would help the class balance

A simple solution for SMG rebalancing

There is realistically no niche the pistol carbines can fill that is not already occupied by the SMGs. The only weapons that can be somewhat viable or a Frommer Stop firing at 900RPM (which is already in the files) or a C96 Carbine chambered in the 9x25mm cartridge. And that is all pretty debatable. They are still pistols with a very short barrel and with a shaky clip-on stock.
The more sensible choice would be to look for SMGs that are chambered in other cartridges so that you can change the damage model, again I mentioned the Danuvia 43M, which is chambered for said 9x25mm cartridge and could therefore pass as a “heavy SMG”, which works almost like an AR. Instead they are adding more MP34 derivates and 9x18 Parabellum weapons firing at ridiculously low ROF.

Of course, that’s what people end up doing and as a result you have rounds of conquest without a single medic on either team. Nobody wants to play as a healbot in an FPS, so don’t expect to see many medics on the large maps where SMGs are mostly useless.

Good to hear medics will get more flexibility.
But what about Recon’s closer quarter options?
Any talk about that?

I would just like to point out that the pistol carbine stuff is entirely Westie’s view on it - there’s no evidence to say that it will be those instead of normal carbines/faster firing semi-autos similar to the M1A1, other than some datamined but as yet unused weapons which have been in the files since launch.

Pistol carabines? What a joke. They just need to make semi-auto rifles and smgs available for every class and remove x3 scope.

@Kauzer_RF
I disagree about the current crop semi-autos, they’re too useful to random campers. They should give medics access to the shorter range ARs like the sturmG and STG whilst giving assaults access to the longer range SMGs like the MP38 and sten. This way medics still won’t be able to camp and snipe people but can function on the larger maps

I agree but the problem is dice completely dropped the ball. The mp34 was chambered in many cartridges including the 9x25 mauser. They could have added the Danuvia and the Swiss MKMO added a 2x scope and had them perform like slower firing assault rifles and the issue would have been solved.

Dice will never give assault rifle to medics. But they can give carabines and smg (pdw) to all classes like it was in BF3 and BF4. I remember that one of my favorite loadout for recon class was - PDW, C4 and spawn beacon. I played very agressive in close combat, could ninja bomb vehicles and my squad mates could spawn on my beacon right near objectives. In BF V weapon limits for classes force ppl to camp mostly.