# weapon balance

**URL:** <https://battlefieldforum.co/t/weapon-balance/107122>\
**Category:** General Discussion\
**Created:** [July 21, 2019, 7:54pm UTC](https://battlefieldforum.co/t/weapon-balance/107122 "2019-07-21T19:54:00Z")\
**Posts on this page:** 1\
**Page:** 2

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**Author:** ![NuttysKunKs](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/n/f1d935/32.png) [@NuttysKunKs](https://battlefieldforum.co/u/NuttysKunKs)\
**Post date:** [July 22, 2019, 8:06pm UTC](https://battlefieldforum.co/t/weapon-balance/107122/21 "2019-07-22T20:06:00Z")

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> [@X\_Sunslayer\_X](#):
>
> NuttysKunKs said:
> 
> X\_Sunslayer\_X wrote: »  
> NuttysKunKs said:
> 
> You have unlimited healing power as a medic. That’s why the SMG’s are allocated to them. What other class would get the smgs?
> 
> So for lack of firepower you have unlimited healing.
> 
> So in a 50m firefight you can take 500hp+ But stay alive by healing. The other classes have a max of 200hp.
> 
> So your mistake is trying to kill them in one engagement.
> 
> Your aim at that distance should be just to hit them and grind their health down while you cover and heal. That’s how it’s meant to be played.
> 
> Of course you can try and bring them in closer to a more effective range.
> 
> Medics are fine since they patched in that unlimited healing. If it was a case of BF1 where you have to throw pouches on the ground and run over them then that wouldn’t work. But this is different, it works. You’ve just got to adapt your play style.
> 
> your entire argument revolves around the point that the medic has the time to heal up.well lets put it that way the lightning fast TTK, the map-design, the DMG model of all ARs/LMGs/SLRs/MMGs and semi-autos will kill any medic no matter the skill way before he has time to find cover, heal-up, figure out who’s shooting from where and then either engage or disengage. so what are you trying to say ?
> 
> if your argument was to be any more then make-believe then on maps like Fjell (no tanks) or in game-modes with next to no tanks everyone with more then a brain-cell should always without a doubt pick medic since the other gadgets don’t self-heal?well either we are playing different BFV games or i am going crazy since i never in all my 1,200 rounds played saw a medic population anywhere near what either support or assault have.
> 
> so lets elaborate on that.
> 
> slef-healing is strong i know that. but what good is self-healing if you die almost instantly anyway.explosives negate your self-healmore forgiving DMG models of all other weapons and i mean all other weaponshigher magnification scopes to dunk on medics trying to close the distance with impunityrecoil-patterns almost always giving out at least one HS since the spread kicks right to the head on almost all ARs and LMGsmap-design favoring stationary game-play with high DMG weaponsa medic class so lost in translation i am surprised DICE didn’t cut it out after the BETAi can give you even more examples on why the core design is bad and i have yet to tap into the visibility problems and performance in general.i am not only asking for a weapon re-balance what I’d like to see is a complete rework of the entire class system.that includes reworking the self-heal as well. DICE could for example make it a charged ability with maybe a cool-down in between so you cant insta spam it all day long. but if the only saving grace of a class is one ability that is negated pretty easily your game-design is flawed at best.support and assault have great weapons powerful gadgets and easy accessibility to almost unlimited health. so pelase tell me what weakness do they have that comes even close to the weakness of the medic 🙂
> 
> Of course there are moments where you can’t find cover. But you can increase your chances by staying by some.
> 
> This is a team game. The medic is the most team focused class for you can heal and bring back the dead.
> 
> You stick with your squad mates. That’s the aim of the game, they can have the fire power while you heal them and revive.
> 
> Often you’ll find you’re outgunned in 1 vs 1 scenarios.
> 
> If I try getting 3+kdr with medic is pretty easy.
> 
> okay lets spin it that way.why is the medic then again treated differently from the support for example. its a team focused class as well but gets insanely good weapons and versatility. why do they not have only Shot-guns then?  
> same goes for assault. it should then be also just built around destroying tanks why do they get by far the most powerful weapons?  
> badly designing one class and claiming oh its supposed to be that way is a flat arguement

You have a mini sniper with the medic class now. So you have close/mid range sorted.

Each class in the Bf series (except 4 which shared) had its own type of weapons.

So answer this question. Who gets the SMGs in this game? The assault? Support? Recon? It makes sense it’s the medics. Supporting his/her comrades in battle smashing folk who are close with supreme hip fire. 50 round magazines baby!

I didn’t like how BF1 merged assault and engineer into one package. But it kinda worked. In BFV it’s so easy to get kills it’s kinda funny. But that’s one aspect of the game.

It is supposed to be that way, it’s not an argument it’s the truth. Badly designed? Why? It’s just the way it is for this is an equal playing field. Everything you can do to your weapon I can do too. That’s where the assault class is balanced. The enemy assaults.

Every class has changed in the BF series and there’s alway one which had the best guns. RSC was immense, 1 hit kill semi auto? Too fun. Then you had the Assault class in BF3/4. BC2 Was fun, medics with lmgs and assault with ammo.

So this essentially is intentional. I’m not a fan either.

If I were to change anything regarding medic class for BFV I’d increase hipfire across the board. Also less horizontal recoil, that is annoying.

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