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my suggestion for medic be engineer

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Chubba

Gore-Spattered
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Warden medics should have perks becuase they act too much like the juggernuat and instead of having clone abillitys they should have a choice to pick some abillitys.
Here is a list of abillitys that the warden can maybe have and these can be debatable
.A ranged weapon, with limited ammo with no extra ammo and you can't replenish the ammo so use it wisely
.A second leap, like the first leap this lets you have a second one but it takes longer to reuse then the first leap but if you use first leap before second the second will reset
.Heat detection, lets you detect engineers with heat it will get warmer the more you get closer to a engineer
.Invisible for 5 seconds, lets you be invisible for 5 seconds then it will take 10 seconds to recharge so use this as a surprise attack or a little escape
.Summoning medics, lets you summon medics if a engineer is nearby but it will not tell you if your getting closer and if you get hit or leap the timer will reset
.Ubercharged for 5 seconds, this allows you to become invincible for 5 seconds but it will take 20 seconds to use
.bullet and melee resistance, this lets you become resistance to bullets and melle attacks
.stronger melee attack, lets you have stronger melee hits but your less resistance to bullets and melle attacks
.engineer disguise, lets you disguise as a random engineer but if you attack your disguise will wear off also if it wears off the thing will need to recharge for 15 seconds
.clone medic, lets you clone your self and the clone can attack and walk around or be as bait but if the clone is killed the thing will take 30 seconds to recharge

Now this suggestion will maybe be added but it's not my choice and this is just suggestion for wardens and for that thank you for reading!
 

Mr. Walker

Gore-Spattered
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A ranged weapon of any sort would just make medic almost too strong for their own good, back then before perks there was crossbows, anybody with good enough aim could just easily kill off a engineer with those, we have leaps which already can nearly 2 shot engineers, heat detection is just seeker, Uber-charge is flat-out a bad idea.

Juggernauts have damage resistance and yet somehow we need a 20 second cool-down for immunity which can be cheaply used against any engineer in any circumstance, a stronger melee attack won't make sense infact quite redundant when medic leaps already do more damage when doing a successful market garden hit, engineer disguise sounds neat but however there's a lag / ping glitch where the medic models look like engineer models which can downright mislead you into your doom, thats another no-no, and a clone medic is asking a bit much from Benedevil as I'm pretty sure the plugin can only be capable of so much.
 

Chris TCC

Blackwonder's Own
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quite an old suggestion thread, plus I'll be declining this due to the votes.
Thanks for the suggestion!
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