There is a few of flaws in how Medic functions in Generation Zero:
- With the âHealerâ skill you can heal others but only if your less then 0,5m from another player and they less then 100% health.
- Having âHealerâ doesnât unlock the ability to see the health of the other Players.
- Healing another player and yourself is the same Button press.
- When another player is right in front of you, you will use the selected them instead of yourself.
- Your unable to see what their health is, so you have no idea of which Medkit would be the most efficient to use.
- While there is Paramedic pack on the picture for the âHealing amountâ Skill
the Healing from the Paramedic Pack you placed is not increased, by this skill.
- The healing from Paramedic Packs is rather low per kilo.
- I have not tested of experimental Medkits can be used to co-op players, nor if the healing power of âMedical First Aid Kitâ is increased.
I have no idea if the âHeal amountâ skill scales to the Medic ammo, or Experimental âFirst Aid Kitâ, but i think it should.
Since Iâve started Playing Generation Zero, Iâve always been the Medic but i barely use medkits to heal others anymore as i donât know if anyone is hurt nor how much and it just became tiresome⊠<.<
However the Medic specialization is quite neat, with a resurrect of 100% hp (instead of 20 hp)
and you can quickly sprint to your friend(s) to get them back up in no time.
The few times Iâve respecced Iâve always re-taken the Medic specialization ^.~
New Mechanic Ideas:
Iâve played quite aâlot of Field Medic in Killing Floor & Killing Floor 2,
keeping the others alive and shooting when none were injured or i was out of Medi-Dart charge (I also played on the highest difficulties: Survival and Hell on Earth)
In Killing Floor Medical Weapons were: Pistol, SMG, Assault Rifle, Shotgun, and Other ranged weapons
all came with Medi-Dart launchers, which were fired by âalt-fireâ and healed your co-op players when you hit them with the Medi-Darts
(Your grenades were Blue smoke bombs, which healed friendlies and poisoned enemies)
While Generation Zero donât have Weapon Under-barrel attachments such as Grenada launchers for AutomatgevĂŠr 4 & 5, AI-76 and N-16 (Assault rifles)
or Bipods for LMGs (Kvm 59 & 89 and N-60)
But if we had such Medi-Dart launchers they could be attached to SMGs and Assault Rifles and Shotguns?.
(and requiring the âMedicâ Speciation active to operate)
Changes that will make Medic-gameplay feel better in Generation Zero:
First i think making Healing ability from the âHealerâ skill to use another button to heal the player in front of you, like the Scope-key instead of using the same button for both.
(as that was what i tried the first time i Tried to heal my friend)
and increase itâs range to 2m (2/3 of the range of the Pitchfork for reference ^.~)
The Healing bonus from the âHealing Amountâ Skill should also apply to
Healing Ammo, Healing Darts* and Paramedic Packs.
Increase the Base healing from Paramedic Packs, as the healing vs kilo weight is rather low:
Paramedic Packs: 20 x3 = 60
Simple Medkit: 25 x20 = 500
Standard Medkit: 50 x10 = 500
Advanced Medkit: 75 x5 = 375
with a better healing the cooldown can be aâbit longer.
But the cooldown should be on the player rather then the Box, this way multiple (up to 3) people can use the same Paramedic pack at the same time ^.~
UI options for Health Bars or numbers under other player names in the Game options
- Options the Health shown to either be health bars or Numbers (either percentage or âcurrentâ / âMax actual Health: 100-130â)
- An option to have Player names with HealthBars or Numbers in the left side of the screen (as the right side is for the Mission objective and top is for the compas)
- An option for floating healing numbers show when healing others, via Medkits or Medical Ammo or Medi-Darts*
Also a short guide that mention these UI options in a Tutorial window when the âHealerâ skill have been taken ^.~