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Medic as a Skill


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Cossack_13 #1 Posted May 16 2017 - 18:30

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I realize that this has probably been discussed before, but not everyone can have started playing when the game first started.

 

But I do wonder why we don't have a medic skill that is capable of getting a badly wounded teammate up and functioning, even if not at 100%. That would be it on the same level as the repair kit and possibly the firefighter skill as well.



LeaveIT2Beaver #2 Posted May 16 2017 - 18:33

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ohhhhh - I really x really x really x really x really x really 10   like this suggestion!   Frickin awesome idea! Totally different than Jack of All Trades or anything else!! And I have never seen this suggestion 

I vote you get a Type 59 just for the suggestion !! :great:  


Edited by LeaveIT2Beaver, May 16 2017 - 18:35.


Dratt_Dastardly #3 Posted May 16 2017 - 18:40

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Jack of Trades kinda fills that role, as long as it's not the commander that's injured.  At 100% trained, The commander acts like that injured position at 50%.  If he has to cover more jobs, it goes down.

 

Of course a spall liner will do 20%-30% crew protection from injuries (light-heavy).  Large First Aid Kits gives 15% to protecting the crew from injury.  And if course now first aid kits are reloaded after 90 seconds.  Which you could carry one of each of you are brave enough to perhaps forego a fire extinguisher?



Buttknuckle #4 Posted May 16 2017 - 18:45

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This has been suggested a number of times before with a variety of variations on the theme. The version I like is a first aid skill for all crew members. Works similar to repair in that the speed of recovery and amount of recovery is dependent on the number of crew with the training.

manimal79 #5 Posted May 16 2017 - 19:03

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View PostCossack_13, on May 16 2017 - 09:30, said:

I realize that this has probably been discussed before, but not everyone can have started playing when the game first started.

 

But I do wonder why we don't have a medic skill that is capable of getting a badly wounded teammate up and functioning, even if not at 100%. That would be it on the same level as the repair kit and possibly the firefighter skill as well.

 

Or you can just use a repair kit to heal your crew member.

madogthefirst #6 Posted May 16 2017 - 20:47

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View PostDratt_Dastardly, on May 16 2017 - 09:40, said:

Jack of Trades kinda fills that role, as long as it's not the commander that's injured.  At 100% trained, The commander acts like that injured position at 50%.  If he has to cover more jobs, it goes down.

 

Of course a spall liner will do 20%-30% crew protection from injuries (light-heavy).  Large First Aid Kits gives 15% to protecting the crew from injury.  And if course now first aid kits are reloaded after 90 seconds.  Which you could carry one of each of you are brave enough to perhaps forego a fire extinguisher?

Way arty has a hard on for me I can't live without jack of all trades. It is best when you got the multi crew position like 2 loaders, if one goes down you may not notice much of a difference.



Poitou_Donkey #7 Posted May 16 2017 - 21:25

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Safe Stowage adds HP to the ammo rack module, maybe Medic adds HP to that crew position. However, I'd put it as one of those nasty 100% skills, make people choose what to go for.

Dratt_Dastardly #8 Posted May 17 2017 - 01:11

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View PostPoitou_Donkey, on May 16 2017 - 15:25, said:

Safe Stowage adds HP to the ammo rack module, maybe Medic adds HP to that crew position. However, I'd put it as one of those nasty 100% skills, make people choose what to go for.

 

But then your idea of Medic with a spall liner might mean your team would rarely ever lose a crew member.  More so if you add the Large First Aid Kit to those two.

 

But if it was a skill, I'd imagine it would be like Camouflage, Repair, and Fire Fighter, where the tank's percentage for that skill is the average for of the total from each crew member.



Ravenpaw3 #9 Posted May 18 2017 - 00:16

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This seems like a good idea but it could easily end up being an OP skill.

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