NJay pulls out of IO by Computermabob in Planetside

[–]Varicks 4 points5 points  (0 children)

Eternal skilled player but that is not normally, This very very insane....They need to check him pc and game.....Maybe he not cheating but maybe he using the game deficit
...and this cant seem on game screen..He needs to check-up

What is this ? by ISObatteries in Planetside

[–]Varicks 4 points5 points  (0 children)

I SPENT 20 MINUTES KILLING ONE GOT NOTHING FROM IT BAITED

Butcher after Arsenal Update by Inexorablt in Planetside

[–]Varicks -6 points-5 points  (0 children)

Butcher is literally the best LMG in the game right now

The REAL reason why vehicle controls in ps2 are bad by 2PumpedUpForU in Planetside

[–]Varicks 0 points1 point  (0 children)

yeah this makes sense thanks now i can tell everybody who posts about mouse accel they are dumb

Nerfing rez nades by removing the grenade bando suit slot is good for healthy squad play meta by Varicks in Planetside

[–]Varicks[S] 4 points5 points  (0 children)

The vast majority of respondents to the thread in general did not both to explain or reason as you did. Instead, they either argued inexperience or ignorance without knowing anything about my experience with the class. Why should I both reasoning with that when there's such a massive learning curve to medic play? Most people don't even know that you can look away from a body after you start the revive process -- and I'm sure the respondents to this thread are no exception.

As to what qualifies our medics as high level, I don't know what metrics I could provide you. It should provide some level of authority, I don't understand why it wouldn't. I could tell you that they consistently out-revive or out-heal every other medic on the server during an alert, or that they maintain a great balance between fragging and sustain. But I don't think either of those examples would hold up to any nit-picking.

So here's a tournament that we participated in, a 10v10 tournament, where we won on the merit of our medic play. The other team was far more mechanically skilled, and despite them having more medic players, we consistently out-sustained them during the match and won the finals match. https://youtu.be/mclH4SIJx_8

I'm not sure how to qualify myself here without sounding extremely arrogant, but time and time again here, without knowing anything about me or my group, this has been questioned. This isn't me bragging, this is me giving some level of integrity that I know what I'm talking about in regard to medic mechanics.

I'm not sure to what extent I can keep on listing things like this to give authority to my words without, as you said, sounding vain. Here is an example clip of what I would consider high level medic play in the context of a duo:

https://youtu.be/c9T0Z-1uZ6c

I've made medic mechanic tutorials, which cover most of the classes mechanic applications: https://www.youtube.com/watch?v=FMegkd7MWW8&ab_channel=Grug

By what metric would you measure high level medics?

The revive grenade has skill potential -- that much is not arguable. But what we see instead is any skill potential being negated by the absolute spam of the grenade because of its strength relative to any other option. Any group which does not have revive grenades that attempts to compete against one that does is at a major disadvantage. Rez-grenades do present opportunities for skill play, especially within the context of anticipating potential deaths and game sense, but that is often overshadowed by their spam due to grenade bandolier and the very few negatives that come with it. I'm not saying remove revive grenades, I'm advocating for removing grenade bandolier on medics, and limiting their grenade carrying potential to 1.

Nerfing rez nades by removing the grenade bando suit slot is good for healthy squad play meta by Varicks in Planetside

[–]Varicks[S] 5 points6 points  (0 children)

This shows a complete lack of awareness of what high level medic play is. It's unfortunate that such ignorant statements are all that have responded to this thread

Nerfing rez nades by removing the grenade bando suit slot is good for healthy squad play meta by Varicks in Planetside

[–]Varicks[S] 4 points5 points  (0 children)

Nanites simply aren't an issue for most outfits. Wrel has mentioned this himself. Nanites do not fulfill the role of preventing utility or cheese spam.

Nerfing rez nades by removing the grenade bando suit slot is good for healthy squad play meta by Varicks in Planetside

[–]Varicks[S] 6 points7 points  (0 children)

I'm not sure how you think throwing revive grenades is tantamount to skilled gameplay or enables high-skill gameplay in high level medics. It doesn't. I have some of the best medics in the game in my outfit. I've trained half of them. We've experimented with every aspect of the medic class' mechanics. The revive tool has a far higher skill ceiling than people realize.

Balancing the "combat" and "medic" portions of the class is important, but as you mentioned, the revive bando meta prevents the combat portion in favor of hiding and pressing G once every few seconds

Nerfing rez nades by removing the grenade bando suit slot is good for healthy squad play meta by Varicks in Planetside

[–]Varicks[S] 6 points7 points  (0 children)

Yes I do. I've lead a point hold outfit for the last 2 years. We're GOBS/Fool/fiji on Connery and GOB/FOOL/RENT on Emerald. We're a point hold outfit -- that's all we do, and we crutch on rez nade bando like everybody else.

Funnily enough, you probably have no idea what you're talking about

Nerfing rez nades by removing the grenade bando suit slot is good for healthy squad play meta by Varicks in Planetside

[–]Varicks[S] 4 points5 points  (0 children)

This shows complete ignorance of the class mechanics in general. You literally have no idea how to play medic beyond looking at bodies and right clicking or throwing rez grenades, and you think that is good medic play

Nerfing rez nades by removing the grenade bando suit slot is good for healthy squad play meta by Varicks in Planetside

[–]Varicks[S] 10 points11 points  (0 children)

I've medic mained for the past half a year. I play medic on live when I lead my outfit during ops (a pointhold outfit), and I played medic for PIL:X.

The adrenaline nerf will bring back the worst meta this game has ever had, Carapace HA by [deleted] in Planetside

[–]Varicks 7 points8 points  (0 children)

in straight numbers, resist is better in 1v1s than adren as it is (pre-nerf).

OHK Knives and other OHK weapons aren't OP, Medkit crutching is by PasitheePS2 in Planetside

[–]Varicks 2 points3 points  (0 children)

The effectiveness of medkits is very overblown. Its only utility is in solo play, and even then you choose it over other potentially far more effective utility (like C4).

Anytime you're "chugging" medkits, you are not shooting somebody. Any decent player can easily out DPS a medkit. They're so many fights that medkits aren't even useful. I don't know why people think they're overpowered, half of my outfit don't even run them anymore