scenario medic kit what do i need?!
Posted 29 August 2012 - 06:18 PM
This post has been edited by paintballguy2255: 29 August 2012 - 06:21 PM
Posted 29 August 2012 - 06:39 PM
For example, you may go marker-less. Others may go with the lightest playing setup (ultralight pump, 50rd hopper, etc) they can cobble together.
A radio to keep in touch with your team would be a good thing since calls for assistance may pull you far and wide from your team.
Some folks like to act the part as medic so, you could consider changing your outfit to match.
Beyond that it will depend on the scenario producer, and whether they have any particular requirements.
Posted 29 August 2012 - 11:21 PM
You will DEFINITELY need a pen, preferably a thin tipped sharpie. Bring LOTS of them, spread them out in your gearbag, open up the package and just throw them around randomly in your gearbag so you always have some on gameday.
Pens are a hot commodity on scenario game day. You need them for EVERYTHING, especially for filling out medic cards.
No pen = no revive
With that said, you want to pack light on the field. Think about this - where do players get shot out, that need a medic? Front or back?
In the FRONT! So you will need to be fast enough, to cover ground on the front lines under heavy fire, to wipe players off and keep the line moving. If you are "bulked down", you won't be able to move up fast enough to revive players. And don't make long stupid kamikaze charges. Think "bunker to bunker", quick fast moves, from one bunker to the next, to get you into position to revive players. I see too many medics make 100 yard sprints across the field to revive a single player, just to get shot out on the way there. Go "bunker to bunker", zip to a bunker, wait... them move to the next closest one... wait.... then move again.
LOTS of pens... like 50 of them... and a black towel. A white towel will alert your opponents that you are a medic, and they'll focus their fire on you if they suspect you are a medic.
Also be smart, if you're medic card only allows you to revive 20 players, choose the 20 players that will do the most damage to the other team.
If you have to make the choice between-
* A player using a pump gun, with no extra pods, and 20 balls in his hopper
* A player with 7 full pods on his back, using an electro with an Apex Barrel
Obviously, reviving a pump player with no paint isn't going to do shit to help your team. Use the slot on the card to revive the player with 7 pods on his back, and send the pump player back to the pits.
No firepower and no paint = no revive
When the shit gets thick, you need to be smart about who you revive. I know in Viper games, you only get 20 slots on the card. Size up the player to see if he's worthy of a revive. Make them count
Posted 30 August 2012 - 01:14 AM
This post has been edited by tschneider15: 30 August 2012 - 01:22 AM
Posted 30 August 2012 - 11:05 AM
Seriously though, the best medic I've seen in action was my buddy JackMiller (aka PackerBacker here on the forums), at Living Legends 5. This guy was a monster, all he carried was a spare rag, a backpack full of pods of paint and other supplies (spare squeegees, pens, etc. to keep others in the fight), occasionally he brought his mini but mostly he didnt, and that was it. He was constantly on the move in the front, bumping up and down the front line.
Know how to play the different area's in a scenario too. If you are in a wooded/jungled area, use the dense brush to your advantage. If you have to move back a little bit to get into the thicker woodline and make it harder to hit you, do so. You might have to run a little farther, but that extra cover and concealment will do you a world of good. So don't be afraid to backtrack. Also, make sure the guys you are trying to medic have friends who can back you up. If it's two guys in a lone bunker calling for a medic, and everyone else is shot out, don't risk yourself out there trying to save them, because you are probably just gonna get lit, and if there is a massive offensive from the other side, what are two guys going to do?
Train yourself to be on the move at all times too, because you are going to need to switch between a run to get to where the firefights are (if you get shot out), and sprinting from cover to cover during said firefights. Make yourself a small target too, don't stand when you can kneel, don't kneel when you can lay down during these large gun battles, as whoever has the better medic's usually end up winning these fights (unless they are ridiculously outnumbered, and are low on air/paint).
That's all the tips I can think of when it comes to being a medic, if I think of more, I'll post em up.
Posted 30 August 2012 - 12:22 PM
If you are going to carry a gun, make it the lightest one you can, and make it something that you can toss aside easily since filling out a medic card usually takes two hands.
Posted 30 August 2012 - 12:26 PM
Posted 30 August 2012 - 12:42 PM
Barrel swabs, microfiber cloths for fogging masks, hell even water bottles would work. Being a medic doesn't just mean run out and heal people, you can play a supportive role too.
Just have fun with it, and you'll get better every time you go .
Posted 30 August 2012 - 02:20 PM
Posted 30 August 2012 - 04:02 PM
But yeah, all fo the above tips (keep your set up light, bring good fine point pens and bring LOTS of them, learn how to play your cover) will help you become an awesome medic. And who knows, maybe one day I'll call for a medic at a scenario and you'll be there
This post has been edited by Irish725: 30 August 2012 - 04:03 PM
Posted 30 August 2012 - 06:01 PM
Yelling things like "I am a medic!!! THE MEDIC IS HERE!!! THE MEDIC IS HERE!! I AM A MEDIC!!!" helps out everyone.
I know sometimes, just knowing that I have a medic close by, can be the difference between me making a "breakout" move or just a conservative one. I hate finding out AFTER i already put my gun in the air, and walked 50 yards towards the pits that a medic was 20 feet away from me.
Letting EVERYONE know around you, constantly that you are a medic can not only be a huge morale booster, but can rapidly alter the strategy for the players. It can be the difference between a slow, grueling crawl through the woods, or a bumrush that penetrates the opposing team's line.
I can't tell you how many "silent medics" I've had standing right next to me, and I had no clue that they were a medic!!! If I don't know, no one else knows either!
Because you are not engaged in the direct fighting, and you do have some "authority", feel free to round up players for a big push where it's needed. You're not an "afterthought", you are assuming a leadership role on the field. Any jackass who doesn't listen to you, isn't going to get a revive. I tell ya, when a medic tells to "I need you to go there", I don't argue... I gooooooooooooooooooooooooooooooooooooooooooooooo
Posted 30 August 2012 - 11:30 PM
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Posted 31 August 2012 - 04:54 PM
Also,I suggest running the tpx in a thigh holster with 1 extra mag,1-2 ten round tubes,and a spare 12 gram.My problem with running no gun us that you may find yourself trying to get to someone with no one else around.you can even just stick it in the back of your waistband if you want to.
This post has been edited by paintballguy2255: 31 August 2012 - 07:42 PM