It has been stated the this is also for when dispensers Are not working. This also doesn't take away from medics role play as they still play a major role in healing and keeping people alive. Medics also deal with a wider range of things other that just healing people. Such as: fixing fractures...
Alot of scp do kill quick yes, but there are still cases where we do get away from them. And not to mention we deal with CI and Breaches at the same time whenever CI raid hcz.
As stated this is also to do with when dispensers ard broken.
And im going to be 100% real, we fight CI all the time, ether in hcz when they are breaching something or when they are in site we also go and help with the Code 1 majority of the time, not to mention we still take damage from other...
They will never add a whole medic job to e11.
And as an e11 player myself, can assure that adding a field kit would not change how much we go to medics in the slightest.
And as it states medics are still valued and will be requested in combat just the same as before.
What does this suggestion change/add/remove:
Adds a Field Kit [NOT FIRST AID KIT] to the loadout of E-11 Officer and Commander job.
Has something similar been suggested before? If so, why is your suggestion different?:
I have seen and personally wanted requests for an E-11 medic job in the past...
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