Combat Medic Archive
Thread: Give Master Combat Medics a limited Mind heal ability
My mistake. I was partially agreeing with what's-his-name that mind damage was healed but he was arguing over semantics. Now you make it sound like both of us are wrong then.
No biggie, it doesn't change what I was saying.
The trooper was a faction mission, it should hav been soloable. The trooper was a Red, in a group of yellows. (con to the melee character) so it wasn't DEEP red.
This should have been a killable NPC. If not for mind-damage it would have been.
So sure, next time I'll take my dusty CDEF out of my backpack and equip it, just to con the mobs. Most likely they'll still con just as red.
I'll even take your mind-pool enhancing spice... That should help absorb 1 or 2 hits to the ol' brain-bin.
And I'll sit there, like always, and mash the stim-C button, watching my group die to mind-incapacitation, like always.
At least I can rez them later. What a thrill.
The other S.Ts weren't helping out. We lured this one away, If I was complaining about not being able to handle 2 yellows and a red, yeah, then I'd be out of line.
I read what someone said above about some NPC's targeting the mind pool (rifles, 2-handed weapons, etc), and that being a problem.
I'd like to bring up how this will play out in PVP. We all know those mobs that hit mind are the tough ones, the ones we just leave alone. Just imagine pvp by the end of summer when everyone realizes that mind damage is "teh pwn"
Now, I don't pvp too much. It's not my thing. But I'd hate to see CM's out there using half working poisons, PLUS not being able to heal their group.
See you all in the med center.
Well, that's one thing I will readily agree with, and that is, the CON system is busted. I routinely CON better unarmed than I do armed and i have no unarmed skills. I can see situations where that may be possible but for me at least, it seems to happen all the time.
Nohup, at the end of Beta III we were in about the situation you think about. The key is: for every type of enemy there is a way to counter his abilities.
Riflemen at long range with an open line of sight own, hands down. Just use obstacles to get in close range and they are nothing but a running dog using there rifle as a walking staff because they couldn't hit a Starport with it at close range.
Melee types on the other hand own in melee range. just keep away from them.
especialy in PvP the key is to know your enemy. People like Daddar and Ipo eventualy got beaten in Beta III becaue people learned how to counter their tactics and not fight under their conditions (Daddar was a Rifleman, Ipo a TKA) they still won the majority of their fights because they chose the conditions under which they fought in most cases.
even with a fast pace of combat, tactics are still the key for successfull PvP
TECalen, I really like your suggestions. Very well thought through. Yes, I agree Combat Medics need a way to heal Mind Pools. It is this lack of ability that makes Riflemen unbalancing in PvP. It is indeed very frustrating to see group members incaped by mind pool wounds and to be incapable of helping them in any way. Healing is my role...let me fulfill my role.
Entertainers are like doctors. They heal mind wounds (the black part of the HAM bar) and battle fatigue. Medics can't and shouldn't be able to do that. However, in combat, no one can help with Mind pool damage and this needs to be addressed.
Rifle-users, 2-handed weapon users, and TKA's all attack the mind pool. The mind-pool can't get those awesome doctor-buffs, and it can't be healed. Surely, you can agree that alone that makes it the BEST pool to do damage to.
Tactics can't ALWAYS win against great strategy. And the strategy I'm starting to see more and more is "Attack the weakest pool", and it does work.
Sure, my group might be able to lure a rifle-user into the city where he can't get LOS, or somehow sneak up on him. But if he's ALSO got TKA, or whips out a spray stick. Then his strategy beats our tactics. Mind damage really is a problem, I just want to see it get looked at, and at the very LEAST, toned down a bit.
Other way to balance the Mind problem: Give us a Mind stimpack that costs Health and Action points to our target.
Costs (mind pool)to useMind stimpack is the same than for other stimpack, but for the target it costs Health and Action.
Ex :Mind Stimpack A heal for 100 Mind, they must damage the target for 100 health + 100 action. And the Mind cost for the CM is less than 100 in Mind.
As CM try to use it on you and you may suffer a lot, because your Health and Action pools are far less than your Mind pool.
actually my H and my A are the same...
ne mind healing that gives more than 1:1 ratio of mind healing to mind cost is exploitable. losing H and A on a target is not a problem since we can heal H and A...
it just would create endless HAMs...
and tactics is the key to a fight...come on if you are getting snipered use cover...if u are getting punched run like the wind...
We are CMs fro xrists sake...close drop a mind dots and watcht the sniper die...TKA? use stat poisons to render his H or A stats to zero and watch him run out of HAM to special in 2 moves...
people need to use their heads more than just zerging in small number PvP where mind damage is teh real problem...
My only issue is that dots dont work as well as they should which basically makes it hard to function effectively
Here's my take on it.
Healing mind damage should be just like healing health and action damage. Add it to the stimpacks.
But riflemen burn mind when they shoot, this will make them more powerful!-- Pistols and Carbines burn action when they use special moves, and when hunting with my usual group I'm healing the carbine users as much as the tank because they're burning off thier action. So where's the problem with healing riflemen of thier mind damage?
Riflemen target the mind pool specifically with mindshot and headshot! This negates the advantages of being a rifleman! -- Pistoleers specifically target the health bar with bodyshot and healthshot, Carbineers specifically target the action bar with legshot and actionshot. This doesn't negate any advantages, it removes a serious PvP exploit.
Limiting mind heals to combat medics only does sound like a nice idea. Also along this line, doctors should get enhance packs for the mind stats. I mean, we can disease the mind stats. And spice doesn't count, because if it wears off during the fight you're in real trouble.
One of the most fun times I've had so far was taking a hunting group to Lok and slugging it out with mercenaries, then after regrouping slugging it out with a large group of pirates (I'm gonna guess 12-14 pirates). I've seen suggestions of limiting mind heals to 1:1 (or worse) ratios, burning off more of my mind to heal someone else's. That will not work. If you can't heal mind damage like action and health then you're still going to lose people to mind bar incap/death. The only restriction that even makes any kind of sense, and only maybe makes sense, is that a medic can not heal thier own mind pool. But that severely limits solo play of the combat medic, since if they're fighting a rifle using NPC they face incap/death to thier own mindbar (has happened to me too many times to count).
Take a hunting party to Lok and go after mercs and/or pirates. Send me a tell, I'm Kaece Solen in Intrepid, and I'll be happy to go to Lok with a hunting party as long as I've got all my machines caught up on maint =) Then you'll see first hand why we need to heal mind damage the same way we heal health and action damage.
Elenora wrote:
actually my H and my A are the same...
ne mind healing that gives more than 1:1 ratio of mind healing to mind cost is exploitable. losing H and A on a target is not a problem since we can heal H and A...
it just would create endless HAMs...
and tactics is the key to a fight...come on if you are getting snipered use cover...if u are getting punched run like the wind...
We are CMs fro xrists sake...close drop a mind dots and watcht the sniper die...TKA? use stat poisons to render his H or A stats to zero and watch him run out of HAM to special in 2 moves...
people need to use their heads more than just zerging in small number PvP where mind damage is teh real problem...
My only issue is that dots dont work as well as they should which basically makes it hard to function effectively
From my experience thus far, poisons don't work near fast enough to disable a TKA like you are talking about. A carbineer using legshot2 can strip off an action bar much faster than our poisons can.
agreed which is why im a complete proponent of overhauling poisons...
with TKA, Dot and burst run...if they wanna keep up with u they have to too...which means they are burning more H and A while u are healing urs...
but the fact that as a pistol specialist my healthshot does more damage than Dot and my bodyshot2 rippes H faster...makes Dots seem pointless..
considering that applying poison takes an attack round, we should be a similar return on sacrificing an attack to apply poison...
Cool. Who needs rifleman, who needs Docs (we can pick up the stat. buffs very easly from the doc tree), who needs enterainers?
And the big drum roll...........
Who needs res. kits?
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Rifleman are not needed, all there specials are hitting the wrong pool in team play. Docs. lol - very easy to pick up all thier buff line. Entertainers, what a joke. It doesnt make sense to see them anywhere but a bar.
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I agree lets make Combat medic supreme!! Makes the game alot easier.