Combat Medic Archive
Thread: /quickHeal proposal
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ValcynChiana
Mon Dec 13, 2004 9:59 pm
#27
I'd like to see it changed a bit in the CURB.
Best thing i can think of is that it:
1) completely heals you. Heals all 3 pools of injuries, heals bleeding, heals specials pool, and bypasses all commands in the combat que so that you can press the button and not have to worry about clearing it. The downside would be a set number of wounds to all three stat bars, say 50-100 wounds on all three. This would give you a great advantage during combat, as the medic could heal all of a player's stats instantly, perhaps give it the ability to heal basic states as well (not the "higher level" states that doc gets later on, but say... stun and intimidate, or something). However, the medic would have to have an entertainer to heal mind wounds, and have wound packs to heal his health/action wounds after or between periods of combat.
(of course... tka could always meditate their own wounds away... dont mention that though, i'd hate to get it nerfed
)
Cpl_Fisher
Wed Dec 15, 2004 5:29 am
#28
first off quickheal, becuase of its no delay healing, has saved my life many many time in places like the corvette, and when jebi are ounding on me or one of my fellow ranged friends. left between the choice of keeping Medic 4/0/4/0 in my template or mastering commando along with rifleman, i decide to drop medic. However, back on topic, I like the idea that quickheal heals your special bar(s) at the cost of say 20% of the damage healed gets transfered as wounds to the one who used it? So if a medic used quickheal on a person to heal 1000pnts of the mind special bar, they would get 200 mind wounds. i know that's a pretty harsh penalty, I think it should be. It could be Very usefull in some situations, but it wouldn't be a common thing, something to be only used in emergencies. anyway that's my 2 cents, back to commando and rifleman forums.
Message Edited by Cpl_Fisher on 12-15-2004 05:30 AM
Cpl_Fisher
Wed Dec 15, 2004 3:39 pm
#29
Jagii wrote:
Healing the special bar sounds like combat medic territory to me. It seems most analagous to /healMind that combat medics have, in terms of being able to heal something that is supposed to be "unhealable."
= Andrew
Chilastra.Palacek
Message Edited by Jagii on 12-15-2004 01:21 PM
Supposedly the mind being unhealable except for Cm's is going to be a thing of the past. <---- This is just what I have gathered and take it with a HUGE grain of salt, I am not an alpha tester and take that into conderation.
on your vein though, why do Doc's and not CM's get the ability to heal Fire?If you ask me, Cm's are the frontline medics, the first line of defence really, and since Fire is an immediate danger, Cm's should have that ability.
Aleib
Mon Jan 03, 2005 11:12 am
#30
I have used the quickheal special about 10 times...I have only used it when in combat in PVP or PVE when i run out of stims or could not get them out of crates..It is somthing used like a mind heal...you never use it unless you are going to die...this is a medic special..it should not be anymore powerful then what it is..if youmove itinto Doctor/CM I would expect it to be more powerful as it then would be a elite profession special and would have tons of skill points in order to gain the skil into your template...if you were to change it and make it more powerful and still making it a medic special then people would be able to spend about 30 skillpoints and get a very uber heal...i think it is currently balanced...but the usage is about like a good pikeman..
Jasef
Mon Jan 03, 2005 7:52 pm
#31
Useless!!??!!
MasterNerfSlayer wrote:
Most people say Quick Heal is a pretty useless command, in that nobody ever uses it because it only heals damange but causes you wounds and current stims are better than it by a country mile (and other numerous complaints I've heard and can't remember).
What if, after the CU, that it healeda large portion of not only your HAM, but the specials bars too? There of course would have to be a significant cost to this action, like 50 mind wounds and 100 BF... but would that not be suddenly useful to medics?
I'm just looking at alternative ideas to make this command more useful to the majority of medics out there.
It is one of the most underrated command sint he game, I can stack a normal heal with Quickheal, and Quickheal ignores BF VERY useful while on a dungeon trip IMHO.
PsionicHawk
Mon Jan 03, 2005 9:20 pm
#32
I'm in the camp that thinks it's under-rated. You have to consider not just CMs and Doc, but also Medic (which is where this skill is located). A person could go medic 0/0/4/0 and get better heals but still have a very slow heal timer. If they are 4/0/x/0 they get Quickheal which ignores the timer, which I find to be incredibly powerful. This skill has decreasing value the more you go up the speed line but not worthless. It IS a medic level special, not a Doc or CM special and should be inferior to the heals we have. To increase the power couldcause it tobump to Master Medic(and/or CM-Doc).
I'd rather see a whole new special devoted to healing the special bars if applicable.
The above is simply my feelings on the matter.
Novock
Thu Jan 06, 2005 10:10 am
#33
I guess you could debate the placement of such a skill. Personally having it as a medic skill doesn't seem to powerful to me maybe bump it to the master box would be sufficient. Afterall to the most powerful moves in the game you obtain at novice brawler (intimidate and warcry) and from my understanding I believe they are trying to make the novice skills moe useful anyway so there you go. Besides if you take it out of the medic tree then you will have th great debnate of whether it should go into the doc trees or into the CM trees. hehe
The idea seems neat though really it does. but we are at a disdavnatge on the issue. Since we don't know what coming in this vaunted CU we don't know it it truly is a fair and balanced skill for medic, overpowered or underpowered. I like the concept though.
MyT_Chicken
Mon Jan 24, 2005 4:03 pm
#34
I actually like /quickheal. Rather wasting stims on Live Entertainers, I will run through and do a /quickheal on them. No XP for me, but thats cool.
Last night at the Geo Cave I used Quick Heal and it hit for 687 HA recovery. While at Master Doctor you can hit for more then that, Quickheal is something I never used before, but I actually have found great uses for it. Could use some tweaking, but I actually think its a pretty good skill compaired to what it did more then a year ago (like 150 max).
Obata
Mon Jan 24, 2005 4:53 pm
#35
MyT_Chicken wrote:
I actually like /quickheal. Rather wasting stims on Live Entertainers, I will run through and do a /quickheal on them. No XP for me, but thats cool.
Last night at the Geo Cave I used Quick Heal and it hit for 687 HA recovery. While at Master Doctor you can hit for more then that, Quickheal is something I never used before, but I actually have found great uses for it. Could use some tweaking, but I actually think its a pretty good skill compaired to what it did more then a year ago (like 150 max).
I don't believe a master doc has any advantage over a master medic when using quickheal. Doctor does not have any bonuses to the injury treatment modifier.
MyT_Chicken
Mon Jan 24, 2005 5:05 pm
#36
Obata wrote:
MyT_Chicken wrote:
I actually like /quickheal. Rather wasting stims on Live Entertainers, I will run through and do a /quickheal on them. No XP for me, but thats cool.
Last night at the Geo Cave I used Quick Heal and it hit for 687 HA recovery. While at Master Doctor you can hit for more then that, Quickheal is something I never used before, but I actually have found great uses for it. Could use some tweaking, but I actually think its a pretty good skill compaired to what it did more then a year ago (like 150 max).
I don't believe a master doc has any advantage over a master medic when using quickheal. Doctor does not have any bonuses to the injury treatment modifier.
No they don't, I was refering to Sitms. Sorry for not being clear.
Cpl_Fisher
Fri Jan 28, 2005 12:06 pm
#37
another thing about quickheal, is that currently it does have no timer, and it can be spammed. with quickheal, a master fencer can just walk through the corvette, as long as he has mindbuffs, and brandy. I've come out of corvette with over 700 focus wounds 
Bisola
Sun Feb 13, 2005 12:19 am
#38
Not trying to troll but I personally wouldn't mind if it was removed entirely, along with med forage. I haven't looked at the skill since launch...but maybe you guys can make me pay attention again
Combat_Medic_to_be
Tue Mar 15, 2005 10:37 am
#39
Not sure if anybody has suggested this but how about making the skill give a point blank area heal like the pointblank area poison/disease cures. It would use conventional stim packs but would use multiple charges depending on how many healable targets are within range.
Seeing as the pharmacology line has a box called combat medicine (cant remember which) why not move it to that line, say pharm 1 and the add a quickheal mod which would affect what your range is when quickhealing. Could maybe change the name to area heal or something. You use multiple charges on your stimpack and has a mind (or special after the CU) cost of double what a normal heal would be. The number of charges you use depends on how many valid targets are within your range at the time the heal is activated.
Range mods:
Pharm 1: +5
First Aid 2: +5
Pharm 3: +5
First Aid 4: +5
Master: +5
By distributing the mods this way you don't make First Aid an obsolute line for dabblers seeing as Pharm is allready the preffered line for maximum heal strength and a range on 25m wouldn't take anything away from CMs but would be great enough for it to be a very useful skill.
Seeing as the pharmacology line has a box called combat medicine (cant remember which) why not move it to that line, say pharm 1 and the add a quickheal mod which would affect what your range is when quickhealing. Could maybe change the name to area heal or something. You use multiple charges on your stimpack and has a mind (or special after the CU) cost of double what a normal heal would be. The number of charges you use depends on how many valid targets are within your range at the time the heal is activated.
Range mods:
Pharm 1: +5
First Aid 2: +5
Pharm 3: +5
First Aid 4: +5
Master: +5
By distributing the mods this way you don't make First Aid an obsolute line for dabblers seeing as Pharm is allready the preffered line for maximum heal strength and a range on 25m wouldn't take anything away from CMs but would be great enough for it to be a very useful skill.
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