Combat Medic Archive

Thread: I believe THIS settles the whole mind-healing debate once and for all

Trazix
Fri Aug 01, 2003 2:18 pm
#40

This is a great thread! I myself am a CM and would like to see something for mind pool. But I don't believe I have seen anyone mention the ability to drag incapped players. Medics I believe get this ability and can move incapacitated players away from action...



Has anyone tried this, is it effective. Might just keep the player from getting DB'd if the medic has enough support.


Elenora
Fri Aug 01, 2003 2:29 pm
#41

i drag incap all the time...and they fixed the animation and yes u can sometime prevent DBs on ur buddies....but he issue with snipers is death blow at range so in effect with mind incap its useless...any other incap is no issue cau we can stim them awake



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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Nohup1
Tue Sep 09, 2003 7:04 am
#42

This is a quote from a post from Q I found in the dev tracker board.


http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=15668#M15668



<quote>


Instead, pets will suffer stat-reduction in situations where they would have been deathblowed. Some mechanism of 'curing' that stat reduction will be given to bio-engineers, along with a pet-only stim-back to heal pet health, action and mind damage (so CHs don't all have to be medics, too)."


</quote>


See if you can find the tip-off that mind damage isn't the magical game-balancing stat that we're all making it out to be.


CH's can heal all three stats, (on their pets at least). Won't that make them... "unbalanced"? Heck no. it'll make them able to keep their "group" alive. The same thing we medics are trying to do.


I think the chances for us healer types to cure mind just got a LOT better.


And thank-goodness for it.

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