Combat Medic Archive
Thread: Give Master Combat Medics a limited Mind heal ability
Plus putting things into a bag bugs your inventory. It'd be nice if there was a way to increase your carrying capacity. Maybe clothes could help with that, or some kind of quick-access droid.
I can carry 100,000 units of steel, but not an extra 5 stimpack-A's
stimpack...too...heavy...can't...manage......BLARG
see you in the med center.
You could hurt yourself.
-T
(If I stabbed myself in the eye with a Stim A, would I feel better?)
Ok, I'm sorry, but I just don't see where giving CMs the ability to heal mind damage is taking anything away from the entertainers. First, there aren't that many advanced entertainers that actually go into the field. Second, I'm not talking about healing mind WOUNDS (black part of the HAM bars), I'm talking about healing mind INJURIES (Damage, the white part of the HAM bars). I'm sick of putting together a well rounded, kickass group, get into the field, and then lose half the group to incap/death on the mind bar. This is a royal pain! Especially on a planet like Lok, where you go 5-6 clicks out from the stronghold, half the group dies in a big fight to mind incap (no, riflemen NOT using thier specials til they fall, the mercs/pirates hitting thier mind pools), and then you've got 1-2hours of regrouping, healing, and praying people don't start leaving.
Here's the challenge to all you nay-sayers. Make a bunch of the best stim and ranged stims you can. Gather up a nicely balanced group. Brawlers, ranged fighters, at least one CM and one Doc, CH or two, and head for Lok. Go find a nice big pirate camp and have at'em. Or let them have at you. Like I said elsewhere, as long as I've got the maint on all my harvesters cause up I'll be happy to go on a Lok trip.
Entertaines - perhaps, with action spendings at least equal to (prefferably greater then) medic heals (to avoid unkillable-duo exploit).
As to Lok example: the toughest mob (and Lok pirates ARE suppose to be toughest mobs around there) - do not expect easy fight. There are tactics to avoid mind damage (spices, knockdowns), I for one am glad there are some mobs still that require big, well-organised groups, not just 2 doctors/CMs healing TKA.
When people figure that knocked down mob can not do mind damage ?
I'm not disputing your claim Combat-Medic. And I agree with you somewhat that there may be too much damage to the minds but that's only because of anectdotal evidence, not because I've every had a problem with it.
However, just because that is so, I still am not convinced that CM's need the ability to heal minds. Besides the obvious solutions of getting stronger groups together or just avoiding those situations altogether, there have been at least two solutions presented here to get around the lack of mind-heal for medics. The only counterargument I've seen is that people are "sick of not being able to heal their groups mindwounds".
I don't understand why everyone thinks that they should be able to take on everything in the galaxy. It's not Quake/Doom where all you need is a bigger gun.
Try using armor. Mind buffing spices, mind buffing food/drinks. Cant figure these out? Try /quit.
JoramHH wrote:
I'm not disputing your claim Combat-Medic. And I agree with you somewhat that there may be too much damage to the minds but that's only because of anectdotal evidence, not because I've every had a problem with it.
However, just because that is so, I still am not convinced that CM's need the ability to heal minds. Besides the obvious solutions of getting stronger groups together or just avoiding those situations altogether, there have been at least two solutions presented here to get around the lack of mind-heal for medics. The only counterargument I've seen is that people are "sick of not being able to heal their groups mindwounds".
I don't understand why everyone thinks that they should be able to take on everything in the galaxy. It's not Quake/Doom where all you need is a bigger gun.
Here you go, clouding things. We're NOT interested in mind wounds. We want to heal mind damage.
Now, about stronger groups.. the last group I was with on Lok we had 15-16 people. Several brawlers almost to master, couple CHs halfway through the tree. I was 3 boxes from master CM at the time. Master marksmen, and some people starting up the carbineer/pistoleer/riflemen trees. Only real way to make the group stronger would be for everyone to be master at thier elite/advanced proffessions. Build you're ideal 'stronger group' and go to Lok and fight the mercs and pirates, then come talk to me.
SchuckBOT wrote:
Try using armor. Mind buffing spices, mind buffing food/drinks. Cant figure these out? Try /quit.
yeah, and what happens when the spices wear off?
are there any food/drinks that can buff the mind bar as well as a master doctor can buff health and action? I haven't seen any master chefs to ask.
Armor.. yeah.. let me put a helmet on and slow down the regen of my most important bar.
It's not worth argueing caveman.Anyone who says to use spice and food to buff your mind, has never really used either. And really doesn't have a clue how the game works. (or they are rifle-users who want to protect the good thing they have going).
Docs buff for thousands of points for hours.
food/spice buffs for hundreds for minutes.
And don't worry, about /quit Shuckbot, if PVP turns out to be as unbalanced towards mind damage as it looks like it's going to be... I think a lot of people will be doing just that.
JoramHH
Entertainers can't heal mind in combat. Nor can the heal mind damage. They can only heal wounds. This whole issue is healing the mind damage. There NEEDS to be a heal mind damage in this game. too much **edit** does damage to mind. I can give you logs and countless times where comrades have fallen because of mind damage.