Combat Medic Archive
Thread: Publish 8 preview
"The second aspect of the Combat balance will be the HAM redesign. A very critical part of the overall combat rebalance is the change to the functionality of the HAM system. This change will allow a greater ease in balancing overall HAM costs for weapons and special moves. It will also allow Mind to be removed as a special damage type and place equal emphasis on Health, Action and Mind pools for both abilities and damage. "
also,
"Lastly is the follow up to many of the preliminary changes that have been made so far. This includes balancing armor, buffs and DoTs, bringing them in line with the combat balance overall."
Sounds like the CM might be getting 'adjusted'? I just started CM, already Master Doc so it's going quick just buffing people. I'm not even sure I want to speculate about what the above means but it sounds like they might be removing the mind pool as being the vulnerable pool in the game. That being you cannot heal mind with packs like you can with action and health and when you do heal it uses your mind. Yes yes I'm aware of food/drink and spice, but still the mind is the weakest link imo.
Thoughts?
THe deal with mind is that specials, including things like healing actions (which is what launching DoTs is considered), will be coming from a seperate Specials Bar. THere will likely be such a Bar for each of the standared HAM. Think of it as a secondary set of HAM bars that is kind of like a Mana bar in other games.
So if you launch a Stim it will take off of this unhealable Mind Specials bar. That specials bar doesn't take "damage" like your standard Mind bar would, it just gets smaller as you perform actions and regenerates at some rate. (We don't know yet how secondary traits will affect these new bars, though.)
So with this it would now be impossible to heal mind and heal the damage your healing action did all at the same time. Instead you would use up your Mind Special bar while healing that mind damage, so the reason for mind damage removal from stims back in Beta (the healing the pool you use do heal from exploit) will no longer be possible. So maybe stims will get mind healing added back in.
IF we get mind healing back into stims, then the Mind bar will no longer be any different from Health or Action. And that is how I see the revamp affecting mind in this way.
At any rate, it is looking very much like it will likely be 2 seperate specials bars, one each for Health, Action and Mind, just like we have HAM damage bars now. Special actions will come from these new bars and no longer affect our damage bars at all. Everything else stays the same including targeted damage to specific bars. (Although Special costs and damage levels might be tweaked some.)
"Publish 8 (Droids Rebuilt)"
"We have made a decision to address major combat issues only and not do the full combat balance at this time. After the Crafting Experimentation experience, we realized that we need to spend more time than a single publish to truly accomplish our goal, which is to make combat fun and engaging. To have the depth to combat that I think everyone wants in the system we want get much more player feedback and balance on these types of things. We will be developing the Combat Balance separately in a Sandbox over a long period of time, with plenty of Test Center and correspondent participation. We will release this one when it is ready... and not before."
Actually, Zarlor, as I understand it, it's not a seperate bar like a mana bar for your standard rpg. It's the same bar. What using a special would do is lower your maximum value. What that means is, if you use say low blow for 54 action when you had 600, you would then have 546 action. Damage would be calculated as normal so if you spam low blow down to 50 action then get hit for 100 action, oops. You just screwed yourself over. However, if you got hit for 200 of your 600 action then usedlow blow, you wouldn't have 346 action, you'ld still have 400 but your maximum action would have lowered from 600 to 546. It's a special system totally independent from damage though with consequences related to damage if you don't manage your ham well. The nice thing is, the devs have also said your maximum value will regenerate MUCH faster than what we currently know.
I like the way the systems sounds and I can't wait to try it. I am a bit worried what that will mean for medics though. At least it will put an emphasis back on healing wounds like it was before hologrinding
No more waiting for the med center to auto heal my wounds because all the medics are humping the tumblers. It shames me to see that as a former master medic.