Combat Medic Archive
Thread: /quickHeal proposal
1.) Make it like /healdamage, but use up multiple stimpack uses at once and/or enhance the effectiveness of the use, thereby providing a larger amount of healing in one shot. At doctor, it can provide multiple wound, state, poison, disease and/or damage heals. At combat medic, it can work for area stimpacks and ranged stimpacks.
2.) Make it immediate use. Ignores any previous healing delay, bypasses all other commands in combat queue, and/or causes no healing delay itself. Works for healing damage or bleeding.
3.) Pretty much same idea as #2, but sets up a dedicated period of no-delay healing? Example: If I activate /quickheal, I get 5 seconds of delay-free heals.
4.) A temporary burstRun/healDamage/+50 Terrain Negotiation combination? This would go obsolete at the combat medic level, however.
Negatives for balancing:
1.) Mind damage.
2.) Mind wounds.
3.) Partial/complete depletion of specials bar(s).
4.) Temporary reduction in speed of specials bar recovery. Or temporary halt in special bar recovery.
= Andrew
Chilastra.Palacek
I really like this idea.
Jagii wrote:
I've never actually used this command on purpose. I agree - the costs exceed the benefits. Here are some quick ideas:
1.) Make it like /healdamage, but use up multiple stimpack uses at once and/or enhance the effectiveness of the use, thereby providing a larger amount of healing in one shot. At doctor, it can provide multiple wound, state, poison, disease and/or damage heals. At combat medic, it can work for area stimpacks and ranged stimpacks.
2.) Make it immediate use. Ignores any previous healing delay, bypasses all other commands in combat queue, and/or causes no healing delay itself. Works for healing damage or bleeding.
3.) Pretty much same idea as #2, but sets up a dedicated period of no-delay healing? Example: If I activate /quickheal, I get 5 seconds of delay-free heals.
4.) A temporary burstRun/healDamage/+50 Terrain Negotiation combination? This would go obsolete at the combat medic level, however.
Negatives for balancing:
1.) Mind damage.
2.) Mind wounds.
3.) Partial/complete depletion of specials bar(s).
4.) Temporary reduction in speed of specials bar recovery. Or temporary halt in special bar recovery.
= Andrew
Chilastra.Palacek
i like it. sorta like the CM healing mind - they can do it, but they incure a penelty. good idea. it would make it well balanced, this is assuming of course that the "spechal bar" will have no stim pack of its own...
MasterNerfSlayer wrote:
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 mean, say your the only MD, out with say 5 other people. Some get poisoned, others get wounded in otherways.
500BF, means your secrewed for Buffing and healing.
250 Mind wounds means that your limited in healing etc.
Message Edited by BraindG on 11-23-2004 12:29 AM
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.
The viability would depend on the specials bar, its regen factor, and its necessity. The wounds and BF amount you list is pretty high and it looks an awful lot like our current /mindheal which is used very sparingly. No I don't see anything useful about a skill that causes harm to use. I'd rather have that ability in a stim form or if necessary on a medium timer with no harmful side effects. If some people are intent on keeping something that dishes out BH and mind wounds then make the ability cure all wounds and damage in one use. Make the skill worth it.
p.s.- Hurry up and beat the dev's into making stimB's higher on the medic tree. Whats the point of putting stimA's in the same box?
NJ62 wrote:
I would suggest that instead of wounds, make it so that the quickheal does a lot of good, with minimal negative effects, but is on a 15 minute timer, so it can only be used in dire emergencies. That way you "save" it for when you're in trouble.