Combat Medic Archive
Thread: Devs, Zarlor: Solution for PvP mind damage issue
Tired of Rifleman and BHs taking advantage of your inability to heal mind damage and having an insane advantage in PvP combat? Well, here is my solution...
Doctors and Combat Medics should be able to make a stimpack that exclusively and specifically heal mind damage.
The stim would use mind pool, and some of action / health (just a little)to fire off.
It should also be limited to Stim A's to keep the numbers down (put it at Novice Doctor, and a ranged one at Novice Combat Medic), so that way, a Doctor or Combat Medic cannot be in a healing loop with themself or another Doctor / Combat Medic. The small cost to action and health would also help this possible exploit.
That way, people who are mind incapped will actually have a chance, and Doctors and Combat Medics will have a way to actually be useful in PvP when there are Rifleman and (God save us) those horribly overpowered scum we call Bounty Hunters on the field. ![]()
Any thoughts? ![]()
any mind damage would lead to endless healing...
best way would be to limit mind damage in pvp to rifleman and 2H melee only...
and take it away from us and BHs...
why only rifleman and 2H melee?
because they have serious drawbacks to using their weapons
How could it result in endless healing if you were limited to only Stim A's and it costed your Action and Health HAMs as well to use? Think of the situations, you wouldnt be able to heal yourself all HAMs with it, when you tried to heal your Mind, your A and H would go down, and vice versa.
And if they are at Novice Doctor and Combat Medic, you won't have around non-medical classes healing Mind damage.
Deyvon wrote:
How could it result in endless healing if you were limited to only Stim A's and it costed your Action and Health HAMs as well to use? Think of the situations, you wouldnt be able to heal yourself all HAMs with it, when you tried to heal your Mind, your A and H would go down, and vice versa.
And if they are at Novice Doctor and Combat Medic, you won't have around non-medical classes healing Mind damage.
So let me get this straight...i heal for mind and lose H and A...i then heal H and A with a normal stim getting h and A back?
thats not endless healing?
only way it wouldntis if the mind heal does less than the cost it requires to stim back the H and A...
in effect u are asking for an indirect mind heal where mind drain is less than mind heal...
and there have been a number of posts why this doesnt work...
and if its stim based to start with there will be no non medic classes running about with mind heal because u need /healdamage to use stim and u can only get that by betting novice medic...
so im not quite clear on ur concept...
A better solution to me seems beeing able to heal mind damage at the cost of mind wounds to the medic (or entertainer)
This solution prevents endless healing, however, enables some kind of /mindheal
Of coursem the damage-wound ratio should be carefully balanced, for example starting abilities or mind medpacks would heal 5 dam for 1 wound, master level abilities would heal 20 dam for one wound.
As mind damage is quite common, this ability should be granted to a statring class - medoc or perhaps entertainer (there is an entertainment healing line - just add some /mindheal1, /mindheal2 and /mindheal3 abilities)
Muminus (Nerlen/Eclipse)