Creature Handler Archive
Thread: mind damage
Assuming that a mind damage heal would basically be way too overpowering perhaps docs could get a different stim kit to atleast make the troubles of mind damage less of a hassle to us all.
Rather than a huge mind heal..how about a mind heal that just allows us to bring people up from a mind incap reducing the time it takes for them to get up and start regening their mind damage? If such stim kits are still viewed as too powerful then a /healmind skill with a 2 minute timer would diffinitely be atleast beneficial to reducing the time it takes for a mind incapped person to be back on their feet again.
We have one, it's called a Revive Kit.
Revive, Stim and they're up and functioning in seconds.
Uhm.....you DO know that you can use the Revive Kits on players that are not DEAD, right? It just reduces the HAM bar down to the "stats" of the kit (giving HAM Damage), but effectively negating the incap, no matter which stat is incapped, but specifically useful for Mind Incaps.
That's why I said Revive Kit and Stim and away ya go.
Nevermind...I've fixed my problem!
Gonna make friends with more Mon Cal brawlers =p
ever see a stormtrooper mindshot someone? then DB before you can do anything about it? it ticks me off, I am always being told what a great addition to a battle group I am, then I am left powerless to heal. ARRRRG!
arg!
simple if medics could heal mind damage, healing would be endless...u could heal infinately given enough stims...
Making mind shot do anything less then incap in this curretn system would basically make rifleman a support class and not a killing class. Snipers need to maintain the ability to 1 hit kill or snipers are worthless.