Doctor Archive

Thread: Overlooked angle to the mind issue.

Meds
Tue Aug 19, 2003 1:57 am
#1

I'm a master doctor that can potentially buff the medical pools for over 2000 each for thousands of seconds. Considering the number of master doctors that will eventually be present in the game, buffing at this level will become commonplace for all serious hunters (a PA is glorified chat room without a master doctor). When all my comrades in the field have their health and action pumped up so much, I can stim like crazy and keep the medical bars up indefinitely, even against heavy hitting foes. The only limitation to my allies' combat lifespan is that bothersome blue bar down there that noone in the field can really do much with.I've come torealize the most effective initial player setup for someone taking damage in the battlefield is going to be a Mon Calamari medic with all their dominant mind range, rather than picking, for instance, the Wookie brawler or marksmanwith all their health and action potential. This is counter-intuitive, especially to the newb player picking the combat types and figuring out how useless in a real battle they are with their tiny little mind pool.


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"Think before you speak."- A Smart Person.

Ldwater
Tue Aug 19, 2003 2:27 am
#2

Yeah, the mind damage issue has been floating around for ages now. Personally I would like to see incaps from mind damage removed and replaced with something like 'Shell Shock' or something similar. Mind incaps are really annoying since its the only thing medics cant heal which means that any opponent who can deal mind damage is far more dangerous.


I see this issue as a design flaw, since tank type species such as wookies are given much larger health & action pools but lower mind pools, but now with all the mind damage taken, it maybe better to be a Zabrak.




-ldwater
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