Medic Archive
Thread: Mind Damage: A Serious Problem For Medics
I think we can all agree that the primary problem with mind damage comes with PvP. I think it is also reasonable to attribute mind damage to a failure in morale rather than actual physical damage to the head (which would be health damage).
What about adding a rally command to Overts. It would be an area mind damage (not wound) heal, based on the rank of the player.
I see several benefits from this: It gives additional importance to the ranks you get through factions. It Makes sense, from a real world point of view. It adds the tactic of targeting the officers first (and arguments over the ethics of that). And, if mind damage is no longer unhealable, it puts rifles in the same boat as everyone else, so PVP battles will no be such sniper-fests. Also, it doesn't damage the rifleman's PvE abilities at all.
They just need to let Doctors revive incapacitated players as well as dead ones. If we could reivive the incaps then we could at least pull them off the floor with a revive kit and give them a 100-200 mind damage rather than sit there watching them on the floor.
Look at it this way: Guy A is dead on the floor from mind damage, Guy B is just incapacitated on the Floor from mind damage. I can pop up Guy A instantly, even though he was DEAD from mind damage, yet I have to just sit and stare at Guy B, and he eventually can get up on his own. Shoot, if I could DB my own teamate only to revive him again right after it would be faster, this is stupid, let us at least (the very least) use revive packs on incapacitated players since they are "less" damaged than "DEAD" players, and you can even give a boost to the WHOLE HAM since we revived them before they died so they pop up with more HAM than if they were dead.
Its just plain rediculous that its easier to get people up from the dead, than from Mind Incap...
Corre - Chilrasta
Master Surgeon
The rifle-types who want us to believe that they suffer HUGE penalties for wielding their weapon, need to get over their persecution complex.
Rifles have 3 drawbacks...
Slow fire times: Can be negated through weaponcrafting, crafters have rifles in the 3 second range now.
Movement Penalty: Unequip the weapon when you run, drag it to your toolbar, and you can equp/unequip it in one click.
2X melee penalty: pick up a secondary melee skill to augment your mind-damage. Try 2-handed or some TKA. Believe me, you'll OWN. Everyone else has to pick up secondary skills to be effective, why should you be any different.
so, tell me again how bad you rifle-users have it. You already target an unhealable, unbuffable pool (food and spice don't count, I need more than 10 minutes of buffs)
By the end of summer, everyone who PVP's will realize that mind damage is the way to win. Mind will be unbuffed, and the damage will ALWAYS stick. Anyone who's not doing mind damage will be gimped. The best warrior class will be the Mon Calamari, with their uber mind-pool... And Medics/Doctors/CM's will be relegated to the Med-Center healing.
Then perhaps all you people without the foresight to see the imbalances caused by unhealable mind-damage will realize that the problem exists. Of course, by then it will be too late. The devs won't nerf the majority of their player-base that late in the game.
Oh, and to all the people who continuously chant "Use Tactics" as a response to EVERY game imbalance. Realize that good strategy beats good tactics. And good strategy is attacking a weak point. Unhealable mind damage makes mind the weakest point. PLEASE fix this now, before the medics loose their place in the game.
"Medics/doctors/CM's need to heal mind damage"
So your willing to overpower 3 classes? Letting them heal there own special move pool is overpowering. Thats non-stop healing of all types. Like a doctor said, he can heal 1100 health 1100 action, that would mean 1100 mind too.
Your all forgetting the fact that there is no AR2 or AR3 armor yet. When this comes out, all DMG's will be decreased subsatnially no matter what weapon.
Most combatants I hang withhave medic skills, if they could heal their mind damage too that would suck. Entertaining would be a moot point. If you want a fast mind regen eat some food before the fight or use stat migration. Instead of healing my mind I would rather be able to use those specials that DONT work, eg: Suppression Fire.
/nosign from a First Responder
I think we could make an approach like this.
Add a mind heal on to a certain stimpack, perhaps an advanced stimpack line, requiring the use of advanced components. Or maybe even allow the medic to expirement on regular stimpacks to "add" a mind effect.
The mind healing effect would work like the Damage Stimpack, maybe modified a little. Make it where the target HAS to have action or health damage before it will work. Then let it heal 1/4 of the total of all the points that were healed. So if I healed a person for 400 points of action and health damage, then he would get back 100 mind damage.
I think this would not overpower things too much and would at the least allow us to keep some of our team mates alive through the fight. After all in most cases in PvE it is not a lot of mind that needs healing. It would also keep medics from healing their mind in a fight because they would have to be damaged in health or action to use the stim.
/agree
All the good points have been made . Just showing support to get this fixed
My proposed solution to the problem
Make a mind stimpack that inflicts 20% wounds of damage healed. So if I heal 500 mind damage, I also inflict 100 mind wounds to the person I heal.
You can't exploit this (medinc mindhealing self or another medic) and it would give the entertainer and scout/ranger a needed boost too since you need to make a camp more often to heal mind wounds.
Maybe even make this doctor/CM only, just to give those professions a boost as well.
P__Day wrote:
There is a focus on mind, simply because of the difficulty of healing it, if the damn combat medic could stop chugging poison packs for a second it wouldnt be a problem, since they can heal mind.