Medic Archive

Thread: devs screwed up the fire dot

RDHOmega
Mon Nov 17, 2003 3:45 pm
#1

DO NOT pick up someone with a fire dot,the devs did not take into account that the dot also does wound damage so it still incaps, the problem is that the dots now kick in as soon as someone is picked up. so by healing them you are just incaping them again.


If possible drag them to water before healing them.




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Darkside
Wed Nov 19, 2003 8:50 am
#2

Just a little addition to your post.



There aretwo types of fire dots a commando can inflict. One type comes from flame single 1 and 2. These two funtion like a normal bleed (and stack with each other), but also fall under the +1 rule for incapacitation. When a player is infected with them, they will have the normal bleed icon on their titlebar (red blood drops).



The other comes from flame cone 1 and 2 (commando AE fire attack). This one is identified with what looks like, to me at least, a icon of a man jumping down. This one will push past the +1 rule and incap a player. I'd suggest you try to drag your patient thru some water before healing them if they are infected with this.



Hope this helps.

Traigus
Wed Nov 19, 2003 8:55 am
#3

This has been making a lot of people upset (and dead). Devs are looking into it.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Barkingbantha
Wed Nov 19, 2003 12:22 pm
#4

To post a comment from the folks who actually inflict this damage:


Most of us commandos (at least us upstanding ones) actually agree with you. The whole thing is snafu. Thedamage itselfappears fine (being front loaded and delayed bya mammoth amount), but the actual wound damage is way over the top - I for one do not want to turn ppls ham bars into a line of black.


If you hit someone (that is daft enough to get close enough to you) and cant take them down from 1 HP without the DoT doing the job then you dont need to be playing a commando.


Sometimes, as a master commando, the flamer actually feels like a griefing machine.


The problem is that we are pretty much one-trick-ponies as things stand with no other viable tree in the whole prof, so effectively we have been forced to use the flamethrower, whereas what we want to do is something different.


So you do really have our empathy

Serin71
Wed Nov 19, 2003 10:17 pm
#5

I just dropped Master Commando and picking up my medic skills again. Going on the way to Master Doctor. It is very true that the flame thrower is the only weapon that is effective as a commando. I seriously would have loved to actually hold a different gun a time or two it just wasnt viable to actually do anything with other weapons like the Heavy Acid Rifle or the Launcher pistol.


96% of commandos wish the wounds would go way down. The problem now is as you said if you heal someone the flame keeps ticking along. This wouldnt be so bad if it didnt tick an amazing amount of damage every 10 - 15 secs or so.



A tip for anyone facing a Commando. KEEP MOVING until Master Commando the accuracies are not very good on moving targets. Even a Master will miss 3 out of 5 times if you keep moving. Second the specials only reach 16m. So if you keep the person at least 19m away you will be safe from the flame thrower specials.




Dragging a player is probally the least used medic skill at least from what i have seen. It is one of the best skills for your group because you can keep your people alive. So drag and heal drag and heal.




Koia Aoke
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