Medic Archive

Thread: Med/CM/Doc: Request for New Commands

Jacore
Tue Sep 02, 2003 7:16 am
#1

Targetting ability is a real issue for healers...though much less for CMs that can chucks the stimgrenades...


I would like to see a few new commands that should help the ability of medics/docs and even CMs in the field.


1. Cycle Non-Team Friendly. Currently you can use TAB to cycle enemies and ctrl-q to cycle members in your group. One of the more frustrating yet helpful things a medic can do while running missions or the like is 'drive by healings'...see another player on the radar in your general direction...glide that way. See if the player is hurt, and if so apply/chuck a stim. Sounds nice, until you try to target the person to see their HAM. You're moving and so is the would be target. You have to point, click, point click. A command that cycled non-group friendlies woudl be a major boon here and would make a healer's job of doing these sorts of thigns easier.


2. Cycle Triage Friendly (group/nongroup). This is a variant of above that is much more useful in combat situations. This should cycle friendly targets within group (and outside with another variant that is important because sometimes there's more than 20 people/pets involved) within radar range based upon a triage condition. This triage score shuld be a blended average of a couple things, with incaps always first, bleeders/poison/disease next priority and general damage last...filter should likely exist on general damage to be 50% of health or less.


3. Cycle Corpse friendly. this is a doc command to cycle friendly corpses in the field.


4. Triage Sprint. Medics/Docs should have the ability to perform a mini-burst run to an injured player to close distance in order to heal. This command should take mostly action but some mind ham, since medics can self-heal action HAM costs. It should require an injured non-enemy player as the target to be actived. Once commanded, medic temp follows target, mini-bursts to location and applies Stim, then stops following/sprinting. Because of its specialist nature, there should NOT be a timer on this like with normal burst run. However HAM costs should be set to make this an option but not the default of medics. For CMs this should work to run within throwing range. If Mind HAM just doesn't make sense, then maybe incurring some Action wounds would work, or ham cost on distance travelled.


5. FirstAid Sprint (bleeders), CureState Sprint (doc only), Corpse Sprint (doc only) all similar to 4.


For these targetting commands, I would also be nice to get a different HUD arrow (similar to waypoint) to guide finding them. I remember trying to heal in my pre-CM days in large combat groups...very very hard....because of the targeting and finding players. One could also envisiage a command for non-healersin thegroup to target nearest friendly healer and follow, so they could close the distance if they're bleeding out.


I think these commands could go a fair way to increasing the playability of healing in the field, and would hope that they be given some thought,


Jacore

Elenora
Tue Sep 02, 2003 9:38 am
#2

hmmm if people used /dragincap more people would realize they have a 20m effective range with stims



--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Jacore
Tue Sep 02, 2003 10:44 am
#3

Yes, /dragincap is an interesting function, but i think in battle these functions would better help a healer to assist the patient before they got incap.


Jacore

Elenora
Tue Sep 02, 2003 11:39 am
#4

hmmm i think it wouldnt really help CMs...since they have quite long range as it is on stims...MCMs can toss stims 50-60m...


i think what u are concerned about is the meds and doctors getting to their patients in time...


but then u've just hit it on the head why CMs are far more superior damage healers than doctors


basically you are lamenting the fact that u have no range and want something to compensate for it...




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Elenora
Tue Sep 02, 2003 6:15 pm
#5

The UI sucks I totally agree...its tough to target esp with corpses as its iffy u the game will even let u target it using the grp window...


my comments were more towards the sprint lines...


As u know I'm a huge fan of CMs getting the ability to burst run more not more efficiently...


this only come from the description of CM support line...


I think for doctors and medics sprint seems to me to tread on CM range IMHO




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Jacore
Wed Sep 03, 2003 12:38 am
#6

Elenora,


Well I'm one of3 master combat medics on Tempest. I have just as much range as you do, and it's not why I'm posting this.


I think if you will give my original post another read you'll see that I'm not asking for medics and docs to have range. I think, in the CM forum there was a thread to which we both responded in which I argued that docs should not have range/area (wound/poison healing), because range is what defines a CM.


What I am asking for are a couple commands for all healers in general to ease targetting in conflict. The advantage of CM in terms of healing should be in range. I think we agree, no? But CMs should not be tacitly advantaged because their ranged ability allows them bypass what is a very confusing targetting UI in conflict for doctors/medics.


Let them run to their group members...they should. But there's commands that can make the UI easier and give them some additional skills to be better in combat related healing without incroaching upon the our turf of ranged and area heals, which I will vigilantly defend.


Jacore

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