Medic Archive
Thread: Bleeding + First Aid... How is it supposed to work?
Last night, I was in a factionally aligned group withtwo overt members heading out to do some pve hunting. On our way out of town we had a brush with the other faction.
The guy managed to run up, pistol whip one of the overt members to the ground and keep him there while doing severe damage. The overt member (Halfway to master smuggler) was fairly helpless against this attack and was dead in seconds. At this point we were alerted to danger as the foe ran up and pistol-whipped the crap out of another overt member. He apparently didn't expect a covert medic to be present, and I was able to keep my groupmember alive while he crawled... slowly... away and managed to fight back.
We dropped the enemy quickly and sent him packing. A bit later while waiting for the original dead groupmember to return from cloning, we were attacked by another player scum. We dropped him in short order again, but not before one of our members died from bleeding. I failed my job to heal that, I suppose... didn't notice that he was bleeding before it was too late.
A few seconds later, yet another opposing overt came around the corner, and popped me with a bleeding attack.
Aha, I thought, I have FIRST AID! The basic log of the next minute or so as the rest of my groupfought and killed my assailant without getting hurt much themselves (and I wasn't attacked any more):
"You have reduced your bleeding"
"you can't perform that action for 4 seconds"
I'm still bleeding!
"You have healed yourself for 530 health, 300 action"
"You have reduced your bleeding"
"You have reduced your bleeding"
"You have reduced your bleeding"
"You have reduced your bleeding"
STILL BLEEDING?!
"You have healed yourself for 487 health, 30 action"
"You have reduced your bleeding"
"You have reduced your bleeding"
Bleeding hasn't stopped yet....
"You have reduced your bleeding"
"You have reduced your bleeding"
"You have reduced your bleeding"
Finally gone
"You have healed yourself for 510 health"
Another 2 group members were nearly dead from bleeding at this point, so I ran over and stim-ed them up and repeated the first aid thing about 20 times each (amidst more heals to keep them alive). Before I got through the last one, yet another evil mofo ran up, and caused bleeding on another member and ran away. Half the group chased him down, not sure if they ever caught him, but soon the two that still had bleeding problems passed out and one was sent packing before I could get to him.
So, at the end of the day, we were 3 deaths, 3 kills (maybe 4) aginst the opposing faction. Not too bad considering the amount of just-in-time healing I got done. The actual fights were short and easy, the problem was bleeding. (plus the 200+ wounds all bleeding members recieved to constitution which took forever to heal in the med center)
My questions, comments:
- Does bleeding _always_ take 10-20 applications of first aid to cure?
- How long does bleeding last before the effect wears off naturally... or is it just until death do us part?
- When the bleeding stopped was it actually because of First Aid, or was it because the effect wore off?
- Is there a more efficient way to stop bleeding as a medic besides the /firstaid command?
- Is damage from bleeding supposed to reduce with /firstaid applications? If so, on me, it started at 350 or so per tick, and got down to minimum of around 280.
- It seems a little rediculous that a player can healthshot 2 three (mid to high level) players across a river and stand a good chance of killing all three as he runs away staying out of combat range.
- In my opinion bleeding needs to be stopped much quicker through /firstaid. If a single application is too effective, two to a maximum of four should do it. (with four you could cure the bleeding just around the time the second damage pulse arrives if you're quick)
- /firstaid ability should be tied to the First Aid skill line. I had first aid IV, and was having a very difficult time keeping up with the draining health with 300 dmg stimpack C's. We were lucky that the enemy didn't continue to attack or hit 3 people with the bleeding at the same time. There was another person in the group with some medic skills, who helped out a bit too.
- You almost need a personal medic to keep up with the damage done by a single bleed attack.
- Mob bleeds don't seem to be nearly as bad.
Anyone else have comments, or can clear up any misunderstanding I have on this issue? (Pistolwhip keeping ranged weapon players on the ground indefinately is another issue....
)
-oof
there are a lot of issues with bleeding that need to be addressed...
but /firstaid does work...jsut slowly...the number of applications depends on the lvl of the bleed...so the higher the bleed i.e. the higher the special move the harder it is to stop...
so there are times when it takes forever to stop a bleed...and some bleeds stack too..
right now /firstaid isnt connected to any skill in the medic line thus is is slow and ineffective even at higher levels...
bleeds really suck right now...they are overpowered..but what isnt in thisgame...
Yeah, bleeds beyond newbie mobs are often beyond the ability of /firstaid to heal without 2 stim C uses. PVP bleeding, is like getting your head cut off... and spurting blood like a lawn sprinkler.
-T
Definitely a big issue heh.
what are u talking about!!! medicalforage is totally overpwoered!!!
dont u know survey should only be available to artisans...medforage has totally taken the meaning out of artisan survey...come on artisans have to spend 15 point in their own prereq profession to get to survey.how come medics get one too!!! nerf medics!!!the power to pull 1 random organic every 20 secs is totally destroying this game!
(lol)
Zarlor I'm afraid I don't follow you. Are you saying there are objects already in the game that can fit in a component slot to help this or that we should suggest such components to be added?
Either way, requiring the bleeder to have a protection against bleeding would help, but it wouldn't alleviate the problem that high level bleeds (Healthshot 2, etc.) are far too strong without an effective method of mitigating the effects. Medic skill improvements to the First Aid ability would be one great way to help things. I'm not a fan of additional meds or tools to heal bleeds... my inventory is already pretty full from the meds I already have to carry.
I certainly hope I don't get hit with a Mind Bleed... could be incapped for days while the thing wears off.
*Prays for mind healing ability*
-oof
Yeah, I'm not saying they aren't a bit overpowered, or seem to be, just that there may be some things you can do to alleviate the problem a little bit.
And I'm talking about actual clothing/armor made with constriction cloth. Not like skill enhancer slots, but the actual resource slots taht a crafter uses in making the item to begin with. So from the end user's standpoint it would be a specific article of clothing or armor that happens to have this bleed reduction ability built into it.And they are available, but since most of the Armorsmiths and Tailors are still grinding up to Master, along with the BEs, I don't think all that many of them have gotten together yet to make a lot of that kind of stuff. You may have to do some specific seeking out of those individuals to make what you want.
Yes, bleed has many problems. Most notably:
(1) easy to do (if you're a marksman)
(2) hard to stop. You have to keep reducing until it goes away, and it takes lots of applications.
(3) doesn't time out during your incap, so the timer stops when you incap and continues about 10 seconds when you get up from an incap. (which can lead to multiple incaps from one bleed if no one can heal it, or forgets to heal it)
I would definitely like to see #3 addressed. As for #1 or #2, I'd like to see a change. For #1, it would be more realistic with blasters to get burned than to bleed. Maybe the bleed should only be available with kinetic/projectile type blasters. For #2, it should be easier to stop. Even when it is reduced to 2 first aids to heal a bleed, that's 2 more rounds where mind is used up, and a few less heals in the long run.
from what i know all skill enhancements on armor and clothes are not working...
lol u should see how much my BE friends bitch about this...
i mean its almost as bad as CMs not having working AOE