Rifleman Archive
Thread: Regarding the impending addition of Mind Heals
Since mind damage heals are on the horizon, what are some compromises that we can suggest to maintain our niche in combat?
I was thinking that rather than only do mind damage, what if our headshots actually wounded the pool. Like REALLY wound the pool. In stead of doing a 500 point damage headshot, it did 250 damage and 250 wound (just throwing out numbers). Watch your enemies bar turn all black.
Now, they could heal up the damage, but the wound would be a different matter. Also, this would prolly aid entertainers as more people would have to visit them, for longer periods to get rid of the wounds.
What do you guys think?
"would rather not see something that removes our only advantage in a fight"
Well, that's what this thread is all about.
What can we suggest to keep the Rifleman niche in combat. I like the idea of being able to wound the mind pool. It's still healable, but only in a cantina / camp by entertainers. This would give us a battlefield advantage that is similar to what we have now.
To balance it out tho, entertainer mind buffs REALLY need to last longer. Put em on par with doctor health / action buffs.
That's an idea...but if you stuck it way up the Squad Leader tree and not right at novice, it would be a good perk for them. And really, most folks are not going to burn skill points on Squad Leader. Plus you could make it so the squad leader has to lead the squad in order to use this skill.
Really, what I would rather see for us, is Take Cover masking us on the radar until we fire. I would LOVE to see something like this. And our range being about 69m out for sniper shots. Rifleman should be long range masters, and I'm not seeing that...I'm not seeing a lot of accuracy when prone either and that's troubling as well. Rifleman should have some type of first strike ability, then I think wounding themind pool wouldn't be as much of an issue.
I like the idea of mindwound, make it available at master rifleman, in the interest of balance it would need to do less than or equal to the damage of headshot 2, and the toughy is determining how much it should cost. Our styles are already notoriously high because of our potential damage in pve, and even if they do make it so that squad leaders can heal mind, a rifleman would then need to take up medic and squad leader to remain effective in combat. Most likely the ability to heal mind will come from a very high tree on squad leader, if not master. Since this will have the greatest impact on pvp, and a minimal impact on pve (cause lets be honost the only reason wounding a mob will be beneficial is if you die and can find the mob again to finish it off...) I suggest the cost of mindwound should come at the same cost of headshot 2, maybe even less, since you are required to be a master rifleman to use it.
It would not really change anything in PvE. If you do 250 mind damage plus 250 mind wound, you would still reduce their mind pool by 500.
Just at the time when they are dead, half of the bar would be black.
Just want to say that since I got Flushing 2, I hardly ever use Headshot in PvE anyway. I have been doing faction missions for xp & AOE the NPCs to death.
Bah, boss came by & I couldnt finish my post.. I used Headshot a lot until I could get that AOE. Now, killing groups of humanoid NPCs is not bad unless they are melee. FreakingRebel Pikemen are bascards.
The faction missions are easy to get & provide decent XP, faction,and money.