Rifleman Archive

Thread: As a Rifleman, is heal speed usless ?

GrafvonSoden
Fri Feb 25, 2005 10:39 am
#1

I'm a novice rifleman and TKM. I've noticed that because stim healing is added to que, whenI use rifle, it naturally takes longer to get around to stimming myself. I also have 4/4/4/0 medic, so what good is +healspeed doing me ? would I be even slower healing myself with rifle equiped if I dropped healspeed column in medic ? If so, then med use column is really the only important one?


Thanks
sumner
Fri Feb 25, 2005 11:08 am
#2

healspeed it the time between heals, it doesn't have anything to do with your gun. when you heal durring fighting it places the heal in the que, just like you said. You must work your way to that point in the que before the heal "fires". If you are not in a fight the heal happens instantly, and there is a delay before you may heal again. This is where healspeed comes in. More healspeed lowers this delay. Since it is only a few seconds you probably won't notice much of a difference in combat, especially if you are loading up your que with specials.




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LaserDood
Fri Feb 25, 2005 11:15 am
#3

Also, as you get closer to master the specials go through a lot faster. Just don't load more than 3 or 4 specials into the bar at once. Also, for healing yourself I believe that heal speed is capped, so there is a diminishing return beyond a certain point. I would recommend 4240 medic if you aren't going to master, that way you still get /drag to get your friends out of trouble. I don't think you will notice the speed difference beyond that.





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GrafvonSoden
Fri Feb 25, 2005 11:47 am
#4

Thanks . That clears it up for me pretty much. I was misunderstanding where the speed part of healing came in. So basically, I dont need the speed until after the battle. And I actually dont need it then, because I'm TKM and heal during meditate.


Again, Thanks much


Combat_Medic_to_be
Fri Feb 25, 2005 11:58 am
#5

It depends how often you need to heal really. I would agree with a previous poster and say that the second box in the diagnostics line would be sufficient as you get to drag incapacitated players at this level.

If you want your heal to get round quicker you can make a macro that clears the combat queue then had /healdamage self (i forgot the clearing combat queue comand) or just press ctrl + backspace to clear the combat queue.



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NejaaSkywalker
Fri Feb 25, 2005 12:17 pm
#6

I have a macro similar to that. Ido about 5 specials then /healdamage in the macro. Works quite well as long as you dont need to heal sooner.



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Mcgreag
Fri Feb 25, 2005 2:30 pm
#7


Insanitywiz wrote:
If you aren't putting it into a macro with other actions, I would write a new one for heals when you need them. /ui action clearCombatQueue; /target self; /healDamage


Instead of "/target self; /healdamage" use "/healdamage self" that way you don't have to loose your target. Btw /healdamage uses a stim in top level inventory so make sure you keep some there (not sure how it decided which stim to use when there are several there.



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Insanitywiz
Fri Feb 25, 2005 4:50 pm
#8

Thats right, forgot about being able to have it heal self without targeting. Thanks



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Joryk
Sat Feb 26, 2005 12:26 am
#9

I use this macro for healing, put this in one hotkey;


/ui action clearCombatQueue;

/healdamage


then just keep on spamming those Strafe Shots!



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Insanitywiz
Sat Feb 26, 2005 1:27 am
#10

If you aren't putting it into a macro with other actions, I would write a new one for heals when you need them. /ui action clearCombatQueue; /target self; /healDamage



-=Caith Khadramon=-
Jedi since November 2, 2003

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