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Poll

Do you like this suggestion?

Yes!
- 34 (36.2%)
With some changes but yes
- 22 (23.4%)
I don't know
- 7 (7.4%)
It does not sound so good
- 7 (7.4%)
No!
- 24 (25.5%)

Total Members Voted: 94


Pages: 1 [2] 3 4 ... 7

Author Topic: Combat medic - long range healing!  (Read 27497 times)

Gunduz

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Re: Combat medic - long range healing!
« Reply #15 on: May 12, 2010, 11:07:48 am »

using the gun for healing purposes would be available ONLY FOR MEDICS. People without profession/skills would fail using it. Its protective measure so we wont see sniper powerbuilds that switch to needler to heal his BG friend. It should be restriced only for those who role medics.

Yeah maybe just make the formula factor in FA/doctor or a combination of the two to heavily affect your cth with a bonus for each Doctor profession level?

So cth is something like SG skill/8 + ((FA+Doc)/6)*Prof level when using medical ammo and give it an AP effect if that's gonna be a problem. This way, having 300 SG skill and 0 doc professions will give you a 38% chance on your end, which is too low IMO to be wasting stims. If you're gonna shoot this gun, you have to be trained to use it. At the third level and with the FA and doc you need, you have a base chance of 130, plus the bonus from your SG skill.
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kraskish

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Re: Combat medic - long range healing!
« Reply #16 on: May 12, 2010, 12:15:11 pm »

I totally support you Sius!!

Solar youre in minority :PP
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gordulan

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Re: Combat medic - long range healing!
« Reply #17 on: May 12, 2010, 12:18:34 pm »

nifty idea, but what about abuse from powercrits, it may be like, you critically hit "name" and healed him for 450 damage
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Gunduz

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Re: Combat medic - long range healing!
« Reply #18 on: May 12, 2010, 12:22:01 pm »

nifty idea, but what about abuse from powercrits, it may be like, you critically hit "name" and healed him for 450 damage

IIRC, crits were disabled for the flamer so I don't see why that can't apply here.
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Re: Combat medic - long range healing!
« Reply #19 on: May 12, 2010, 12:44:23 pm »

Great idea, however I think amount of healing should depend on target DR etc.
Also I think that cooldown isn't necessary - you make bullets from stimpacks, and if you use stimpack you don't have cooldown.
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kraskish

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Re: Combat medic - long range healing!
« Reply #20 on: May 12, 2010, 01:10:25 pm »

Great idea, however I think amount of healing should depend on target DR etc.
Also I think that cooldown isn't necessary - you make bullets from stimpacks, and if you use stimpack you don't have cooldown.

Yes, but healing is healing, In my opinion the person should get like max 50hp and weakened, so as not to create some funny buff situations, that 2 medics would heal one person all the time with 2 shots per turn
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FischiPiSti

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Re: Combat medic - long range healing!
« Reply #21 on: May 12, 2010, 01:37:06 pm »

nifty idea, but what about abuse from powercrits, it may be like, you critically hit "name" and healed him for 450 damage
Crit heals should be included(FA) btw, so the whining snipers with 10 luck would settle down..

BTW i voted no, because its just silly, but as a doc myself, i would welcome this change. If theres every going to be a "tank" like thing in FOnline, it would not be a very good idea to stand next to him in battle..

And yes, weakened is a must, this ability should be an "ohshi--" tool to save someone if the doc cant get to his target in time
« Last Edit: May 12, 2010, 01:40:19 pm by FischiPiSti »
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Troll.
HtH suggestions: Melee: +DR(PA)
Unarmed: +AC(active sneak should boost AC as they are "less visible")
General "class" idea pool in the form of new perks with high skillrequirements: http://anarchyonline.wikia.com/wiki/Professions

Sius

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Re: Combat medic - long range healing!
« Reply #22 on: May 12, 2010, 01:46:01 pm »

General idea is to make regular stimpack ammo without restrictions. Since stimpacks heal only for low amount of hp (15-30) its nothing in combat where every burst/shot deals 90+ dmg its like spitting into the ocean. So in order to heal 50+ hp you will have to fire twice = 8 APs. Also animations cost you some time so even jet addicted powerbuild healer with 18 APs will have some hard times keeping people alive via regular stimpack ammo.
Anyway superstimpack ammo heals for shitload of hp (like 2/5 of regular guy HP pool) so thats the reason why I think it should be limited through something more than just ammo and APs. But I believe that if FA comes with 15min cooldown pool while one superstimp shot takes 3 mins of that pool should be just OK. Using regular or superstimps in normal HtH way should not trigger any CD at all.

As for the weakening I believe it has no room in this since healing will be limited with CD. Its not that overpowered so I think making it 1 shot per player is not needed.

But its combat affecting suggestion so it will require balancing such as everything does but it is reasonable, provides diversion and seems not so hard to implement (since all we need is 2 new items added for medic crafters, set of rules how they should react and few skill restrictions on them so not everyone will be able to use them.
« Last Edit: May 12, 2010, 01:49:23 pm by Sius »
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FischiPiSti

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Re: Combat medic - long range healing!
« Reply #23 on: May 12, 2010, 02:17:01 pm »

CD pool? Hmm... Like this?
http://fodev.net/forum/index.php?topic=1534.msg16910#msg16910

Same, but with stim ammo. Ok, you have my vote, but sadly, devs wont like the idea :P
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Troll.
HtH suggestions: Melee: +DR(PA)
Unarmed: +AC(active sneak should boost AC as they are "less visible")
General "class" idea pool in the form of new perks with high skillrequirements: http://anarchyonline.wikia.com/wiki/Professions

Lordus

  • So long and THANKS for all the fish!
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Re: Combat medic - long range healing!
« Reply #24 on: May 12, 2010, 04:02:15 pm »

No, lets make Stimpack MINIGUN. I want to be STIMPACK MINUGNNER. I will heal every enemy bursts by my stimpack burst.

 Sorry Suis, we were suggesting this idea in first era, but like a joke.

 Also, if you look to the super stim image, this is not basic injection. Also i think that this will be useless too. Why to heal someone with stimpacks, you can heal him by 3 stimps max, but he will be bursted by minigune/instakill 3 times  and he will die.

 
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So long and THANKS for all the fish!

Sius

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Re: Combat medic - long range healing!
« Reply #25 on: May 12, 2010, 04:46:40 pm »

Lordus you are angry if someone starts flame in your posts but when you do the same thing elsewhere its ok?

For those who voted NO: Please stop questioning technical side of the idea. When we are able to craft 100x needler ammo out of 5x advanced gunpowder and 1x metal parts then its OK with you. Even when ammo itself is not maid out of gunpowder or metal not even a little bit. We can make guns and armors out of junk and raw materials and thats OK with you. But when one suggest to put a purpose to something that is BY DEFAULT ALREADY IN GAME ONLY UNUSED, then you are against it cause its not real or its joke or whatever. Guys, really?  ::)

Focus on what this could bring to the game. It can mean that medic can become viable class and good support in combat, turning medic profession from absolutely passive crafter into dangerous opponent. I think we all can agree on that medic should have their place in combat and this could provide it to them very easily with no extra difficult work required from devs. If you can come up with better idea that will not concern long range healing then share it. I would like to read anything about this since I kinda like medics/healers (former WoW Priest here ;) ). But please stop those bullshit wannabe arguments like "not Fallouty" or "if its for real then...". I could understand them in topics where someone wants to add alien blaster as craftable weapon or teleport phone booth to travel between towns but they are completely misplaced here.

Comment how this would affect the game in positive or negative way and as for the technical side - ignore it. Only thing that should be discussed about technical stuff with this idea is how it should be executed but trying to trash it just because you think its a joke or it does not fit in the game or its not real or anything is just dumb of you.
« Last Edit: May 12, 2010, 04:48:50 pm by Sius »
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Lordus

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Re: Combat medic - long range healing!
« Reply #26 on: May 12, 2010, 06:07:20 pm »

Lordus you are angry if someone starts flame in your posts but when you do the same thing elsewhere its ok?

 It is not flame, i just dont like this idea because it is absolutely not from Fallout world and sorry, it is ill-considered.

 Everyone has armors (in PvP), fact, so how can i effectively heal someone by shooting stimpacks, if i have to bypass his armor?? If i use my own stimpack, i will inject it to place under the armor or to place where i have not armor (hand, near anckle,...). If i use stimpack to my teamate, i go close to him, i "move his amor" so i can use it.

 But shooting stimpacks which will ignore the amor..  ::)
 
Well, tell me, what idea is dumber? SMG with armor broking ammunition possibility, or "miracle", armor bypassing stimpack?

Focus on what this could bring to the game.

 The game needs to "somehow" raise all SG (excpept sniper) PvP ability, not implementing nonsenses.
« Last Edit: May 12, 2010, 06:13:18 pm by Lordus »
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So long and THANKS for all the fish!
Re: Combat medic - long range healing!
« Reply #27 on: May 12, 2010, 06:12:40 pm »

It is not flame, i just dont like this idea because it is absolutely not from Fallout world and sorry, it is ill-considered.

 Everyone has armors (in PvP), fact, so how can i effectively heal someone with shooted stimpacks, if i have to bypass his armor?? If i use my own stimpack, i will inject it to place under the armor or to place where i have not armor (hand, near anckle,...). If i use stimpack to my teamate, i go close to him, i "move his amor" so i can use it.

 But shooting stimpacks which will ignore the amor..  ::)
 
Well, tell me, what idea is dumber? SMG with armor broking ammunition possibility, or "miracle", armor bypassing stimpack?

 
Shooting at head/eye will deal damage, instead of healing.
Shooting at torso/groin will do nothing with non-crit shot, or heals low ammount of HP with critical.
Shooting at legs heals low ammoun of HP and normal at critical.
Shooting at hands heals always normal ammount of HP.
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Lordus

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Re: Combat medic - long range healing!
« Reply #28 on: May 12, 2010, 06:23:33 pm »

Shooting at head/eye will deal damage, instead of healing.
Shooting at torso/groin will do nothing with non-crit shot, or heals low ammount of HP with critical.
Shooting at legs heals low ammoun of HP and normal at critical.
Shooting at hands heals always normal ammount of HP.

 Well, so if you shoot somebody to hand by stimpack, penetrating his hand, flesh, maybe bones, nerve, it will not harm him, just because you shoot to his hand. He will not lose his gun if you hit your hand nerve? You cant damage his artery?

 For christ, if someone is applicating stimpack, he has to penetrate CAREFULY his BLOOD VESSEL with ACCURATE penetration depth. It is not easy to do this even if you are non moving and you need little experience with this. It is very hard, if you are traveling, i.e. in ambulance car, but it is IMPOSSIBLE to do on long distances.

 I.e.: if you shooting tranquillizing dart to some wild animal, you have to aim for flesh, because the active drug gets into the blood circulation from flesh.. But the effect is not instantaneous, but you have to wait for a while. And there is always possibility that you will kill that animal, or criple him.

 So i think that this idea has not nothing common with real world but but also nothing with Fallout.
« Last Edit: May 12, 2010, 06:28:12 pm by Lordus »
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Re: Combat medic - long range healing!
« Reply #29 on: May 12, 2010, 06:31:20 pm »

Well, so if you shoot somebody to hand by stimpack, penetrating his hand, flesh, maybe bones, nerve, it will not harm him, just because you shoot to his hand. He will not lose his gun if you hit your hand nerve? You cant damage his artery?

 For christ, if someone is applicating stimpack, he has to penetrate CAREFULY his BLOOD VESSEL with ACCURATE penetration depth. It is not easy to do this even if you are non moving and you need little experience with this. It is very hard, if you are traveling, i.e. in ambulance car, but it is IMPOSSIBLE to do on long distances.

 I.e.: if you shooting tranquillizing dart to some wild animal, you have to aim for flesh, because the active drug gets into the blood circulation from flesh.. But the effect is not instantaneous, but you have to wait for a while. And there is always possibility that you will kill that animal, or criple him.

 So i think that this idea has not nothing common with real world but but also nothing with Fallout.
Stimpaks don't have anything with common world too. It's almost the same as magic potions. Someone shoot your hand off, you used stimpak there, restored full HP (for example), and flesh grown back? It should work as DR only like novocaine, if you want realism, but it's Fallout, it works like magic potion and instantly revives your health, even if there're 30 bullets in your body.
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