Other > Closed suggestions
Combat medic - long range healing!
kraskish:
--- Quote from: Onion 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.
--- End quote ---
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
FischiPiSti:
--- Quote from: gordulan 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
--- End quote ---
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
Sius:
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.
FischiPiSti:
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
Lordus:
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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