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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


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Author Topic: Combat medic - long range healing!  (Read 27575 times)

Lordus

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Re: Combat medic - long range healing!
« Reply #30 on: May 12, 2010, 06:38:28 pm »

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.

 I dont want realism, i want to hold artist licence of Fallout creators. I dont want to make fairy tales from Fonline.. "Miracle medicine man dance into the batlefiled, he load his red cross gun and like spirts he sow the love and health"

 Why always this  ideas has bigger popularity than solving the real existing game problems?

edited by Lordus
« Last Edit: May 12, 2010, 06:49:08 pm by Lordus »
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Surf

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Re: Combat medic - long range healing!
« Reply #31 on: May 12, 2010, 06:42:28 pm »

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?


Quote from: the vault
When the medicine is injected, it provides immediate healing of the body's minor wounds.


So, no magic healing, atleast not as you describe it. ;) If arm is blasted off, then it's off. No stimpak resurrects it.


Also @ Sius and Lordus - to quote lisac - Control your temper gentlemen, don't let passion draw you into a strike-trap. Stop small scale wars and write something constructive instead.

Re: Combat medic - long range healing!
« Reply #32 on: May 12, 2010, 06:50:51 pm »

So, no magic healing, atleast not as you describe it. ;) If arm is blasted off, then it's off. No stimpak resurrects it.
No, I mean, someone bursted you twice with 10mm SMG. There're 20 bullets in your body. You running away laughting and then using some stims on you and... you're like new! So don't talk about realism here.
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Sius

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Re: Combat medic - long range healing!
« Reply #33 on: May 12, 2010, 07:02:02 pm »

Its a matter of personal taste what each and every one of us consider as Fallouty. I believe that this idea is here thanks to weapon/ammo description that is from original Fallout. As for the reality stuff I always prefer "game>reality" and trying to make it otherwise is impossible and nonsense. So again for Lordus and others it might be fairy tail suggestion but to me it perfectly fits into the game + it have incredible potential in both PvP and PvE. And yes Lordus there are many important balance issues that require some work but that does not mean anything like this can't be suggested and maybe implemented along with other stuff.

Anyway since this is turning into opinion vs opinion fight instead of constructive criticism, I would like to hear some word from devs about this (I guess there are no real cons other than just "won't fit in the game", which is again matter of personal taste). Yes I know you prefer that "no comment" policy but if you consider this feature stupid then just say so. Otherwise remain silent ;).

Lordus

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Re: Combat medic - long range healing!
« Reply #34 on: May 12, 2010, 07:10:36 pm »

 I just dont know, why this should by pass armors, and other bullets not. I dont have any constructive answer from you, Suis.

And i have to repeat, you will have instantly more PvP opportunities, if you lower sniper instakills and BG burts damages..
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Sius

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Re: Combat medic - long range healing!
« Reply #35 on: May 12, 2010, 07:27:20 pm »

I just dont know, why this should by pass armors, and other bullets not. I dont have any constructive answer from you, Suis.

And i have to repeat, you will have instantly more PvP opportunities, if you lower sniper instakills and BG burts damages..

It will bypass armor because we make it to.
You can't shoot with shotguns over more than 12 hexes just because someone designed them that way. You can't use drugs more than 2 times because someone designed them that way. You can deal dmg equal to someones actual HP because someone designed it that way. You can't steal from guards/vendors because someone designed them that way. You won't respawn immediately after suicidal bombing because someone designed it that way. You can't talk to some people if you are "ugly" because someone designed it that way. Should I continue?

So is it such a fairy tail to design needler gun to do what its description says it can do? And to satisfy your needs for reality afaik only overall armor accessible in FOnline is CA. For others I would say that shooting a leg (=> easy to penetrate pants) is a way to go. And as for the CA then the projectile can be designed with relatively long and thin needle on top (maybe with several needles) so when it hits the surface it penetrate with only 0.4 mm width needle on top, that easily gets through armor. Only problem here could be with PA but on the other hand when someone is wearing PA then the armor itself is kinda advantage so as a result of that players in PA wont be able to receive needler shots (or we will simply quit this reality stuff and let the game be the game where unrealistic things can happen such as someone getting healed through armor).
« Last Edit: May 12, 2010, 07:36:51 pm by Sius »
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Re: Combat medic - long range healing!
« Reply #36 on: May 12, 2010, 07:42:31 pm »

So is it such a fairy tail to design needler gun to do what its description says it can do? And to satisfy your needs for reality afaik only overall armor accessible in FOnline is CA. For others I would say that shooting a leg (=> easy to penetrate pants) is a way to go. And as for the CA then the projectile can be designed with relatively long and thin needle on top (maybe with several needles) so when it hits the surface it penetrate with only 0.4 mm width needle on top, that easily gets through armor. Only problem here could be with PA but on the other hand when someone is wearing PA then the armor itself is kinda advantage so as a result of that players in PA wont be able to receive needler shots (or we will simply quit this reality stuff and let the game be the game where unrealistic things can happen such as someone getting healed through armor).
1) Needler has penetrate perk already ;p
2) CA have pants too ;p
So don't don't worry about armor bypassing. Needler pistol can do it right now, no, it's not completely bypasses armor (if no crit, of couse), but it partly penertates it.
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Lordus

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Re: Combat medic - long range healing!
« Reply #37 on: May 12, 2010, 08:55:53 pm »

But it does not make a sense, penetrate your armor beacuse you want to heal somebody.

 If the bullet has enough velocity and hardness to penetrate the armor, it will also make an injury. The idea that you will shoot this stimpack on exact penetration depth (if people have different armors)  and the rest of bullet/shell velocity/kinetic energy will mysteriously disapear is very funny.

  Because of this, i think this is funny idea. And i have to repeat, we talked about this in VSB few era before and we were laughing because we considered this like a bullshit (no offense, i am only telling you the truth).
« Last Edit: May 12, 2010, 08:59:14 pm by Lordus »
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Re: Combat medic - long range healing!
« Reply #38 on: May 12, 2010, 09:01:41 pm »

I would rather make new ammo to poison or make HIV positive needler cartridge than heal people with a gun.

Anyways - even if people like the idea, it should be VERY hard to craft (for example you would need lvl 2 doc proffesion and lvl 2 gunsmith or something like this) and those needles shouldn't do much... Lets each can heal MAX 10hp.
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Sius

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Re: Combat medic - long range healing!
« Reply #39 on: May 12, 2010, 09:09:37 pm »

1st of all its not bullet but hypodermic. And 10 hp per shot? If shooting costs 1 ap and animation take 0.3 sec to execute then maybe...

Nevermind. The idea has been spoken, now its up to devs to decide whenether to implement it or not.

gordulan

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Re: Combat medic - long range healing!
« Reply #40 on: May 12, 2010, 09:12:35 pm »

then you'd need needler ammo for the minigun, the +10 HP per shot isn't a viable solution, in fact a +30 HP shot just isn't enough, since one can be offed by miniguns and instakill crits far too easily, in fact, even if this is implemented, one cannot heal themselves with the needler, and of course, the snipers will at first concentrate on the field medic before they would go for anyone else, just think about it, who would you kill first, the minigunner, or the medic who dispenses health into the pumped up warmachine? Who of these people will stay away from direct line of sights? Which one of them is most likely to be shot in the back of the head by 2 snipers while trying to heal his pal, only to be knocked down, and possibly out, making the minigunner completely useless? To repeat myself, that +30hp is absolutely nothing when one can instantly be brutalised by anyone with a resumé as long as some of the gangers have.
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Lordus

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Re: Combat medic - long range healing!
« Reply #41 on: May 12, 2010, 09:25:39 pm »

1st of all its not bullet but hypodermic. And 10 hp per shot? If shooting costs 1 ap and animation take 0.3 sec to execute then maybe...

Nevermind. The idea has been spoken, now its up to devs to decide whenether to implement it or not.

 so empty hypodermic aka needler ammo is making damage, full hypodermic will not.. damn, i miss something
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Re: Combat medic - long range healing!
« Reply #42 on: May 12, 2010, 09:29:19 pm »

so empty hypodermic aka needler ammo is making damage, full hypodermic will not.. damn, i miss something
"Ammunition. This cartridge appears to be ammo for the HN Needler Pistol. Each 'bullet' is a small hypodermic designed to inject a target with its contents upon impact."
It's contents dealing damage ^_^
So, if it'll be filled with magic potion like stimpak, it'll immediately heal HP upon impact!
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Re: Combat medic - long range healing!
« Reply #43 on: May 12, 2010, 09:41:43 pm »

Make Needler Pistol capable of shooting stimpacks!

Enough. Lol. Seriously, let's introduce something better: healing and protection spells for combat medic  :D

Lordus

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Re: Combat medic - long range healing!
« Reply #44 on: May 12, 2010, 09:43:49 pm »

Anyway, it wil not bring new tactic element into PvP.

 In PvP, you will die
 instantly by sniper shot => no need for flying stimpacks.
 almost instantly by BG burst => no need for flying stimpacks.

 So why the hell we need this? Rather than this, i hope devs will invest their time into balancing of non sniper and non bg burster weapons.

 
Enough. Lol. Seriously, let's introduce something better: healing and protection spells for combat medic  :D

 I preffer summoning of dozens of rats.. it will crash every client, so the PvP will always end by draw.

 Or the masterpiece of Summoner class will be spell of Vedaras. If you are in trouble, you can spell him near you. It is Falloutish, in Fallout there was Mysterious stranger perk. Devs, will you consider this suggestions?
« Last Edit: May 12, 2010, 09:48:23 pm by Lordus »
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