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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 27543 times)

FischiPiSti

  • frikkin' SledgeHammer
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Re: Combat medic - long range healing!
« Reply #45 on: May 12, 2010, 10:25:57 pm »

Enough. Lol. Seriously, let's introduce something better: healing and protection spells for combat medic  :D
Thats the spirit Kilgore, ah at last we are moving forward!
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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

Glave

  • Trolling de geso~
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Re: Combat medic - long range healing!
« Reply #46 on: May 18, 2010, 06:01:21 pm »

I want to finally see scrolls of town portal in this game.*


*the riddicolousness level of the above sentence fits this thread perfectly.
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Archaeon_dude

  • "PKing is baaaaad!"
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Re: Combat medic - long range healing!
« Reply #47 on: May 18, 2010, 06:59:20 pm »

 I disaproove of this because a needler gun is a very compact weapon with very small ammunition, and a stimpack is a hypodermic, that is to say, something of very high caliber. You *could" throw stims as throwing knives, but THAT AIN'T A BIT REALISTIC. The dude could find a vein and pierce it in the right depth from quite far. NINJA MEDIC TO BOOT!
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Didn't, got killed.

Sius

  • Sheep EX machina!
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Re: Combat medic - long range healing!
« Reply #48 on: May 18, 2010, 07:04:07 pm »

Guys if you have nothing to say then you better keep it shut. There is nothing wrong with the idea it just proves how blinded fools some of you are. If it was not in first two pieces then its automatically insanity or ridiculous. But all of you smart asses have you even bothered to read the description of needler ammo and gun? Means are already there, its supposed to be a game and it can improve both PvP and PvE... I just feel sad about you.
Re: Combat medic - long range healing!
« Reply #49 on: May 18, 2010, 08:04:43 pm »

this is my thought on the matter..

Warrior with Minigun: Hey Medy boy! give me a shot of stim with that needler!

Medic: Okay! *does a aimed shot to the neck with the needler and stim pack ammo and hits, healing for 30 points of damage*

Warrior with Minigun: Thanks! *reachs up and pulls the needle out of the big vein in his neck before the medic can stop him due to the 1 INT he has, and starts to bleed for 10 points of damage per turn*

Medic: hmm.. *looking down at needler and back to the blood spraying every where out of the warriors neck* hmm... maybe this was a bad idea... *medic is than hit for 220 points of damage in the eyes and killed by a enemy sniper*

...and thats my two cents right there...

-Ulrek-
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FischiPiSti

  • frikkin' SledgeHammer
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Re: Combat medic - long range healing!
« Reply #50 on: May 18, 2010, 08:08:46 pm »

this is my thought on the matter..

Warrior with Minigun: Hey Medy boy! give me a shot of stim with that needler!

Medic: Okay! *does a aimed shot to the neck with the needler and stim pack ammo and hits, healing for 30 points of damage*

Warrior with Minigun: Thanks! *reachs up and pulls the needle out of the big vein in his neck before the medic can stop him due to the 1 INT he has, and starts to bleed for 10 points of damage per turn*

Medic: hmm.. *looking down at needler and back to the blood spraying every where out of the warriors neck* hmm... maybe this was a bad idea... *medic is than hit for 220 points of damage in the eyes and killed by a enemy sniper*

...and thats my two cents right there...

-Ulrek-
Guys if you have nothing to say then you better keep it shut.
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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

Drakonis

  • Oh oh this is furtile...
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Re: Combat medic - long range healing!
« Reply #51 on: May 18, 2010, 08:42:46 pm »

this is my thought on the matter..

Warrior with Minigun: Hey Medy boy! give me a shot of stim with that needler!

Medic: Okay! *does a aimed shot to the neck with the needler and stim pack ammo and hits, healing for 30 points of damage*

Warrior with Minigun: Thanks! *reachs up and pulls the needle out of the big vein in his neck before the medic can stop him due to the 1 INT he has, and starts to bleed for 10 points of damage per turn*

Medic: hmm.. *looking down at needler and back to the blood spraying every where out of the warriors neck* hmm... maybe this was a bad idea... *medic is than hit for 220 points of damage in the eyes and killed by a enemy sniper*

...and thats my two cents right there...

-Ulrek-

do you generate a fountain of blood if you pierce yourself with a thin needle?
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"But... Isn't Betty a womans name...?"

_Youkai_

  • Breaking your dreams!
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Re: Combat medic - long range healing!
« Reply #52 on: May 18, 2010, 11:20:38 pm »

Don't like it.

If you want to be battle field doc, just put 2xthougness, 1x dodger, 2xlifegiver and go doc in pvp.
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Re: Combat medic - long range healing!
« Reply #53 on: May 18, 2010, 11:26:08 pm »

I think stimpack need to be carefully injected to cerian part of body by stipack needle and cant be shooted straight in ass by needler from 15 hexes.
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Sius

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Re: Combat medic - long range healing!
« Reply #54 on: May 19, 2010, 12:39:40 am »

If you want to be battle field doc, just put 2xthougness, 1x dodger, 2xlifegiver and go doc in pvp.

Have you ever seen gang fight or some kind of mass event? Even PA and 10 perk slots won't save you from instakill and in most cases you won't even make it to player that is under fire. Sure you can always try to run, hide and get healed in safety but in that case when you compare ideal healer (aka 300 fa/doc) and superstimp. Superstimp > healer. Only drawback is AP cost but before healer will reach you your APs would be already refreshed from using 2+ stimpacks.

I think stimpack need to be carefully injected to cerian part of body by stipack needle and cant be shooted straight in ass by needler from 15 hexes.

Ok then, let it be some other drug maybe with just temporary effect. Lets say adrenaline shot or some drug like that. It will boost your HP for short period of time but if you don't get healed in lets say 2-5 minutes, then the +HP from long range healing starts to decrease.

So its fight A vs B+C.

A hits B for 100 dmg. B gets temporary +70 HP boost by drug shot from C and they manage to kill A. After 3 minutes B starts loosing 1 HP every 2 seconds until complete +70 hp boost is gone. So he will have to get healed by regular means too.


Anyway what is that superstimpack so everyone keeps telling here that it needs to be carefully injected. Is there any detailed description of its effects in body so there is any backup for those vein stuff theories (you know you've brought that "if it is real..."). Afaik stimpack can be injected pretty much into any large muscle or whatever since its nothing but futuristic version of healing potion. And if IN 1 and FA/DOC at 15% char can heal himself with such equipment like stimpack, then I believe it is highly plausible to develop and successfully use special injections that will deliver drugs at long range. I can already think of the "real life" version of such "weapon". As I said many times - technical side of this is not an issue. You just use it as an excuse how to trash this idea because you don't like how it sounds and because it was not in original series (but obviously it was, it was just left for players imagination to do the job since there is no real use for this in SP game but even then original devs thought about such things when they were designing needler pistol).

So again for 100 time. Cut the reality and technology crap, put your personal feelings aside and tell me what are cons of this in PvP and PvE. Really, please tell me.
« Last Edit: May 19, 2010, 12:54:03 am by Sius »
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Re: Combat medic - long range healing!
« Reply #55 on: May 19, 2010, 02:03:16 am »

I usually like your ideas but i said no this one.

Anyone can fall to an instakill so i dont really know why it keeps being brought up.A doc with a stimpack shooting needler isnt any safer from it than a tank with a mini.

As far as your argument about sticking with whats already in the game well i agree with you to a certain extent but i just dont see this as fitting into fallout.While we have lasers and plasma guns and all kinds of weird unrealistic things we also have unrealistic armors that offer the same protection to chest and back that they offer to unprotected legs and arms.So in keeping with the spirit of fallout how can we assume that a stim is going to penetrate any better than a laser?We could assume that it has the velocity and penetration of a 223 round but it would seem weird without it causing some type of damage.I dont give a crap about realism if it compromises potential fun either Sius but sometimes i think maybe we can go too far with it.
« Last Edit: May 19, 2010, 02:05:18 am by Tyler »
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FischiPiSti

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Re: Combat medic - long range healing!
« Reply #56 on: May 19, 2010, 02:05:26 am »

Has nobody saw a hunter putting a wild animal to sleep from safe distance on national geographic or something?

http://en.wikipedia.org/wiki/Tranquilliser_gun
A tranquilizer healer gun, capture gun or dart gun, is a non-lethal gun which is intended for chemical capture healing.[1]  Tranquilizer gunsNeedler pistols shoot darts filled with tranquilizermedicine that, when injected, temporarily sedateheals the animaltarget so that ithe/she may be handled (or captured) safelysurvive. The tranquilizer can be a sedative, anaesthetic, [2]  or paralytic agent. Tranquilizer guns have a long history of being used to capture wildlife without injury. TranquilizerHealing darts can also be fired by crossbow  or breath-powered blowgun.

http://fallout.wikia.com/wiki/Stimpack
“     A healing chem. When injected, the chem provides immediate healing of minor wounds.     ”
Retarded characters can inject them into townails, it heals. Magic potion. Plasma rifles. Imagination.

Seriously, enough with the bullshit, WE GET IT, its out of place, it cant pentrate armor. CONSTRUCTIVE people, please

« Last Edit: May 19, 2010, 02:09:32 am 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
Re: Combat medic - long range healing!
« Reply #57 on: May 19, 2010, 02:09:32 am »

Bringing up a real life tranqualizer isnt helping with your argument about ignoring realism.
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Re: Combat medic - long range healing!
« Reply #58 on: May 19, 2010, 02:10:10 am »

^Why not make Stimpack throwable then? ( was to FischiPiSti post)
« Last Edit: May 19, 2010, 02:12:23 am by Frosti »
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FischiPiSti

  • frikkin' SledgeHammer
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Re: Combat medic - long range healing!
« Reply #59 on: May 19, 2010, 02:15:18 am »

"Because..............You cant produce enough kinetic energy to penetrate the skin."

Your right, it should be throwable too!

sarcasm.


Its strange btw, that the ripper has armor penetration, i never thought about bringing down a metal door with a chainsaw, i allways thought it would just destroy the chainsaw.
I hope some of you are getting the hints about the ridiculousness of some of these arguments/counterarguments.
We could even ask Chris Taylor about this stim-needler idea, if he would find it a plausable idea, would you abandon "realism" in a world of magic potions, fev vats, capsules that guarentee you radiation immunity, etc etc etc etc etc etc etc?

The questions about this idea, and what needs to be discussed ARE:
HOW would this alter gameplay? HOW could it be balanced.
Then the devs read, and THEY will decide if it fits in with their views of THIS game, NOT the frikkin fallout bible.
« Last Edit: May 19, 2010, 02:25:37 am 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
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