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Author Topic: Make First Aid not Magic  (Read 3179 times)

Ned Logan

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Re: Make First Aid not Magic
« Reply #15 on: September 10, 2010, 05:43:01 pm »

RavenousRat: So in your opinion, when every short range PvP char meets sniper in open area, he practically should be fucked?
When BGer has crippled arm he should run for it, because he can't shoot nor heal his hand? same thing when he is blinded? Of course when he runs for it he probably will be shot again, this time probably legs... I mean it would be faster if instead of crippling it was all just instakills...

It is true that if sniper meets BGer in close quarters, he is very probably fucked, but at least he has chance to make a disarming/disabling shot, and if the sniper is smart, he avoids such places...

These "realism ftw" suggestions suck, unless you count how it would affect the gameplay...
Please make someone a better suggestion how should medic class work.
This game is still very much singleplayer, because majority of the time is spent lvling, which is impractical to do in groups. The game is already ridiculously slow, and playing in team is even slower.
I wouldn't mind if we were encouraged to use teams (tank+sniper+medic), even by such suggestion as you presented, but with current exping system it would just make the game more tiring and less fun...
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Re: Make First Aid not Magic
« Reply #16 on: September 10, 2010, 05:55:31 pm »

howto make a medic class > make first aid kits good (never used one so i dont know if they suck or not) and then make reqierments for using them , f.ex. u need 200 FA/doc or something to use one,.  that would make players with high Fa/doc skill valuable.

and please keep Fa like it is,. its fun
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Re: Make First Aid not Magic
« Reply #17 on: September 11, 2010, 02:39:55 pm »

New class = new alt. I think now fa and doc is good, not need changed right now.
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Re: Make First Aid not Magic
« Reply #18 on: September 11, 2010, 10:45:03 pm »

i agree , it is fine as it is
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Re: Make First Aid not Magic
« Reply #19 on: September 11, 2010, 11:22:16 pm »

Whenever I modded Fallout 2 for my own private uses, I ALWAYS made stimpacks give you negative poison... heal slowly over time.  No "*psssssf*I'm good" crap.

So I'm fully in support of needing a first aid kit and having healing take actual time.  It needn't take a long time, just a few hp per second or something, NOT a sudden jump up of HP
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Sarakin

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Re: Make First Aid not Magic
« Reply #20 on: September 12, 2010, 12:51:53 am »

FA kits / doctor bags should be a bonus to these skills, not neccessity :/
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DonGizmo

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Re: Make First Aid not Magic
« Reply #21 on: September 12, 2010, 05:17:12 pm »

 I support good gameplay, does not matter how you can provide.
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Cultist

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Re: Make First Aid not Magic
« Reply #22 on: September 12, 2010, 06:50:27 pm »

Why not just make FA take 6 ap so its less of an instant heal in rt.
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Re: Make First Aid not Magic
« Reply #23 on: September 13, 2010, 01:34:06 am »

Why not just make FA take 6 ap so its less of an instant heal in rt.

Yeah sure so more guys can steal my First Aid XP after i DOC people.
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