Medics for new players was hard. Nowadays its near impossible for new players to enjoy since they are not sure/ran out of supplies
The issue is more that its tied to a vendor you can’t access inside a tent that is usually too big to fit into a FOB layout
If there was a proper portable vendor that could be taken groundside and restocked it might help cut down on FOB clutter
Yeah this. i agree get ammo vendors in the ARC and to the alamo. Make Alamo for grounside
When you code it ig. Anyways i hate the medic nerf.
I dont understand how increasing medical supply scarcity somehow raises the skill ceiling of medic.
Finding more supplies isn’t skillful whatsoever, you literally just go loot corpses or weymeds. All it does is make playing medic more of a chore in finding where’s waldo’s burn kits rather than actually reviving an healing patients.
Personally I don’t find the medical nerf to be all that major, if I’m out of shit I just loot the gazillion dead medics, or the weymed. It does nothing except make resupplying slightly harder.
It makes me a little sad that for the majority of ‘medical nerfs’ in the past few months, all we can think of to nerf medical is decrease the supply of medical equipment. Sure, it’s easy to code, but come the fuck on guys.
When are we adding the fracture & IB equivalent to burn damage that was promised ages ago? Now THAT sounds like raising the skill ceiling. That’s the kind of balance I want to see.
that sounds like ass because burn damage is significantly easier to deal and accumulate than brute
It was a Morrow idea that we’d add Eschar as a sorta stand-in for Burn based fractures, in a way.
Though it had a worse version where if left untreated it became deep-tissue Eschar which would permanently kill the limb (if it was your chest or head you died) that would need surgery to fix.
They used to be call RTO, i wonder why.
cant wait for spitters to give me fracs while being one screen away without putting themselves into any danger
Renaming it to FTL was honestly just fucking weird.
Resource management mostly knowing how many kits are required minimum to get a marine up
My guess was directions at that point was to trim down req
Die to boiler (or friendly fire)
Get eschar literally everywhere
Honestly, I’m sure we’d find some way to balance it. Maybe if it was some form of spitter/praetorian only ability or whatever. Just a straight buff to spitting, but not flames/boilers.
As for “knowing how many kits minimum to get a marine up”, I don’t see it. Defibbing people is literally just “If under 240 dam, defib”. You don’t need to know how many kits you need. I’m not calculating “ah yes this guy needs 6 brute, 7 burn kits”, I think “I’m speedkitting until under 240, and then epi+defib+pill+splint”.
Dont touch burn damage. Thanks. It already have a unique enough feature that is very balanced. So just leave it be.
Easy fix is just make burn damage do less damage, and maybe make close range abilities (like spitter powered shot) unchanged and such.
What? How it raises the skill ceiling? All it would do was a massive nerf to marines, massive buff to prae, boiler and spitter, alonside nerf to medic carrying capacity.
Oh, medic has to pack burn equivalent of splint and burn equivalent of IB pills. Skill ceiling raised how?
Burn damage is balanced anyway. It is dealt from the distance and causes much more pain than brute equivalent would, but in turn it doesn’t do anything pernament. Good way to make burn damage into brute damage just in orange.
Isn’t medic skill ceiling high enough? You gotta have better situational awarness than regular marine, you can learn what chems heal what by memory, you have “basic” surgeries and such, how much complex does this role needs to be?
Should defibbing and then healing a marine be as complex as atmos on vanilla SS13?
I have an idea. Ghetto/makeshift medicine. Make the most basic healing items practically infinite (gauze and oinments). Let medics craft stuff groudside from scavenged materials that is obviously subpar to normal stuff.
No matter how long a round is, marines should never permanently be lacking the most basic stuff. That is regular ammo, defibb charges, gauze, oinments and splints. The only factor limiting it can be logistics of transporting it from Almayer to FoB and frontlines.
So back to the makeshift medicine idea: gauze mixed with rods/wood could make a makeshift splint, that takes longer to put on and has a higher chance to fall off.
And other stuff such as this, sky is the limit. Just gotta be creative.
Damn, maybe even add some herbs and stuff on the colony that medics in pinch can pick and turn into subpar medicine.
This could extend to entire logistic side of things. Where regular basic stuff could be even a bit buffed, in exchange for current reduced availability, while also having subpar makeshift alternative that is practically unlimited.
Surplus ammo that jams guns, damned coinshot for shotguns that is just a bit worse buckshot etc.
I also have a question: Why it is marines who have to suffer attirition? Why only marines have to be weaker as the time progresses?
Kind off. But ghetto surgery tools are tools that have infinite uses and no medic tool was nerfed yet. The general idea is the same, ghetto surgery surerly have a higher skill ceiling than regular one.
Bone gel used to be infinite didn’t it? now it isn’t, but you know what is? a screwdriver.