Nanolathe Posted June 27, 2020 Share Posted June 27, 2020 (edited) A sidearm pistol set of attacks for the Medic would be great, but I'm not sure we have enough single pistol animations for it to be viable. edit: Without crazy gun-kata Edited June 27, 2020 by Nanolathe Link to comment Share on other sites More sharing options...
ImpousVileTerror Posted June 27, 2020 Share Posted June 27, 2020 If the Medic could instead deploy a Support Drone, perhaps that would be the ideal solution. A Henchpet which summons a Pet of their own. And it's -that- Pet which does all the healing, while the Medic otherwise operates like a regular Soldier. Link to comment Share on other sites More sharing options...
Shazbotacus Posted June 27, 2020 Author Share Posted June 27, 2020 Eh, I’d rather assign more healing/support powers to the medic himself as upgrades are applied. Seems simpler. Link to comment Share on other sites More sharing options...
Lazarillo Posted June 27, 2020 Share Posted June 27, 2020 7 minutes ago, Shazbotacus said: Eh, I’d rather assign more healing/support powers to the medic himself as upgrades are applied. Seems simpler. You could do that with a sub-pet, too. Just have the upgrades give a new sub-pet that replaces the old one (similar to how upgrading Thugs removes their initial one-pistol attacks while granting them an equivalent dual-pistol power). Link to comment Share on other sites More sharing options...
Shazbotacus Posted June 27, 2020 Author Share Posted June 27, 2020 That is true, though why separate the Medic’s heals off into a sub pet? Link to comment Share on other sites More sharing options...
Patti Posted June 27, 2020 Share Posted June 27, 2020 So medic can pew- pew instead? Link to comment Share on other sites More sharing options...
Patti Posted June 27, 2020 Share Posted June 27, 2020 Oh and medic pet can heal medic! Self care! Link to comment Share on other sites More sharing options...
Shazbotacus Posted June 27, 2020 Author Share Posted June 27, 2020 (edited) I thought about the Medic having attacks and think it’s okay if he has one. A li’l semi-auto carbine with one single shot. Although I think I get what ya mean with the healing/support powers bogging him down with activation times, yeah? So maybe that’d be okay if he got the one attack power, too. I suppose it’s something to think about. edit: eh, still not something I’d do. It’d make more sense to me to have these powers from the medic himself, and the other support henchmen don’t get that kind of sub pet luxury either. Edited June 27, 2020 by Shazbotacus Link to comment Share on other sites More sharing options...
Galaxy Brain Posted June 27, 2020 Share Posted June 27, 2020 I really think that the best bet is having a 3rd soldier, then making the medic replace Serum as a special pet that also applies it's own version of Serum. 4 Link to comment Share on other sites More sharing options...
Shazbotacus Posted June 27, 2020 Author Share Posted June 27, 2020 (edited) That’s something you could do, then slot it for recharge, healing, and resistance because serum assuming he’d have no attacks. I may be in love with the idea of calling in air support and having a repainted Chaser blow things up, but that can also work. Edited June 27, 2020 by Shazbotacus Link to comment Share on other sites More sharing options...
ImpousVileTerror Posted June 27, 2020 Share Posted June 27, 2020 I was about to say "But who wants to wait until level 18 to get their Medic?" . . . and then I thought about it. I think we've just cracked Mercenaries! 1 1 Link to comment Share on other sites More sharing options...
FoulVileTerror Posted September 11, 2020 Share Posted September 11, 2020 Who was it that did the math on the Mecenaries' damage output? Could someone do a comparison if we added an extra Soldier? Would that improve the ranking of the Set, or would it still be at the bottom compared to other Mastermind Primaries? How much +Dam would the Medic have to give in a Combat Serum to elevate the Set to midling compared to the other Sets? Also, I was thinking about the potential argument against allowing Mercenaries to have 7 Henchpets for Bodyguard as opposed to the usual 6 . . . but that only translates to a Resistance improvement of 2.7_%. That couldn't possibly be cause not to permit it, ney? Link to comment Share on other sites More sharing options...
Monos King Posted September 11, 2020 Share Posted September 11, 2020 1 hour ago, FoulVileTerror said: Who was it that did the math on the Mecenaries' damage output? Could someone do a comparison if we added an extra Soldier? Would that improve the ranking of the Set, or would it still be at the bottom compared to other Mastermind Primaries? How much +Dam would the Medic have to give in a Combat Serum to elevate the Set to midling compared to the other Sets? Those numbers are things we considered in the mercs thread @Galaxy Brain and I did a bit back. It's an improvement but they need both that and some power animation shaved off to do adequate damage. They also need some power changes outright. They'll never be up to demon or thug damage because that isn't their specialty and it shouldn't be, but the performance of their damage and debuffs in junction could shine with the right modifications. 1 The Mastermind Enthusiast City of Heroes Lore Discord MM Global Changes | The MM Wishlist Temporary Powers | Omnibus' Alchemist Archetype Is The Game Too Easy (2021) Link to comment Share on other sites More sharing options...
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