Combat Medic Archive
Thread: SOE is almost forcing CMs to be Docs too
So I didn't think this was a big issue at first. Ya docs get buffs, and revive and cues, but those are their bread and butter skills. CMs get poisons, ranged heals and AoEs. This makes it great having a doc and CM in a group and skills compliment well. However, the problem arises when you start crafting. Doctors take those skills you learned as a medic, and take them further. CMs start over. I have come to realize that a master Doc / CM can make medicines far supior to a pure CM. Why? Because of the stupid subcomponents that we got int he medic tree. At first I didn't think much of this, throught 5 experimentation points was the cap and frequent failures was expected. But now that I am nearing master CM I have found this to not be the case. I refuse to take any doctors skills, I do not want to be a pure healer. I prefere the CM / pistoleer route, but anyone who chooses this path is unable to produce the same quality or power of meds as the CM/Doc. Should it be this way? I think not.
CMs and Docs share no common medicines (except for whats in the medic tree) so why should a CM need Doc crafting to make good subcomponents? This makes ne sence. I am tired of failing 70% of my experiements on bio controllers and whatnot and only having half the points in the first place. Furthermore, does SOE want CMs to get all their subcomponents from a master Doc? This seems pointless, as causes the cost of ranged stims and poisons for the CM (things Docs cannot make) to have a higher cost then should be. That, or suffer the reduced stats on your less then par subcompoents. So what can be done?
I think for crafting, of all medicines and subcomponents in the MEDIC tree there needs to be a check for which skill is higher. That way once you pass the level of master medic in CM crafting you can start making better subsomponetns. And this makes perfect sense. If I can make a ranged stim D, why can't I make a similarly experimented bio controller? This way, once you reach master medic, you can craft those sub components just as well as a master doc without being required to take that unrelated skill. But, this migh go against the existing code with all the different skill checks and modifiers that are already buggy enough. So what else?
It has been proposed before to give a new set of CM specific components at novice CM and move the poison subcomponents there as well since a medic and doc have no use for them. This would allow pure CMs to create the best ranged stims and poisons which makes perfect sense. Furthermore, we can only make normal stims as well as a master medic and does not allow us to gain any advantage in making stims we have no specialty in leaving all that for the docs.
I gave up going revive and giving buffs to make strong combat skills, please don't force me to have to take both elite and hybrid healing professions just to be the best I can be at my chosen profession.
Thought?
lol ive posted this issue weeks ago and most people were surprising against our own line of components...
some even came out to say that it was good for class interdependence....
I gave up on bumping this issue cuz it seemed like interest had died out
You need factory made components to make any decent stimpacks.
If schematic experementation is working (ie your finished product is the same as schematic) then you can always buy schematic from any doctor - and it's good for class interdependancy (you buy guns and houses, resources and droids, why not schematics)?
If schematic experementation is not working - it does not matter.
Also even experementing on simple base components does not give you anything as discussed in this thread here:
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=2747
Compare my stims (5 point experiment on bases)
20 charges,
77 potency,
240 effectiveness,
19 range.
With Ele (10 points experiment on bases)
24 charges
64 potency
205 effectiveness
22 range
They are about the same (charges/range traded for effect/potency).
oh btw the way post patch....
24 charges
80 potency
258 effectiveness
24 range
lol it was 24 charges base...one point in potency 9 in effectiveness....
basically the new base(pre experiment)stats on the mind dots post patch were almost as good as my fully experimented pre patch mind dots...
sekir have u made any post patch mind dots?
MichaelF77 wrote:
You need factory made components to make any decent stimpacks.
Agreed.
MichaelF77 wrote:
If schematic experementation is working (ie your finished product is the same as schematic) then you can always buy schematic from any doctor - and it's good for class interdependancy (you buy guns and houses, resources and droids, why not schematics)?
This is my point, WHY would a combat medic be required to goto a doctor for a schematic for HIS medicine. At this time there is NO crafter interdepency. If this wasn't the case I wouldn't have an issue. A droid engineer doesn't need to goto an armor smith for better droid armor. So why would we need to goto a doctor for a better liquid suspension? Futhermore, buying schematics would be a difficult market, as you need the exact same resorces as used in the schamtic, or serial number on any subcompoents. This is why there is no inter-profession crafting at this time.
MichaelF77 wrote:
If schematic experementation is not working - it does not matter.
Huh? To my knowledge schamtics hold the knowledge out the outcomes of you experimentations. Please clarify what you mean here.
MichaelF77 wrote:
Also even experementing on simple base components does not give you anything as discussed in this thread here:
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=2747
In my experience this is not the case, experiemented subcomponents do have an effect on the final product. For example with stims. Bio controllers effect charges predominately, and liquid susspension and CRDMs effect base healing. With experimented subcomponents, made in a factory I get better base combine results then unexperiemented subcomponents made by hand. Furthermore, using well experiemented subcomponents reduces the experimental risk in the final combine. Ever put 6 points into something and notice there is 0% risk even though risk scale isn't 0?
As far as your comparisons to final product power with Elenora, is this even valid? The types of resorces combined during the crafting session will have a large impact on the final result. Unless your resorces had the same stats your comparing apples to oranges.
I would have to say that u are wrong about the crafting interdependancy...
I'm pretty sure that armorsmiths need certain types of components from tailors...but i could be wrong but I dont think so...
but anyways this doesnt apply to us because, we have teh ability to make the components just not the ability to make them thebest we can..now stim pack components are debatable since doctors use them too, but dot components are absolutely not debatable, these need to be in the CM line and no where else....doctors dont even use these components....
sekir btw have u been using pre or post patch comps...i was making post patch mind dots with pre patch comp and still getting incredible results...
need to get my factory emptied out to see how the post patch comps will work now...I dont think there will be major difference since components had the least # of resourcestats effecting their final stats
regardless of if AS need tailors or not, the fact is that we still have the schematics unlike the armors for the tailor schematics so its a different story...at the least the dot comps need to be moved to the CM line...
the only draw back i see to that it, by moving the dots components or creating a new set of Cm specific components, we will server our last connection to the medic/doctors making nothing in medic really effect our new packs or skills in the CM...
that would mean we effectively have 2 prereq which basically do nothing to enhance our advanced professions abilities. Just as ranged support gives us nothing in the CM tree, ties to medic line will be cut as well...
Well, about crafter interdependancy:
Do CMs craft anything that doctors can use? No.