Combat Medic Archive
Thread: DEV's, Please Notice ---> Two things a Combat Medic should get for better balance
Two things a Combat Medic should get:
1.) Drag - If combat medics are supposed to be in mingling with the troops in combat and saving their sorry butts, the drag ability to bring them safley out of harms way (or to a doctor) is a no-brainer.
2.) Dodge - Combat Medics are the guys running around from trooper to trooper, supporting, healing, etc. usually more so than fighting. They should be naturally inclined to dodging bullets and attacks while keeping their heads low. Their speciality is keeping themselves and others alive during a firefight. DODGE ability for the combat medic is a no-brainer. +5, +5, +5, +5in the support branch would make good sense.
3.) (bonus reason why the above two abilities should be added) --->164 skillpoints to reach master CM (only 2nd to master Bounty Hunter) <---
Not to mention the Combat Medic tree has no bonuses of any kind whatsoever as it stands...
This is not a cry for more power, just a reasonable balancing idea that I believe makes perfect sense.
I believe you must be grouped with the person, and within 21m range.
I use the /drag command all the time to pull dead players so i can Rez them
Ok, I think it is the having permission thing that was getting in the way of dragging a player...
Now what do you think about the DODGE bonuses to the line? I mean, it's really hard to argue against that...
Well, it's already on live. We get an extra +10 to terrain negotiation at each level of combat medicine support and +10 to burst run efficiency at CMS IV.
I really think they should also add longer range for us to drag inapacitated players. Maybe stick it in the crafting line.
Quick tip on Drag, I've been praised many times for this.
You can drag an incapped player into a building. Which means you can drag your faction friends into a private building to avoid DBs from other PCs. I've saved many a rebel doing this. Sometimes that extra 20m is a long way and will save someone's life. You can also make a looping macro to drag a player while running, the ultimate retreat.
Then ofcourse you can mess around with your friends and drag them into a group of rancors. Back when there were corpses you could play hide and go seek with /corpse. They later updated it so the wp moved with the body, took out all the fun.
cocomo you nut! ![]()
/dragincapcitatedplayer and /drag work well. They've helped me save friends from deathblows many times.
Unfortunately you can only /dragincap /drag group members, or those that have given you /consent. Sadly, most incapp'd players that i run accross ungrouoped either don't know how to give /consent, or don't do it quick enough for me to be of help.
Personally, I use drag all the time as a Master Doc (I have no combat med, just lurking here on the combat med forum tonight hehe). I don't really have the ability to keep players healed during battle very well, because they tend to split up and run around, and I can only be in one place at once. Additionally, if I *do* try to keep players healed before they get incapped, I usually just end up getting agrod on. So I've resigned myself to just waiting for the player to go incap and /drag them to my feet for a heal. Really works pretty well in PvE (doesn't work so well for PvP lol).
I acutally extremely like the dodge idea.
A +5 dodge for each line of the support wouldent be too shabby.
(giving us +20 dodge total, which, as said before, isent much as were the second highestclass for required skill points)