Combat Medic Archive
Thread: Things to fix regarding the combat medic!
Since Combat Medic is a great profession on the paper that is currently uncomplete and in many ways bugged, I thought it might be useful to compile the list of things the class needs to fullfil its role on the battlefield, mainly for the SOE employees who look for such feedback. Its not a thread to whine! Combat medic has enormous *potential*, its just somewhat unfinished at the moment.Here goes.
- Poisons and diseases are seriously underpowered, although a critical component of combat medics. Overall the diseases are mostly cosmetic and of very little use in PvE, and are only an annoyance in PvP. The poisons are a bit better, but the lower ones are almost worthless, and overall I hear they are bugged. Very little reason to ever use them over the normal special moves we get from our pistoleer tree or whatever ![]()
- Our role focus both on defense and ranged healing. Sadly, this is one of the hardest things to alternate between because of how the queue works in regards to healing. Stopping firing/using specials to use a ranged/normal stimpack is a very slow and unreliable process. I see no immediate fix, aside from perhaps being able to batch healing in the queue, or whatever. Mainly, what we need is a reliable way to fight AND heal
This same problem plagues medics earlier on, but its our class-defining trait so it hurts us most.
These two things above are our main downfalls. However, they are at the core of the two fuctions of the combat medic...
- AE diseases/poisons do not seem to work at all currently.
Wishlist: This isnt broken in any way, but it would be nice if doctors and combat medics could use, given suffient medicine/combat medicine levels, the medicines the other craft, mainly doctorbuffs, CM AE stimpacks, and such. It could improve class interdependancy and allow well supplied combat medics a little extra oomph on the battlefield.
I think thats all I can think of for now. If you think of others things that currently dont work, add them
If the two first points are fixed, then I think we'll have a well-shaped class, able to compete on the battlefield, and a viable option while compared to doctors.
I agree that combat healing is a little "off" right now. As long as I don't use any specials I can heal at a good rate. However, using specials is the only way to get in some good damage.
I would like to see healing and combat specials get seperate timers during combat so I can be a good fighter and a good healer at the same time, which is what a combat medic should be.
One of the main reasons I wanted combat medic was because of the poison and disease. I'll still be going this route even if they are bugged *right now* because hopefully they'll be fixed.
Another main reason was because I thought... Combat Medic... hey... I can heal while in combat ![]()
But unfortunately thast not the case... I agree either heals should be allowed into the combat queue... *OR* let us heal WHILE were in combat ....
that way we can keep firing and heal at the same time :-D
Though in all truthness, that may actually make our class a bit overpowered. Everyone would take combat medic cause then they could heal themselves while they kicked the hell outta someone else
speaking of /assist.... has anyone else been having some problems with it?
It seems to target the mob and initiate combat fine. But on occasion it seems to ignore special attacks. Is there a bug or am I just being a bonehead and using it wrong?
very good thread.
i will be a CM as soon as i get back on in a min.
The "ONLY" reason I chose to become a combat medic was for the Poisons/etc. later finding out that the CM profession was very buggy right now and poisons were nearly useless in there current from till u get the lvl c ones.
for me getting more Oomph in the poisons/dots is the biggest priority. This would fix 2 ofthe problems. by making them affective we would be able to deal damage in combat AND heal. we hit the mob with a DOT and then concentrate on healing till time to hit it withanother one. if it was up to me i would move all the poisons down one. damage for b becomes a, c becomes b, and c becomes a more powerful then before, OR if thats to powerful make C do just a bit more than b and have it harder to resist.
after the poisons are fixed. my next priority is get the area stims working right. i dont think this is a huge priority do to in every other MMORG i have played in mass heals are allmost never used over single heals because rarely is everyone takeing damage at the same time and even rarer is everyone close enough to each other for them to be very effective. BUT, under the right conditions and preparation, they would be helpful, so this seems to me like it should be the next highest priority.
lastly i would like to see the medical use requirement of all the stims lowered abit. almost everything u can make WAY before u can use. atleast make it equal lvl to lvl. so when u have Medicine crafting 2. it requires medic support 2 and with some good experimentation and great crafting could be used at one level lower.
"Thats my 2 cents. let me know if i have change."
being able to heal and do specials is why to over powering..
unbalancing...
you talk about getting good damage in...
remember you're a support class, itsnot about getting damage in...its about what kind of damage you get in...
bleeds, warning shots, supression shot...its not about damage as a medic...
if you want damage and nothing but damage and be the main damage dealer, roll a TKA
Personally I find the tired old DoT thing kind of boring and unimaginative. I think I'd be more inspired if they did wounds instead of just direct damage. Biological warfare agentsare nasty. They're considerd weapons of mass destruction to be used as a means to end or prevent further armed conflict. Thereforeshouldn't be used casually.
If the CM DoTs did direct wound damage then I'd be fine with the measly amount of damage per tick because it'd be non-battle treatable damage that would eventuallyrender the opposition ineffctive, and force thebadly afflicted targets to retreat to a rear positionfor wound treatment. Or, soften up a PvE target up enough over a given amount of time.
Then perhaps give doctors (not CMs) abilities to cure diseases and poisons similar to how /firstaid is used to stop bleeding.
on second thought.. perhaps just doctor ability to /curedisease, and have antidotes for poisons freely craftable by medical personnel, and usable by anyone.
By doing this you'd further differentiate (sp?
) between a poison (nasty wound creating DoT, but healable anytime anywhere as long as you have an antidote), and a disease (really nasty wound creating DoT only cureable by a doctor with sufficient ability. Although any medical type person can treat the wounds, your character will still bleed wounds until cured).
and oh hell! While we're at it, why not give the diseases specific and cool names like cyanide, ebola or herpes? And give the particularly nasty one pulsing status effects like dizzy, stun or blind?
Also, maybe give doctors a vaccination line of skills against the nasty biowarfare diseases. Allow them to craft vaccination meds that give patients % bonuses (based on vaccination quality) to resist certain diseases.
last post on this one i promise. i will shut up now ![]()
uh ummm..disease do wounds already...
dot do damage...
so i dont seethe point in make dots do wounds
if diseases already do it
Sorry if this seems abrupt, but I am new to the game of being a medic.
Now, I hear a lot of talk about things being delayed 4-6 seconds, of heals not being put in the que, etc. Now, I've practiced with this a little bit. They are put into the que, just not visibly.
For example, I was fighting some Pirates on Talus. I hit Body shot twice... Then I got hit pretty hard, hit my heal button, and hit body shot 2 more times. I noticed that the heal did not take effect until after the second body shot, but of course it went before the third one. It's not so much delayed as put into the que. This is why you can never heal as you are shooting, just right before or right after. I am sure this is obvious to everyone. They do not need to put it in the que. It would just be a bonus if they made is visible, like they do with traps, etc.
Also, the assist is one of amedics greatest weapons, many though he may have. The Combat Medic is not about damage. As was said before, he is about support. Assist is a way he can get in the fight, but not be worried about the pressures of letting his pals get wasted. It lets you add a little peppering to the enemy. You are not meant to stand toe to toe with that Master Pistoleer. You are not meant to Stand toe to toe with that Master Brawler. You are meant to dodge through the blaster bolts and save a dying man. Now, I am not saying this is the role of every combat medic, but it is how it was designed. Take a look at how combat medics worked versus doctors in many wars. The doctors were able tot ake their time. Medics rushed in under the bullets, pulled the man out, patched him up how they could, and sent him to a doctor if he needed it. Think in those terms, and you might have a stronger feeling that Combat Medic works like it should.
I hear people complain that poisons do not do enough. They do less than the average CDEF. So does Bleeding. But Bleeding takes effect over time, so you can also use your gun. Yes, the bleeding is not as powerful, but it works. Same with poisons. It is not the heavy hitter, so much as it is an additional assist to help bring an enemy to it's knees. Yes, the poisons and diseases might be a bit fuddled, or even broken...But every little bit helps at times.
Just my 2 cents. Thank you for your time