Combat Medic Archive

Thread: Putting the combat back into combat medic-suggestions for CM support line (LONG)

Elenora
Tue Jul 29, 2003 9:53 am
#1

I apologize for the extreme length of this post and thank you for taking time to read this.


Ok, granted there is a lot of combat already put into a combat medic from the ranged support line...great support moves in that tree....


But lets face it the CM support tree is a joke all it conveys is some CM med use...no defenses to ranged/melee attacks or bonuses to ranged skills and no special moves...


The description of this skill is something like help the medic get to the injured faster...now why in the heck does that matter when we have ranged stims anyways and the whole purpose of ranged stims is that we dont have to get close?!


So basically we have a pretty much useless tree in our profession...big surprise no?!


Here are some suggestions to enhance that line and put the combat in combat medic...


I propose 2 special moves be added to the support


Support 2 - CM would get a attack delay special move like the smuggler's panic shot. It would be single target with no damage modifiers and hit a random pool. It would effectively delay the attack of the target. This would be a good move for a number of reason. Dot's take time to tick away. This move would buy time for dots to take effect. It wouldnt take away anything from the smugglers since their panic shot has damage mods and cone effect.Call it something like coverfire with the concept that the CM basically pinning a target down preventing the target from shooting back. Slightly different from suppression shot (ranged support 4 special) which is a posture down attack.


Support 4 - CM gets a pointblank range single target knockdown. No damage modifier, no penalty for pointblank range (under 8m), major penalties at range.Hits random pool.This move would allow a CM to effectively disengage combat from a target. Since the range would be pointblank, this would prevent CMs from abusing it as a tool to knock down people at long range and kite. This would mostly be for finding a way to put distance between you and a melee target. CMs should be able to have something to help disengage from combat. After all, the CM is best as trying to stay alive while buying time to heal his teammates. This would also be an effective way to buy time for our dots to work as well. Dots should be the main weapon of a CM.


These specials are admitted powerful and should also bear heavy HAM costs especially mind costs.


Furthermore, I would like to see some bonuses added to the support line for combats. Such as melee/ranged defense, defense against posture change down (this is huge since we cannot heal prone), defense against knockdown(against since we cannot heal prone), ranged accuracy and ranged speed. These would be granted at various levels with the posture change defenses added at master CM level. Additionally, terrain negotiation is meaningless in the CM line since CMs heal at range. This should be removed at master medic and replaced with the changes proposed above. These new bonuses would enhance the combat nature of a CM providing them with better tools in which to become more effective support combatants.


Now many of you will say that's making the CM class too powerful. I disagree. Compare our skills to those of the other hybrids. Every other hybrid outside of Bio-Engineer, who doesnteven need to master any marksman tree to become a BE, has at least one combat line that grants special moves and combat bonuses. I don't think its unfair that we should get some as well.There is also the fact that since using specials prevents us from using heals, that this alone would make it a fair trade off. We either support with heals or with our combat abilities.


Many people will say its not fair to the doctors. Firstof all in response to thatI would say, actually it is fair,consideringdoctors will have an additional 29 points from notneeding master ranged support, those points can be used else where forotherthings. As it is now, we are seeing little return combat wise on 29skill points invested into a combat tree. Furthermore, doctors get 2 /commands in their speed line (/curepoison and /curedisease) while we get nothing from our speed line. In fact doctors get 4 /commands on their way to master (2 cures, buff and revive). CMs only get 2 /command (/apply poison, /apply disease) in actuality 3 /command if you include the fact we can use ranged stims. Thus adding 2 new moves to the our class would not be unfair to other classes.


In conclusion, I do not think any of my suggestions would violate the idea that the CM is a support class. All these abilities are for the most part support type abilities that would help the performance of the group vastly. I do not ask for increased damage moves or stat moves or even a overpowering knockdown. I have always believed that for CMs its not about how much damage you inflict, but what type of damage you inflict and what effect it has.


Again I thank those who have read this verbose proposal and apologize again for the length. But I think this is an area that many people feel could be dramatically improved in the CM. I look forward to hearing the reactions of my fellow players.




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Nohup1
Tue Jul 29, 2003 10:11 am
#2

I like the 2 combat moves, they're purely defensive, and I can't see anyone pwning the battlfield with a point-blank knockdown.

Maybe the ranged (attack-speed-debuf) one could just be a short duration stun. That would be easier for the devs to implement.

I'm not sure if the plusses we get to terrain negotiation even work right now. I've never seen any difference.

These ideas look like they'd help the CM's out a little. I'm all for that.

If they'd fix our reliance on taking the artisan survey tree, maybe we could take a little more weapon-skill and make this a moot point.

But for now these sound like fantastic ideas.
MichaelF77
Tue Jul 29, 2003 11:56 am
#3

I like the move proposed for Support 4 - great utility.



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
Nohup1
Tue Jul 29, 2003 1:06 pm
#4

Ethertap; I believe their knockdown move does a large degree of damage. Ours wouldn't hurt, just give us a chance to run.
Elenora
Tue Jul 29, 2003 1:08 pm
#5

pistoleers KD is gonna be nerfed with the rest of the KD moves...


pistoleers KD move gets uber damage mutlipliers on the move...


Pistoleers KD has a relatively minor HAM cost...


pistoleers are also an elite class...we are a hybrid last time i check was easier to be a pistoleer than a CM so why dont we get love...


the KD issue is bigger than just pistoleers...its chain KD thats the problem and that needs to be fixed...underhandshot, TKA KD, pistoleer KD....its all a problem...once KD is put on a timer things will be better




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
R3dj4ck
Wed Jul 30, 2003 12:28 am
#6

Great ideas Elenora.



Ooooo maybe the animation for the pointblank knockdown could be your character smacking the target with the butt of your weapon, or elbow for you pistol/melee types.



I can't stress enough how badly I want to do that in game when things get in my face (halo reflexes rears it's ugly head).

EtherTap
Wed Jul 30, 2003 12:59 am
#7

pistoleers have a point blank KD move, and its rediculous. A pistoleer will own a melee guy just by knockdown alone, they dont even have to kite. KD would be to strong.



Now with Signature!
Elenora
Thu Jul 31, 2003 3:56 pm
#8

bump since the "where the combat in combat medic" thread is heating up again



--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
R3dj4ck
Thu Jul 31, 2003 5:29 pm
#9

bump for a combat medic "judo chop"!!

Shuey
Thu Jul 31, 2003 5:56 pm
#10

I would love to see them fix the terrain negotiation bug. I know it says in CM support tree that it is designed to help get tot he patient faster but I am mastered and I get no terrain negotiation bonus.





Murashu
Elenora
Fri Aug 01, 2003 9:41 am
#11

supposedly its in just not very noticable..try running up a hill next to a non-terrain negotiation player...u might see a difference...any major prob not...



--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Chianna
Fri Aug 01, 2003 2:15 pm
#12

/bump


As a CM I want to be able to inflict some damage in battle. I became a CM because I "foolishly"thought wow that sounds hard to get with interesting offensive skills. Instead, I ended up being some quasi-medic/Doctor with the abiltiy to range heal. I can name other classes which are much easier to get, are not hybrid andhave more powerful skills than us. Furthermore, the class is called COMBAT medic, which appears to indicate thatCM were meant to be somewhat deadly in combat as well as have the ability to heal the wounded in battle.



At this point, CMs might as well be Marksman/Doctor. *shrugs*


Sorry just frustrated.






Chianna Sora'Aruku
.......::::Unknown Rank in the Imperial Army ::::.......
| MCM | MBH | Pistoleer

Saphynne Sora'Aruku
.......:::: TKM | Doc | Swd ::::.......
none-1
Fri Aug 01, 2003 4:25 pm
#13

ok. i guess it time to say the same stuff again as this keeps going on. elenora you say "pistoleers are also an elite class...we are a hybrid last time i check was easier to be a pistoleer than a CM so why dont we get love..."


how many times do i have to say this. you are not supposed to go just master medic and master combat medic. you still have enough points to master a marksman line also. combat medic is a hybrid class that allows for better combat abilites. those combat abilites are to be able to heal from afar and throw poisons which make themmore able for battle than doctors who have to be within 7 meters of their paitent to heal. you arent supposed to be a medic with thier only offensive being poisons, far from it. you have to get ranged weapon speciliast, which in order to do that you can get novice in one of the elite marksman classes such as pistoleer. take that as a freaking hint from swg that you are supposed to continue that elite class such as pistoleer to master. there you go. there is your combat part of combat medic. the combat medic profession itself i do not believe is supposed to have that much offensive moves and in its current state if they make everything work (such as poisons do more damage, maybe the terrain negotiation work better and what not) then it is fine the way it is. it is pretty much the same as doctor but allows them to be better in battle with their ranged heals and even threw us a bone with poisons to give cm an extra bit offense besides the elite marksman whatever such as pistoleer they should master.


let me adress that quote real quick. you said pistoleer is easier to get than cm. that is true if you count up to novice pistoleer. after novice pistoleer you should pretty much have novice combat medic, i know because i did, and mastering cm is a whole lot easier than mastering pistoleer by such a long shot.



you state "So basically we have a pretty much useless tree in our profession...big surprise no?!". i say no, our profession is just like doctor, only we get ranged stuff thus making us better for battle.


you also state "But lets face it the CM support tree is a joke all it conveys is some CM med use...no defenses to ranged/melee attacks or bonuses to ranged skills and no special moves...". I have looked at the pistoleer tree, and one whole part of it is skill modifiers to such things as posture change, knockdown shot, and whatever things like that and i ahve a fealing carbineer and rifle have simliar ones. if not, then maybe that is more aof a hint to be pistoleer with cm, makes sense to me because we have to be agile healing our freinds, so we should be that or carbineer, but really pistol fits best.


you then go on to suggest two things such as knockdown and delay to other people. that is all well and good but i dont see that those needed to be added and as you stated other professions already have them. why not have your friend be that profession and they use those shots for you. if you are fighting solo, then you are defeating what the makers of swg were going for and are probably going to get owned.


you also state "As it is now, we are seeing little return combat wise on 29skill points invested into a combat tree." i disagree. that line is pretty much the same as the "pistol special abilites" line in pistoleer. both use combat expierence points and give your combat part of your character little special things.


to summarrize all that i ahve stated. take the fact that you have to get ranged 4 and in that time can get novice in pistoleer/carbineer/rifleman. i sorta put two and two together and realized that maybe i was supposed to master that novice pistoleer i got right before getting ranged specialist. and well, what do you know, with master pistoleer i will be quite powerful offensively and will have master combat medic that will allow me to be effective defensively in battle as well.


really i gotta ask elenora, what are you doing with the rest of your skill points. because you keep saying that you have no attack, but if you went up one fo the elite marksman professions you should have plenty of fighting ability. if you decided to go bio engineer or master doctor than i can understand what you are complaining about. but you arent supposed to do that, it is obvious you arent.

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