Combat Medic Archive
Thread: Yay! Terrain negotiation! (Repost from SWG Discussion)
From Holo:
Healing tasks that aren’t making it in this update, but are on the list as high priorities:
· Look into making healing go into the combat queue 100%.
· Investigate /healmind within standard stimpack range and given the error "No Valid Medicine Found" when you have plenty of ranged stimpacks.
· Investigate making disease packs more useful.
· Investigate making /medicalforage more useful.
Medic/Doctor
· Add smarter find medicine code.
· Make disease packs instigate combat.
· There was a request to investigate /healmind within standard stimpack range giving the error "No Valid Medicine Found" when you have plenty of ranged stimpacks. This is fixed.
Combat Medic
Combat Medic is losing out in this update, I fear. The top thing that we see to do is to investigate making CM Support line more useful.
The manual mentions terrain negotiation. We’re adding some terrain negotiation and also burst run efficiency.
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Can't complain. Looks like good stuff to me.
Hmmm i'd say at least +30 in both. do +5 TN at supp 1 , +5 BR E at supp 2, +10 TN at supp3, +10 BR E at supp 4 and 15 TN and 15 BR E at master.
None at novice to keep dabblers from getting too much of an advatange.
TN = Terrain Negotiation BR E = burst run effeciency.
I am mixed on the idea that we should equal a master scout. We are a hybrid class that most likely won't be able to stack our bonus with scout so that isn't an issue. But then you take awayfrom one of scouts appeal by giving too much to us.But because we are ahybrid class, we should get high bonuses.
never understood why a class that heals at range and doenst need to be close to their patient even needs terrain negotiation...
id rather have more burst runs more often....
maybe increase the range of /dragincap for CMs in the support line? so rather than having to run to them its easier to bring them to us?
I want to be able to be reasonably decent at keeping up with the group I'm running with, without investing all those points in the scout line.
I don't have to be the fastest, I shouldn't rival a Master Scout, but I shouldn't be a drain, and I should be able to get to people I need to heal quickly.
Elenora wrote:
never understood why a class that heals at range and doenst need to be close to their patient even needs terrain negotiation...
How about because we still need to get TO the battle to get our ranged healing in. Being the slowest in the group sucks.
But then I'd love to see more things in the CM support like that reflect where we came from getting here such as an improved warning shot, zero damage knockdown, or even offensive/defensive bonuses. I'm pretty happy with CM. There are just a few professions we need to posses in order to do our job effectively right now. Scout with Explore 3 is one of them.
And something I forgot to mention -
Yay! /healmind! Even if it's just healing an incapped player into consciousness, I'd be happy.
I want to be able to be reasonably decent at keeping up with the group I'm running with, without investing all those points in the scout line.
I want that too, but really, itdoesn't make any more sense than giving ther same to Commando or even a Pistoleer without scouting skills. If you want to run faster, get scout, ir have a squad leader be the leader of your group. The terrain negotiation is certainlky useful, but by adding it to CM, you are effectively devaluing the scouting exploration line.
I wouldn't count anything on tha /healmind mention
I'm pretty sure that was a mistake and supposed to be /healdamage
If you look at it in context it means we shouldn't need to carry both regular stimpacks and ranged stimpacks. That they are gonna tweak the code and let us use those ranged stims within 7 m.
Pistoleer, commandos, carbineers, rifleman, doctors, smugglers, medics, brawlers, TKA, polearms, 1 and 2 H swords all need to get to battle too...
so whats ur point?
if anything we have an advantage over these classes becasue we have range...