Combat Medic Archive
Thread: General suggested changes
I am not one to cry nerf unless its blatently needed. However there are some changes needed that affect our class. Here are some of my suggestions
Doctor/Smuggler Buffs. They should be able to buff the mind and in addition that should affect giving the user a better resist rate to poisons/diseases. I personally have yet to see conclusive evidence that our poisons should be nerfed, however this suggested change would offer people a better opportunity to defend against our poisons while adding more versitility to doctors/smugglers.
Smelling Salts. Master medics should be given a smelling salt stim which can be used to heal x amount of mind damage when used on an incapped target. This would give people a chance to heal someones mind pool only under certain situations as to not be exploited. Possible CM ranged Smelling Salt as well.
Equalibrium Buff. Doctors could make a buff which allow players to have some resitance to knockdowns dizzy etc.
Armor adjustments vs Dots in general. Armor should play some role in defending against fire/acid/poison dots. Helmets that are enclosed should offer someone a better resist rate vs poison. Armor in general should offer better resistance to fire dots acid dots etc.
CMs should be able to craft equal quality medical parts as a doctor.
Duration of diseases/poisons. These need to be tick based not time based. 9-16 min is completely wacked. Poison/Disease Single should be something like 20 ticks (example only) and AoE Poison/Disease should be 10 ticks (again example) and something that could be adjusted in experimentation.
Diseases need to be more viable in both PvE and PvP.
Anyways these are just some realistic suggestions and I look forward to feedback and other suggestions as well ![]()
i'd rather see Chef buffs getting more usefull (i.e. mainly longer duration)
there are a lot of foods/drinks that buff mind.
i like the smelling salt idea.
i had an idea while my power was out all night... i was thinking about poison... and in real life, in order for poison to workit must first enter your blood stream and go to your vital parts of your body.. this takes a while to do so...
So keep the damage... keep the no line of sight... keep the horrible resists... keep the area of effect that has no area andtidote... just remove the initial damage that poison inflicts instantly when applied.
it my personal belief that there should be no single class that cannot be countered. 1 doctorSHOULD be able to counter 1 combat medic. and even if a doctorappliedan area of effect cure immediately... the combat medic could simply throw another poison and finish them off.
i realize nerve gas is extremely deadly and very quick.. but any poison needs to go through your blood stream before it starts killing you.i know Marines are exposed to nerve gas in training... but they hold their breath, "dawn and clear" a gas maskand no one dies... we dont have gas masks... but we do have doctors.. make them useful in this situation please
any thoughts on this?
i just wanted to add that i agree with a few of my friends that combat medics should be one of the top 3 classes in combat... but as of now they are simply owning everyone there is a little that even a doc can do. I dont want to seem them become useless, but the playing field needs to be leveled.
and about doc's getting a mind buff.... go see an dancer/musician... that is their field of expertise.. i dont think their buffs are nearly as strong as a docs... but it is something.
and for the combat medics telling people to go get buffs before you fight a combat medic with poison.... buffs are something everyone can get.. if the combat medic has buffs too, then the playing field is still unbalanced
there is no initial damage on poison/disease
SWeaTiNGBuLLeTZ wrote:
So keep the damage... keep the no line of sight... keep the horrible resists... keep the area of effect that has no area andtidote... just remove the initial damage that poison inflicts instantly when applied.
Marines aren't exposed to nerve gas in training. The government would have a conitption fit if that were true. Too much chance for accidental exposure.
THey are exposed to tear gas, as are most every other member of the other armed forces in basic training to learn the proper use of a gas mask.
As of the pints. It's a game that has game implications and that also takes place in a "galaxy far, far way" that has no real basis on our real world physics. Tho says these "poisons" are actually a gas at all? It could be a cloud of intelligent Nano-bots (who else can we toss a poisons an only hit the "enemy"?) Or maybe it's a "poison ray" or any other number of thngs. I wouldn't consider the real world effects of gas and physics to really play much of a part in what happens the the Star Wars universe. It just doesn't apply.
Zarlor these are Chemical Grenades that CMs use. Thats per a few dev quotes that I dont have the time to look up.
as far as how long poisons and chemical warfare weapons take... Mustard gas will cause immediate lung bleeding if inhaled. VX Gas Immediately begins to affect your nervous system. Certain Poisons from snakes and frogs will cause immediate anaphalactic shock. One Rad burst from a Tactical nuke that does not instantly kill you will instantly show its effects.
Before I joined the Marine Corps in 90 I was a researve combat medic 91A in the Army from 86-90 and you would not believe the crazy things NBC Techs play with. However we in the military all were equiped with MOPP Gear as well as Atropene to combat these things. Which is where some of my thoughts came from when listing these suggestions.
ST Armor as described by LA is air tight and self sustained full armor. Only when not using an ST armor equiper (I dont remember the name) does it not seal tight. I imagine some of the other armor (IE Composite)is similar.
I'm just saying that "gas" could be defined in many ways in the Star Wars Universe. You could consider it a gas of nanobots, if you wanted. It could simply be an SWG colloquialism. What is is is rather irrelavent though, IMHO, it's the game effects and balancing that are important.
That's not to say I disagree with anything in your suggestions, BTW. They sound fairly good to me. But what do I know, I'm primarily a Doc. ![]()