Combat Medic Archive
Thread: Terrain Negotiation
Kirillian_NaJax wrote:
The trade-off is you need a doctor to make everything but the end product for you. :\
Work out a deal with your friendly neighborhood doctor. I know i haven't been running my factories 24/7 lately as much. I'm sure if you gave a doctor the resources you wanted him/her to use and some credits for making the schematic (more if you use their factories), it could be the start of a beautiful business relationship.
If they are combo MD/MCM like me, offer them some of the subcomponents =)
Sadly, it sucks. I'm now at a very difficult place with my character. I can keep scout/explore, or dump it and get artisan/Survey back (neither of which I actually have the points on,but I choose to be mediocre with a weapon if I absolutely must).
The problem being that CM-specific resources are unimportant to the "cash cowprofessions" in a miner's eyes, so I have to rely on one or two medic miners or rely on my already overloaded crafting buddies to look for me.
Master combat medic = + 10 terrain negotiation
Exploration I = + 20 terrain negatiation
My current templates allows for both Explore4 and survey4...
Master Medic, Master Combat Medic
Pistol 4, Ranged 4, Survey 4, Explore 4
Novice Pistoleer
3 points left over and more than enough xp to take any one of the tier 1 skills that are available to me...
"Maybe the devs are just dropping this issue in light of the vehicles and mounts"
I doubt the developers are dropping any issue... It simply isn't a very high priority.
Terrain Negotiation does actually work (Scouts do climb faster, and Rangers do crawl faster), as compared to other skills which don't work. ![]()
I'm sure we can push for improved usefulness with the skill, after wesee how vehicles and mounts pan out. ![]()
Now all a CM has to do is get scout with explore 1 and they will be moving as fast as a Master Scout or Ranger, even without ANY scout skills they will be moving pretty fast. If they want terrain negotiation they should have to pay for it in the scout line like everyone else. I know they had +10 at master before, that wasn't a bad bonus, but +40? When the running uphill caps at 50(0-50 is running up hills, 51-100 is crawling)? They can get 80% effectiveness running up hills without even taking novice scout?
Now what if the CM took novice scout and Explore 4, they would have 80 Terrain Negotiation...now they are almost as good as a Ranger. Ok I think I vented enough, now where is my +40 medicine use in the Wayfaring line?
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=10184
The part I am concerned about is in this section:
Current Fixes on TC
Required CRDM's for the ranged stim E changed from 13 to 3
Terrain Negotiation increased +10 for each level in the Combat Medic Support Line
Burst Run efficiency increased +10 at Master Combat Medic
So..... does that mean a Ranger/Combat medic can really run faaast? or does it top out?