Combat Medic Archive
Thread: Only CM/Doctor heal in battle! No more easy medic and stim Ds!
Jas, that doesnt prevent a medic from helping in the field. work the system like this: a party member opens up combat with a mob (little X next to their name). so long as he is in combat, he is only healable by novice doc/CM. once he/she peaces the mob, they can be healed by any medic. in the end it requires the group to play smarter in pve, and balances out PvP so that real damage can be assessed... if the BH that is spamming eyeshot on you has to stop his target to heal himself, he/she becomes as vulnerable as a pure medic. thats the way it should be. at the moment, anyone can jack themselves up full with novice medic. its too cheap of a power skillpoint wise
Also, how do you differentiate between the player who is a Novice Medic because he plans on being a Doc and/or Combat Medic and the player who picks up Novice Medic for solo-ability? The metrics to determine this would be near impossible to set up.
You penalize the whole Medic profession if you disallow field healing while engaged with a mob and place that at Novice Doctor/Combat Medic levels. Newbie groups would especially suffer here.
and peacing takes how long? 2 seconds if you're smart? as it is, a novice medic has to be close to heal anyways, so why not just be fighting alongside, your buddy peaces, and you go back to fighting. doesnt take long. anyway, my arguments were more geared towards the pvp system anyways. i re-thought them out and came up with a better pvp-only idea in a newer thread i just posted. i'd much rather see pvp limits to prevent dabbling in that sense.... go check that idea out and tell me if you think thats any good
stims should have certifications like weapons.
i know novice medics with 1-1-0-1 that can use stim C's and B's
for over 400 healing. whats the point of me advancing all the way
to master CM? so i can craft? right. its way easier to buy good stuff.
so i can make poisons? right. its way easier to pursue a combat
class that causes more damage.
why am i waisting all these points when i can do the same things as a novice medic?
I agree that Stim B's should require more than just novice medic. I also think that perhaps the addition of advanced components to Stim B's should raise the medical use requirement (which could then be experimented back down, using up points that could instead be raising charges and effectiveness.
One of the biggest problems, which I think Holo recently touched on, is that a character stat template that maximizes regen secondary stats is useless for the Health and Action pools (and is of diminished importance for mind as well) when one can have orders of magnitude better results by just healing themselves instead of regenning. How many battles have you been in that anyone's regen rate had made an impact that even approached that ofpool size and cost reduction stats?
The use of heals as a replacement for regen has marginalized a whole aspect of the stat system. All the talk about how to add in-battle mind heals could well result in every tweaked template minimalizing all regen stats with only a marginal cash drain as the tradeoff.
I personally wouldn't mind seeing an 80-90% reduction across the board for damage heals. At least then, Stim E's would be worth something and medical skills would be of more use.
On a slightly different note, more perks for master status in all professions would help to stem off the trend of players taking multiple profession trees to certain spots and getting the best of many worlds. I'd really like a serious reason to take Master Doc instead of just Master Wound Treatment for res, maybe Master Wound Treatment Speed for cures, and just enough Knowledge to be able to use the packs I buy from the "crafting docs". I want to have to make hard choices and have to sacrifice real advantages for not having mastered a profession to have the flexibility of having some doc, some combat medic, some surveying, some pistoleer, and some jedi ... I mean ... some scout ... yah, that's it ... scout.
There is no need to cert medpacks or stims. That's what the Med Use requirement is supposed to take care of...but in the case of the B-Level meds, the med use requirement is too low.
And the reason it's that way? Because the Med Use of 5 for B-Level meds is a hold-over from beta for when schematic revocation was placed upon the Medic Class. We would reach a level where we could use As but no longer make them, and make Bs but not able to use them. We were effectively gated. Instead of simply removing the schematic revocation, they instead changed the med-use requirement for the B-Level meds.
And THEN they removed the schematic revocation but didn't bother to return the B-Level meds to their proper med-use requirements.
I fully second the idea that THE way to fix it is to raise the medicine use requirement of stim Bs so that someone needs to purchase at least 2 skill boxes to use them.
Make it so the second skill lets you use Bs, the 4th lets you use Cs, and Master lets you use Ds.
That will at least up the cost of self-sufficience by another 20 pts since Bs is really all that someone will ever need to heal themselves.
Letting novices only use As is good, since no matter how good the doctor and his components, a Stim A will always have limited power.
But when you can make Bs with advanced CRDMs, BECs and LSs, we're already seeing 425 power Stim Bs, it's only a matter of time and resource shifts before we see 500 powerones (meaning an easy 500-1000 Health/Action per heal for even a novice). That's WAY too powerful for a novice medic, and in my opinion it completely invalidates all the rest of the 3 medical profession trees.
Going from Novice to Master medic is 61 points.
Add 6 pts for novice doctor and either 21 pts as a minimum to use enhance packs or 26 pts to use resurrect packs and you're paying 82/87 pts over novice just to enhance or resurrect, but can't heal a player any better.
Or, Add 6 pts for novice CM and you're paying 67 pts so you can heal others for the same amount from afar that they can heal themselves for.
Seems obvious Stim Bs is the problem.
Maybe while their at it they can fix Range Stim Bs as well. Can someone tell me that If I make:
Stim A needs a medicine use of 5 as a novice I get +5 medicine use OK
Stim B needs a medicine use of 5 with Pharm 1 I have a +10 total Why is B at 5 still?
Stim C needs a medicine use of 30 with Pharm 3 I have a +30 total OK
Range Stim A needs a Combat Medicine use of 5 as a novice I get +5 CM medicine ok
Range Stim B needs a Combat Medicine use of 25 with intermediate ranged support I have +20 total
Why do I have to have Advanced ranged support in order to use Ranged Stim Bs that i can make with Imtermediate combat crafting medicine? As a medic I didn't get Bs til Organtic Chem 2?
2nd) Healing speed - there should be SIGNIFICANT difference between a novice medic and a master medic at the healing speed, as it is .. the difference is very minor.
V. Wookiee Master Combat Medic/Rifleman