Combat Medic Archive
Thread: New CM ideas Defense
lol as a master chemist and a master Cm do you know how many schematics and types of resources I have to get?
unless state packs all require the same resources the dots do now i definately dont want anymore resource hunting...
I like the idea of defense modifiers, but not by crafting means - It already takes up a significant amount of a CMs time.
There already exists, in-game, defense modifiers (eg. defense vs. stun, defense vs. blind, defense vs. knockdown). Why not incorporate these modifiers into the skill tree as attributes learned - similar to other combat professions?
Just an idea that should be easy enough to implement/code since it exists in other professions. But, then again how difficult is it to change a '13' to '3'?
More thoughts along the defense line....
Is there a class that stuns? I know the jawas used an electrical (lightning) gun to incapacitate R2D2.
That might make an interesting ability, a stun gun that does electrical damamge, and stuns a character, or a masters Chain Stunner. Lighting bolts from character to character....Kind of sounds more like a lightning cannon that Bounty Hunters get?
Still, a stun would be a useful tool.
Kavedog,
These ideas have been waisting away in the double digit pages of the forum since we lost our correspondent. Please take a look and comment?
Hooster wrote:
Kavedog,
These ideas have been waisting away in the double digit pages of the forum since we lost our correspondent. Please take a look and comment.
Hooster,
Let's not confuse between 'needs' and 'wants'. Those idea may sound dandy, but they're 'wants', as oppse to the basic'needs' such as: Area Disease, Advanced Resilience, CM Experiementation and Non existing stats for resources but needed during component construction.
You have be realistic on what's fact and what's fantasy. The fact is, until we have those 'needs' addressed, our profession can not achieve it's potential.
Tsu
TsunamiKata wrote:
Hooster,
Let's not confuse between 'needs' and 'wants'. Those idea may sound dandy, but they're 'wants', as oppse to the basic'needs' such as: Area Disease, Advanced Resilience, CM Experiementation and Non existing stats for resources but needed during component construction.
You have be realistic on what's fact and what's fantasy. The fact is, until we have those 'needs' addressed, our profession can not achieve it's potential.
Tsu
It looks like the needs you are talking about are getting addressed in this patch, and the next (see Kavedawg's post). I agree, the needs have to be addressed first!
After our needs are met, and we look at where we stand in relation to our close cousins, the Doctors, we find many of the skills they have make them much more valuable to a group than a CM is. IMHO, this seems counter to what a Combat Medic should be. We should be the most valuable healing member in a combat group. We should be the ones that are the most adept at keeping a combat group functioning effectivly. And we are not if you measure our effectiveness as a relationship vs downtime.
Once our needs are met, and what is broken is fixed, we need to look beyond, and give the developers ideas to improve our class and make it more effective. That is what this post is about.
Hooster wrote:
It looks like the needs you are talking about are getting addressed in this patch, and the next (see Kavedawg's post). I agree, the needs have to be addressed first!
After our needs are met, and we look at where we stand in relation to our close cousins, the Doctors, we find many of the skills they have make them much more valuable to a group than a CM is. IMHO, this seems counter to what a Combat Medic should be. We should be the most valuable healing member in a combat group. We should be the ones that are the most adept at keeping a combat group functioning effectivly. And we are not if you measure our effectiveness as a relationship vs downtime.
Once our needs are met, and what is broken is fixed, we need to look beyond, and give the developers ideas to improve our class and make it more effective. That is what this post is about.
Hooster,
I believe, once our needs are addressed, which I don't believe those patches will include all of them. We'll be left alone for a while until all other classes' basic 'needs' are addressed as well.
I doubt they'll start implementingnew featuresuntil the basic fundemental flaws are addressed for every professions, elsewise, it will cause a disturbance within the force.
Tsu
I would trade disease for just about anything. Some of the first posters ideas are a little overpowered, but have some great merit at heart. If and when area diseases get fixed the nerf outcry will be louder than that of fire states.
I do agree with elonra on this. I don't really want to have to craft more items as it is.
I like your ideas!
However I dont want to make CM any more of a crafting profession than we already are! I escaped my Droid engineer/architect to do CM. Too much like a 2nd job. The new schematics should use already existing subcomonents or resources that we are already required to gather. Harvestermaintenanceis the deathblow for the crafting professions.
Need to add fire extinguishers to put out those commando flames (inert petrochemical, water, non ferrous metal and ferrous metal should be the prime incredients) think AFFF if you know what I mean. It could also double as a means to slow people down where it takes 4 times longer to perform an action than usual when you are coated with the foam.
Weland Combat Medic/Doctor/Carbinier - Theed, Naboo Tempest
Triston Saratoga Architect/Droid Engineer/Carbinier Kaadara, Naboo Eclipse
Fire extinguishers!
I like it! The only problem I see is all the new nerf calls. OMG! CMs can poison all of us, and neutralize the power of our commandos! They are GODS! NERF NERF.
Our guild is on Tattoine. I think there are 4 ponds on the entire planet. If a commando flames you, it's a long, long run to the nearest water! On our planet, there is no effective counter to the power of a Commando.
DroidRacer wrote:
There already exists, in-game, defense modifiers (eg. defense vs. stun, defense vs. blind, defense vs. knockdown). Why not incorporate these modifiers into the skill tree as attributes learned - similar to other combat professions?
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/agree