Combat Medic Archive
Thread: (vortexala/devs) Combat Medic Revamp proposal to bring some fun back into the profession
Quemine wrote:
Maybe CM's should be reduced to having onlyteargas and pepperspray.. *blinds opponent*
Some very nice ideas though, speed/accuracy decrease would be awesome to have. But what about PvE? Should we not be able to kill anything on our own?
i dont know why but htat just made me think of something. how about cm poison application can be done in two ways. one as a small range modifier as in the cm runs around with a mace can spraying poison or with the little syringe in close ranges (this would make the agressor ie the cm on the same grounds as the counter ie the doctor and his single shot cure packs) or implementing a type of bomb bot for cm for long range stuff. the bomb bot i guess, i dunno just an idea, could be a real life simulation of an artillary shell or an airplane spraying poison. that way it could run on a patrol setting spraying poison on its route around the battlefield. of course the poison bot would be similar to a bomb bot. not uber armor and not uber defenses and fairly easy to hit and take out. would haveing a droids ham and armor rating justify the 100 percent effectiveness? would an idea like this constitute keeping uber poisons in the game and still have game play fair?
when i was smuggler, i cant remember the last time a pve mob attacked my bomb bot when i had it chase a pve target then detonate it. a poison delivery bot would still allow a cm to have his or her arsenal for pve game play.
would this work? /shrug
Message Edited by superbike on 07-23-2004 10:39 AM
Chianti wrote:
I'll try and be brief and to the point, since nobody wants a novel.
Our profession is at heart a healing profession. We are a support class that is meant to ADD benefit to a group with our abilities and meds. Unfortunately, with the broken combat system, highly skilled crafters can create obnoxiously strong venom enhanced poisons that quite literally take the fun out of our profession.
Says who? Darn it Chianti you and the rest of the trollers keep saying we're a healing profession but we have NOTHING to heal other than /healmind. We have more schematics for poisoning and diseasing than we do medical schematics and yet you still want to ignore that? The devs have been asked over and over again and even in their vague answers it keeps pointing to the fact that we can do both. How can I heal anything if its not going to take enough damage to make it worth it to heal? Hell I did more healing in PvP when the turrets were firing 20shots in a second at one raid then I did in ALL of my SWG career as a Combat Medic and I've been nothing but a Combat Medic since Jan. Its funny how every MMORPG has a need for a dedicated healer in their groups (grouping is another big issue which doesn't happen) except SWG.
The idea of applying states has been posted and reposted several times over and frankly a number of us like the idea. Unfortunately we still have to address the poisons we have now and what they will be capable of AFTER innoculations and area cures are implemented. Completely revamping the profession is going to lead to one thing giving us something completely different with brand new bugs we have to figure out then pray get fixed by the slow moving devs and more griefing from players who can't deal with any sort of debilitation that they cant take care of by themselves. After we figure out where we stand is when we can start asking for new abilities or trading out others.
The point we are at is critical after the announcement that the combat revamp was being pushed back. Now after all of the negative response and account cancellation's we finally are getting that response and maybe just maybe some promised changes. Asking for a full profession revamp is waaaay off the chart here. Last thing we want to do is get stuck with a half fix, half add on, and full nerf.
Brainplay wrote:
Chianti wrote:
I'll try and be brief and to the point, since nobody wants a novel.
Our profession is at heart a healing profession. We are a support class that is meant to ADD benefit to a group with our abilities and meds. Unfortunately, with the broken combat system, highly skilled crafters can create obnoxiously strong venom enhanced poisons that quite literally take the fun out of our profession.
Says who? Darn it Chianti you and the rest of the trollers keep saying we're a healing profession but we have NOTHING to heal other than /healmind. We have more schematics for poisoning and diseasing than we do medical schematics and yet you still want to ignore that? The devs have been asked over and over again and even in their vague answers it keeps pointing to the fact that we can do both. How can I heal anything if its not going to take enough damage to make it worth it to heal? Hell I did more healing in PvP when the turrets were firing 20shots in a second at one raid then I did in ALL of my SWG career as a Combat Medic and I've been nothing but a Combat Medic since Jan. Its funny how every MMORPG has a need for a dedicated healer in their groups (grouping is another big issue which doesn't happen) except SWG.
The idea of applying states has been posted and reposted several times over and frankly a number of us like the idea. Unfortunately we still have to address the poisons we have now and what they will be capable of AFTER innoculations and area cures are implemented. Completely revamping the profession is going to lead to one thing giving us something completely different with brand new bugs we have to figure out then pray get fixed by the slow moving devs and more griefing from players who can't deal with any sort of debilitation that they cant take care of by themselves. After we figure out where we stand is when we can start asking for new abilities or trading out others.
The point we are at is critical after the announcement that the combat revamp was being pushed back. Now after all of the negative response and account cancellation's we finally are getting that response and maybe just maybe some promised changes. Asking for a full profession revamp is waaaay off the chart here. Last thing we want to do is get stuck with a half fix, half add on, and full nerf.
Quemine wrote:
Maybe CM's should be reduced to having onlyteargas and pepperspray.. *blinds opponent*
Some very nice ideas though, speed/accuracy decrease would be awesome to have. But what about PvE? Should we not be able to kill anything on our own?
can doctors kill things on their own? heh.
I dont think we were ever intended to be a combat profession. Just a profession that can supplement combat for our groups.
Message Edited by Matt090586 on 07-23-2004 12:16 AM
Matt090586 wrote:
In your revamp, would defensesaffect whether or not a poison/disease hits a target or not? Or do you still believe 100% accuracy is "fair"? I've never done CM, so I would like your take on this.
Other than that, you have a great idea. I would suggest a disease that keeps your food from digesting, that can be a killer during long raids.
no. The devs seem to be developing 'innoculations' to counter the 100% accuracy experienced now.
My system would still allow for 100% accuracy if you're not protected (innoculated). It might look like a little ball being thrown at you, but just think of it like a mist or vapor. You're going to breath it in either way. Unless you're immune, you're going to catch it.
but Chianti, i like what you're proposing here, would be great if the ppl in charge actually listened to their customers.