Combat Medic Archive
Thread: This is the WORST Profession forum EVER, please this should NEVER happen. read
Master Teras Kasi :
Combat Equillibrium +55
Defense Vs. Dizzy +5
Defense vs. Posture Change +30
Ranged Defense +45
Defensive Acuity +81
Defense vs. Blind +10
Defense vs. Knockdown +20
Defense vs. Stun +15
Melee Defense +57
Master Commando:
Alertness +10
Ranged Defense +22
Defense vs. Knockdown +5
Melee Defense +9
Now, which one has crappy defense again?
Combat Equilibrium +55
Defense vs Blind +10
Defense vs Dizzy +5
Defense vs Knockdown +20
Defense vs Posture Change +30
Defense vs Stun +15
Meditate +100
Melee Defense +57
Ranged Defense +45
Taunt +10
Unarmed Accuracy +205
Unarmed Damage +245
Unarmed Speed +115
Unarmed Toughness +57 ----------------- forgot that one
Unarmed Center of being duration +30
Defense Acuity +81
Unarmed Center of being efficacy +90 ------------------- and 99% of people don't use that one either
Melee Damage Mitigation +3 ------------- huge difference
Master Commando
Alertness +10
Carbine Accuracy +60
Carbine Speed +30
Defense vs Knockdown +5
Flamethrower Accuracy +80
Flamethrower Speed +45
General Ranged Aiming +30
Heavy Acid Beam Accuracy +30
Heavy Acid Beam Speed +30
Heavy Acid Rifle Accuracy +80
Heavy Acid Rifle Speed +45
Heavy Lighting Beam Accuracy +30
Heavy Lightning Beam Speed +30
Heavy Particle Beam Accuracy +40
Heavy Particle Beam Speed +50
Heavy Rocket Launcher Accuracy +50
Heavy Rocket Launcher Speed +40
Melee Defense +9 ------------ /agree this one sucks
Pistol Accuracy +60
Pistol Speed +30
Ranged Defense +22 -------------- here you go
Rifle Accuracy +60
Rifle Speed +30
Taunt +10
Thrown Weapon Accuracy +55
Thrown Weapon Speed +40
Unarmed Accuracy +50
Unarmed Damage +45
Unarmed Speed +25
Unarmed Toughness +20 -------- oh ! what's that ?
Rifle Concealment Chance +20
Unarmed Center of being duration +13
Unarmed Center of being efficacy +45 ------- but no one use that one !
Ranged Mitigation +3 ----------------- oh ! another one here !
Master Combat Medic
Alertness +10 ---- yeepeeee ! +10
Carbine Accuracy +10
Carbine Speed +5
Combat Medic Effectiveness +90
Combat Medicine Assembly +100
Combat Medicine Experiment +60
Combat Medicine Experimentation +40
Combat Medicine Use +100
General Ranged Aiming +30
Healing Range +100
Injury Treatment +100
Injury Treatment Speed +75
Medical Foraging +100
Medicine Assembly +50
Medicine Experimentation +50
Medicine Use +50
Melee Defense +2 ----------- yay !
Pistol Accuracy +10
Pistol Speed +5
Ranged Defense +6 ---------- w00t !
Ranged Injury Treatment Speed +100
Rifle Accuracy +10
Rifle Speed +5
Terrain Negotiation +50
Wound Treatment +5
now with complete stats find the lowest defense .... "uber" you said ? overpowered ? where ?
TKM Center of Being is broken. Either the Center of Being, or the Defensive Acuity which it is supposed to trigger does not work.
YamadaMan wrote:
TKM
Unarmed Center of being efficacy +90 ------------------- and 99% of people don't use that one either
and sorry, I use CoB as fencer 100% of the time, didn't know TKA's one was broken
Here's just a tought, bear with me on this. I'm definately a nOOb, but I was sittin here reading all this as I have for the last week, and a thought came to mind. Since I hear many people talk about CM and the range thing and how they should not be able to "throw" as far as someone who shoots. Anyway what I was thinkin is maybe when they made the game they were thinkin that the CM would be using some type of projectile weapon. Since RL is brought up quite a bit in these posts, let me say this" No one in there right mind is gonna be actually throwing something like this at someone, one would use a grenade launcher or something similar to that to deliver this type of material (unless you are a terrorist and enjoy takin yourself and your friends out with you.)
I personally think that Devs should come up with a weapon to deliver this stuff at a distance and make some type of penalty for hitting target within certain range. ex poison or disease self and those around you.
Anyway just an idea
I had to give you five stars on that one. It was a well thought out post.
What I like the most is that you wrote it so the stupid leet dewds can understand!! I think the rest of us should do the same thing.
YamadaMan:
You are so absolutely on target, it is frightening.
Oh, the indignity of a l337 d00d being pwned by...a carebear!
Which is absolutely the worst thing that can ever happen to one of these people.
SioBabble wrote:
YamadaMan:
You are so absolutely on target, it is frightening.
Oh, the indignity of a l337 d00d being pwned by...a carebear!
Which is absolutely the worst thing that can ever happen to one of these people.
aha! so if i surround my posts and this board with hearts, will the nerf-herders go away? ![]()
*passes the tray of chocolate chip cookies around*
TKM
Combat Equilibrium +55
Defense vs Blind +10
Defense vs Dizzy +5
Defense vs Knockdown +20
Defense vs Posture Change +30
Defense vs Stun +15
Meditate +100
Melee Defense +57
Ranged Defense +45
Taunt +10
Unarmed Accuracy +205
Unarmed Damage +245
Unarmed Speed +115
Unarmed Toughness +57 ----------------- forgot that one
Unarmed Center of being duration +30
Defense Acuity +81
Unarmed Center of being efficacy +90 ------------------- and 99% of people don't use that one either
Melee Damage Mitigation +3 ------------- huge difference
Yes, I forgot the Unarmed Toughness. Since TKM generally go Unarmed, they gain that much more defense again. CoB - broken as someone said. Melee Damage Mitigation +3, another big one I left out. More for the TKM.
Master Commando
Alertness +10
Carbine Accuracy +60
Carbine Speed +30
Defense vs Knockdown +5
Flamethrower Accuracy +80
Flamethrower Speed +45
General Ranged Aiming +30
Heavy Acid Beam Accuracy +30
Heavy Acid Beam Speed +30
Heavy Acid Rifle Accuracy +80
Heavy Acid Rifle Speed +45
Heavy Lighting Beam Accuracy +30
Heavy Lightning Beam Speed +30
Heavy Particle Beam Accuracy +40
Heavy Particle Beam Speed +50
Heavy Rocket Launcher Accuracy +50
Heavy Rocket Launcher Speed +40
Melee Defense +9 ------------ /agree this one sucks
Pistol Accuracy +60
Pistol Speed +30
Ranged Defense +22 -------------- here you go
Rifle Accuracy +60
Rifle Speed +30
Taunt +10
Thrown Weapon Accuracy +55
Thrown Weapon Speed +40
Unarmed Accuracy +50
Unarmed Damage +45
Unarmed Speed +25
Unarmed Toughness +20 -------- oh ! what's that ?
Rifle Concealment Chance +20
Unarmed Center of being duration +13
Unarmed Center of being efficacy +45 ------- but no one use that one !
Ranged Mitigation +3 ----------------- oh ! another one here !
Ranged Defense +22 - Not something to get excited about. Unarmed Toughness +20 - I beleive it only works when you fight Unarmed. Commando's are not Teras Kasi. We use guns. Ranged Mitigation +3 - Another one I left out. Good, but I'd rather have Melee.
Master Combat Medic
Alertness +10 ---- yeepeeee ! +10
Carbine Accuracy +10
Carbine Speed +5
Combat Medic Effectiveness +90
Combat Medicine Assembly +100
Combat Medicine Experiment +60
Combat Medicine Experimentation +40
Combat Medicine Use +100
General Ranged Aiming +30
Healing Range +100
Injury Treatment +100
Injury Treatment Speed +75
Medical Foraging +100
Medicine Assembly +50
Medicine Experimentation +50
Medicine Use +50
Melee Defense +2 ----------- yay !
Pistol Accuracy +10
Pistol Speed +5
Ranged Defense +6 ---------- w00t !
Ranged Injury Treatment Speed +100
Rifle Accuracy +10
Rifle Speed +5
Terrain Negotiation +50
Wound Treatment +5
YamadaMan wrote:
now let's just write a thing that EVERYONE who is familiar with PvP in SWG know: Having a single elite combat profession, even the "uber" one, is just useless, take TKM or rifleman alone if you don't believe me, and then go PvP. you'll just get OWNED by any good PvPer around, that's a known fact.
You're wrong here man. There's a couple combat professions that arn't broken anymore, namely the two you just mentioned, and I see them do well in pvp all the time without dabbling in other combat professions.