Combat Medic Archive
Thread: CU Development .... your thoughts as CMs
Page 2 of 2
miodac
Mon Mar 21, 2005 4:16 am
#14
I have a few CU related questions / thoughts
1) our beloved correspondent has indicated that SOE view CM as a combat profession. Does that mean that anyone
can reallocate their points into CM after the CU. This would majorly such given the time we have invested into getting
this profession.
2. My CM template involves TKA 4000 to make mind healing feasible. Any thoughts on whether this aspect of TKA
is going to hold after CU. That is will TKA 4000 still give the ability to heal wounds ...
3. CM is a profession that is incredibly easy to nerf, I mean just make one resource we need consistently bad quality
for a few months and we suck big time, same with removing spider poison. How will the devs ensure that we remain
balanced ? This I assume being the overall goal of the CU. What will happen to existing poisons / disease / ranged
healing packs.
miodac
Mon Mar 21, 2005 5:20 am
#15
I can see that major changes are in store. It makes me wonder if I should just put the crafting part of of CM on hold
for a few months. I am a new CM and am in the process of building up stocks of the vitals reactive gas, fungi, class 1
radioactive etc etc.
If this is all going to be nerfed / changed after the CU is their any point crafting ?
It seems all in all we have been left without much of a role after CU. This cannot really be true but I shall be suprised
I think by what they have planned as I cannot envisage what it will be.
Message Edited by miodac on 03-21-2005 04:25 AM
Telius
Mon Mar 21, 2005 5:25 am
#16
Brainplay wrote:
...Its the "anyone can use" stims that scare me.
I actually see the stims that anyone can use as a good thing. According to one of the correspondents in the (rather large) CU thread: They can only use the stims on themselves, they have a long cooldown time, and they're not as powerful as a medic's stims.
Good for emergencies. It will also encourage combat characters to drop Novice Medic, which will actually decrease their healing effectiveness. The new stims surely won't be able to keep up in high level encounters, which is what you need a good doctor or combat medic for.
Message Edited by Telius on 03-21-2005 05:35 AM
Mustelafuro
Mon Mar 21, 2005 8:31 am
#17
As a mcm/md, I'm hoping they will free up some sp's due to the doc crafting going away. And I am so glad I held off making any more mind stuff, went to only health lately. I still hope for some defenses, since they do consider us a combat class.
And guess we'll have to wait and see what direct cm hits we are going to take. At least I can keep my main as it is, and maybe add some stuff, looks like I'm going to have to regrind my poor alt tho....lol
I still say this is a good thing, it will at least even us out. I watched a defense stacker crush 3 decent pvp'ers last night using dot weapons and taking virtually no damage. That type of thing I will definitely not miss. And I am prepared for and not upset at all about us getting the possible nerf. When I can sit unbuffed and cycle from my base and drop 3 or 4 guys including a jedi, that is a bit much 
Page 2 of 2