Combat Medic Archive
Thread: CM's and CU: Some Info
TyfoE
Fri Apr 01, 2005 2:52 am
#14
Our new Pistol: http://www.imagedump.com/index.cgi?pick=get&tp=228392
Guess I may be going Combat Medic/Smuggler.
Guess I may be going Combat Medic/Smuggler.
Mild-Breeze-Trooper
Fri Apr 01, 2005 4:47 am
#15
So now Combat Medics are the guys who use pistols?
No more Rifleman/CM or Carbineer/CM? (Unless you want to wast skill points)
Hmm... can't say I'm overly excited.
But I'll keep quiet untill I've grinded CM on TC.
No more Rifleman/CM or Carbineer/CM? (Unless you want to wast skill points)
Hmm... can't say I'm overly excited.
But I'll keep quiet untill I've grinded CM on TC.
Matsai
Fri Apr 01, 2005 5:03 am
#16
That is just silly... there is no way we should be pigeonholed into a specific weapon type. The whole point of this game was the FREEDOM we had, which is growing less and less. 
TyfoE
Fri Apr 01, 2005 5:54 am
#17
If you want to be a Smuggler/CM, the currently (Pistols 4, Ranged Healing) is the best. If you want to be any other ranged profession, Ranged Support, Ranged Healing is the best and IMO most apppropiate.
MataHairy
Fri Apr 01, 2005 5:57 am
#18
I wont be able to get on to TC until late tonight. Can anyone share crafting info?
vortexala
Fri Apr 01, 2005 6:58 am
#19
MataHairy wrote:
I wont be able to get on to TC until late tonight. Can anyone share crafting info?
There is no crafting in CM that I saw. All of it is in BE from what little time I had to look at the skill trees. Hopefully the frogs will get turned on for resources so that we can grind out a few boxes and see what's what.
Oh, and MJ, I care! And thanks for posting that 
gamin
Fri Apr 01, 2005 7:26 am
#20
Grayhorn wrote:
MaraJade12, no one cares.
I care also, good post MaraJade12
The point is there are educated people playing SWG, alot of Docs, Medics, people going to school..teachers.. ect ect ect..and the devs have turned this into a saturday morning cartoon show that is insulting and just plain annoying (couldn't stand to be on TC anymore and had to leave)...they could have put a little more thought and respect into comeing up with some of this stuff...I can only imagine the brainstorming sessions they had to come up with some of those names ![]()
Happymob
Fri Apr 01, 2005 7:43 am
#21
One ofmy goals tonight is to grind org chem 4. The only schematic at novice medic is "Instant Stim-A", which is fairly comparable to Stim-As, except it's usable by anyone, and has optional LS and BEC subs, so you can presumably get them up in power a bit.
MataHairy wrote:
I wont be able to get on to TC until late tonight. Can anyone share crafting info?
Mild-Breeze-Trooper
Fri Apr 01, 2005 7:46 am
#22
I'll be excited to see if we actually need to consume (or equip) anything to use the basic specials (all I could see was enhancers for using the advanced, but I was short on time and had much to check) or if the devs just settled for the obvious and made a animation where laser beams shoot out of our eyes and/or butts.
Mustelafuro
Fri Apr 01, 2005 8:10 am
#23
Guys quit worrying about silly names and chemistry lessons. It looks and sounds kinda cool. Lets leave it at that....lol
Stick to whats important, the loss of area attacks really hurts. IF....and thats a big IF, our poisons retain much of their current strength and range it should still be ok. The addition of a fire attack is very nice. With some defenses we should be able to stay in the fight long enough to hit everyone up anyway. Slowing people down and hitting their resists is going to be great.
Pistols makes perfect sense, medics on the battlefield don't need big weapons, they are healing people. But a pistol is easy to carry and whip out in a tough spot.
I get the feeling everyone is going to concentrate on what they see as negatives. From a tactical fighting point of view, I can see where the cm is going to provide great group support. With the crew I pvp with, I can tell already we can more than make these changes work. Sure we have to wait to see exactly what we get and learn how to use it.
For the record, what I've seen so far is better then I expected. I can make this work to my advantage.
TheBlacknight15
Fri Apr 01, 2005 8:32 am
#24
Mustelafuro wrote:Guys quit worrying about silly names and chemistry lessons. It looks and sounds kinda cool. Lets leave it at that....lolStick to whats important, the loss of area attacks really hurts. IF....and thats a big IF, our poisons retain much of their current strength and range it should still be ok. The addition of a fire attack is very nice. With some defenses we should be able to stay in the fight long enough to hit everyone up anyway. Slowing people down and hitting their resists is going to be great.Pistols makes perfect sense, medics on the battlefield don't need big weapons, they are healing people. But a pistol is easy to carry and whip out in a tough spot.I get the feeling everyone is going to concentrate on what they see as negatives. From a tactical fighting point of view, I can see where the cm is going to provide great group support. With the crew I pvp with, I can tell already we can more than make these changes work. Sure we have to wait to see exactly what we get and learn how to use it.For the record, what I've seen so far is better then I expected. I can make this work to my advantage.
I have to worry about the silly names before they start calling things "Toe Crunch" or "Saliva Disruption".... The new Thyroid stuff sounds retarted... How about "Kidney Infection" instead or something.
Also, I am concerned w/ the Pistol 4 requirement. I do not want to be locked into a pistoleer template. They should let us use ranged support, and then we can choose either carbine, pistol, or rifleman. Anyway, Carbine would make more sense for CM since it is a crowd control weapon. No one uses a pistol in real war.
Message Edited by TheBlacknight15 on 04-01-2005 10:33 AM
Shakes
Fri Apr 01, 2005 8:34 am
#25
TheBlacknight15 wrote:
Mustelafuro wrote:
Guys quit worrying about silly names and chemistry lessons. It looks and sounds kinda cool. Lets leave it at that....lol
Stick to whats important, the loss of area attacks really hurts. IF....and thats a big IF, our poisons retain much of their current strength and range it should still be ok. The addition of a fire attack is very nice. With some defenses we should be able to stay in the fight long enough to hit everyone up anyway. Slowing people down and hitting their resists is going to be great.
Pistols makes perfect sense, medics on the battlefield don't need big weapons, they are healing people. But a pistol is easy to carry and whip out in a tough spot.
I get the feeling everyone is going to concentrate on what they see as negatives. From a tactical fighting point of view, I can see where the cm is going to provide great group support. With the crew I pvp with, I can tell already we can more than make these changes work. Sure we have to wait to see exactly what we get and learn how to use it.
For the record, what I've seen so far is better then I expected. I can make this work to my advantage.
I have to worry about the silly names before they start calling things "Toe Crunch" or "Saliva Disruption".... The new Thyroid stuff sounds retarted. (retarded - ironic huh?).. How about "Kidney Infection" instead or something.
Also, I am concerned w/ the Pistol 4 requirement. I do not want to be locked into a pistoleer template. They should let use use ranged support, and then we can choose either carbine, pistol, or rifleman.
MataHairy
Fri Apr 01, 2005 8:34 am
#26
Happymob wrote:
One ofmy goals tonight is to grind org chem 4. The only schematic at novice medic is "Instant Stim-A", which is fairly comparable to Stim-As, except it's usable by anyone, and has optional LS and BEC subs, so you can presumably get them up in power a bit.
MataHairy wrote:
I wont be able to get on to TC until late tonight. Can anyone share crafting info?
Are CM meds and Doc meds in the same crafting line in BE?