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.



:: Tasty Snack åIncorporated ::
Tyfo, 12-point Master Chef at Tyfo's
(3322 -5630, Danevang Mall, Corellia)
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.



Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
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.



Thaddeo Sharpe - Imperial Citizen of dubious nature
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.




:: Tasty Snack åIncorporated ::
Tyfo, 12-point Master Chef at Tyfo's
(3322 -5630, Danevang Mall, Corellia)
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?



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
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



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
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






TavinArmor
and -TV- Droids products of GaminInc., on Kettemoor,"to keep you safe"
- I support people addicted to swg [wp -4650,-5870 Wisdom Point, Talus]
Happymob
Fri Apr 01, 2005 7:43 am
#21






MataHairy wrote:

I wont be able to get on to TC until late tonight. Can anyone share crafting info?



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.



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


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.



Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
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....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... 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



Ritter Adelskap - Treue Fey'hade - Tienda Adelskap
[ Jedi - Spy - Merchant ]

Retired Elder Jedi
Beta 2 Tester

Emulators will win because they are developed out of love, not money.
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.








- I support your right to quit. If you don't like it, click CANCEL!



Rojit Albeis
Liason to the Galactic Empire
Sienar Fleet Systems - Naboo Office (4789, 6102) - Chimaera
MataHairy
Fri Apr 01, 2005 8:34 am
#26






Happymob wrote:





MataHairy wrote:

I wont be able to get on to TC until late tonight. Can anyone share crafting info?



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.





Are CM meds and Doc meds in the same crafting line in BE?



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
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