Combat Medic Archive

Thread: Compiled CM CURB issues.

noran_vaz
Mon Apr 11, 2005 2:39 pm
#14





1. Pistols as rereq instead of range support.
Agreed. Whats more & something we're missing is that dragincap is not on the list for CM prereqs. As a CM with limited ranged healing abilities I think I'll be using that a lot more. Same can be said for Drag corpse although I'm a Mdoc MCM & forget where you get that skill from. I'm not saying add another tree to medic. But give those skills somewhere in the CM tree. Drag corpse although I'm a Mdoc MCM & forget where you get that skill from. I'm not saying add another tree to medic. But give those skills somewhere in the CM tree.


2. Not able to craft.

Agreed although I'm not sure if this is the priority I'd give it. Things like Distance, Terrain negotiation and Heal ability are imo the biggest ones.
As for crafting I think they could have some better solutions than what they are offering now. Inven space is going to be cleaner but... If that was the goal why aren't there any solutions for BE's & their tissues etc.
I'd Suggest an alternate subset of skills within a tree and having a certain penalty. Although I imagine once CU starts I may just get BE, make a bunch of shcematics & be done til I need more stuff again.

3. Ubber pistol at master.
If this is a loot item, loot schematic or some other special item that will end up costing millions to obtain, then its just not worth the trouble in having it. I would prefer a decent everyday pistol and a decent attack special.

I don't mind a specific weapon for CM's. AlthoughI don't like being pushed into pistoleer. If it's the goal ofthe user to maximize skillpoints we have no choice to be anything but a pistoleer. Again with the range limitations. Do riflemen have min ranges? ie. they can't shoot if an attacker is closer than 35 meters? it would seem just as silly but just curious.

4. Magic spells. No item use abilities.

Yeah I'm not a fan. I would like something to use. By this same notion grenades should have the same innate characteristics. Gee for that matter why not pistols and rifles. And sure why not galaxies altogether.
/sarcasm Instead we'll call it. SWGEIYM. SWG Exists in Your Mind. It can be based on nothing or something depending on your imagination & you just pay a 15 dollars a month. To log just use your imagination . I'm playing right now at work & I gotta say I am kicking a whole lotta butt & I can drive an atat .


5. No terrain negotiation given.

Agreed although I'd bump this up to #1 or #2. CMs, Docs and in CU any Tank thats gonna have to chase down NPCs from Hating on The Nukes. A common problem from what I've read thus far in in testing section.
(brawlers have always had the problem of creatures running). This is a new issue where they'll always run to the person doing the most damage which is generally the Nukers.


6. Limited range for actions.

This is #1 or 2 for me. The overall function of a CM has been defined partly by this Ability to heal/poison at large range. This means they are changing what a CM's role is & if I remember correctly it contradicts a lot of what was said in earlier posts of what a CMs Role is in combat. This was a topic where CM's could chime in what they thought.

7. Drag incap, Drag corpse. It seems silly the prereq isn't there & that the skill isn't part of a CM's abilities.


Think that sum up the major CURB concerns from what I gather on the boards. For the most part I think your right. Good job and thanks for the effort.



Message Edited by noran_vaz on 04-12-2005 12:16 AM

Message Edited by noran_vaz on 04-12-2005 12:21 AM

noran_vaz
Mon Apr 11, 2005 11:41 pm
#15



I just checked the TC & saw that drag incap is still not a skill available in the CM prerequisites. What I'm hoping is that CM's would get such a skill in their skilltree. Doesn't make much sense without it. (to me anyway).

Message Edited by noran_vaz on 04-12-2005 12:20 AM

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