Combat Medic Archive
Thread: Combat Medic Top 5 Issues
Menoetius wrote:
2-5 I agree with, 1 on the other hand I don't completely agree with.
Why does a Doctor's cure require a CM made component? What benefit will this component give the Doctor? If other than just a component it's BS. Now if that component give Doctors an area effect cure, now we are talking. Make it an option component, similiar to NS shards for armour.
Ever hear of Edward Jenner? He was the guy who invented the smallpox vaccine back in the 1800's, but what he did is similar to what this is going to do. He took small amounts of one disease, cowpox, and injected into into a young boy. After that, he exposed the poor kid to smallpox. He didn't get smallpox, Doctor Jenner used one sort of disease to stop another.
Makes sense to me ![]()
Maybe it's just me, I have been a CM since the beginning of this game and for the past several months i try not to come to this forum as i grew tired of all the tards screaming "nerf CM". When I looked over the "top 5 issues" list i was appalled at what i was reading, Obviously holo-grinding has brought more people to this profession, most of which i am sure don't have a clue about the profession (kind of like me trying to be a weaponsmith or armorsmith, both of which i know little). I would even go so far as to say that people with other professions that may have a CM alt have infiltrated the cm community with the sole purpose of advancing their main characters profession with little regard to the cm profession. Let me explain:
#1 Crafting Interdependency -- This has got to be a joke. We are not crafters for starters. We craft items that can only be used by ourselves and members of our profession, this separates us from doctors, weaponsmiths, tailors, chefs and all other CRAFTER professions whose goods are used by the general public. The way i see it the only CM who wants to sell components to others like you state here is for those of you that have armorsmiths, weaponsmiths, etc as alts who will use these components.
#2 Resources -- This goes with #1 in that if our resources were more plentiful then it would enable people to sell them cheaper. Part of being a CM is the rarity of our resources. One of my first posts when this game went live was ranting about the resources as i flew to every planet like twice a week to survey, but with todays tools (eg:swgcraft.com,etc) resource gathering is simple since now you know if a resource exists before you get there. Our resource are vastly more accessible now than they have been in the past. If this item dealt strictly with the resource statistics being gated then i would probably go along with it, but as it stands it only helps those with alts that want #1.
#3 MindHeal -- Increased usefullness? This has to be another joke. For those of you that don't know, this command was generously given to us by the devs so that we could 'pop' a mind-incapped teammate off the ground in battle (either pvp or pve but mainly pvp). The range issue is not really an issue as the devs only wanted us to raise people who we were close to (kind of like a battlefield medic tending to a patient). The compromise the devs made in granting us this command was the mind wounds (a deterrent from over-using this skill, as it is designed to be used rarely at best). I personally feel the mind wounds and BF are appropriate if not a little on the low side. While we have ranged stims/poisons/diseases to increased the range on mindheal should not be a high priorty and certainly not a top 5 issue.
#4 Damage -- This is a tough one and the only top 5 issue i believe is even remotely justified being here. I have never had a problem in PvE with my packs, yes they are lower than PvP but still effective. I personally would leave this one alone and not include it as you are basically asking for a nerf to CM PvP. I don't know about all you guys but I play CM for the PvP, not necessarily the PvE. Also I would have to argue the point you make about the damage in PvE being outdone by low level marksmen skills, this is like comparing apples and oranges since most CM's dont only use cm packs in battle, most have a weapon cert of some sort, especailly since we are required to have the ranged support tree of marksman.
#5 Faction Points -- This one is the biggest joke of all. You are blatantly asking to be able to exploit faction here. Reread it and you will see what i mean (if you have any clue about this game). Getting faction for healing like faction members would be an exploit plain and simple. Even if the devs could code it so it only pertained to PvP (diseases/poisons) it could still be an exploit. To me this item falls under the "would be nice to have" category but certainly not worth a top5 mention or probably the coding involved to accomplish this feat.
Now i know i will probably get flamed here by several of you and I realize that i have only one person to blame for this list, ME. I should not have taken time away from the CM board. I blame NO ONE for this list, I certainly know the correspondent had little to nothing to do with it since it was voted on. It was done democratically and i can not truly have anything against such a consensus.
To be somewhat constructive I would like to list the items that didn't make the list that I personally feel are more important to our profession than these.
#7, #8, #10, #11 and even #9 are in my opinion more important issues that affect us directly as CMs. They certainly dont help out any crafters (alts) and pertain directly to core CM issues/actions.
Again I apologize for the rant, nothing in this game ever upset me more than coming to the CM board and seeing all the nerf crys by newbs and people who really don't know how to play their own profession. Nevertheless, rest assured these nerf crys have been here since July and I am sure they will continue. It never ceases to amaze me how so much can change in this game and yet they still cry nerf.
Ok i am done now.
Otay
Message Edited by LordJeff on 04-27-2004 05:32 PM
I think having to use CM. crafted components may be really cool, here is why I think that...
Nerf crier's say, "CM.'s are overpowered."
CM.'s say, "Find a doctor to pvp with."
I went doctor so I could help my squad survive longer. After doing so, I soon found out that it is near impossible to chase down a buddie who is running for his/her life, and ticking down ham like a mofo. Then go to the next person and do the same thing to cure them. By the time I get to the second person the rest of the squad is most likely at zero ham. Group cure duty only works in theory. Standing all together,not moving at all, next to a doctor is not too productive. Having 1 doc for every 2 people is a bit unrealistic as well.
***Let me buy some components from a CM., which I can use to create area and ranged cures.***
This is just the off the top of my head thought after I saw that point on the top 5 list.
Second LT.
Dr. Suzo Busa
PA SANCT
Naritus
suzabusa wrote:
I'm a Doctor, and former CM.
I think having to use CM. crafted components may be really cool, here is why I think that...
Nerf crier's say, "CM.'s are overpowered."
CM.'s say, "Find a doctor to pvp with."
I went doctor so I could help my squad survive longer. After doing so, I soon found out that it is near impossible to chase down a buddie who is running for his/her life, and ticking down ham like a mofo. Then go to the next person and do the same thing to cure them. By the time I get to the second person the rest of the squad is most likely at zero ham. Group cure duty only works in theory. Standing all together,not moving at all, next to a doctor is not too productive. Having 1 doc for every 2 people is a bit unrealistic as well.
***Let me buy some components from a CM., which I can use to create area and ranged cures.***
This is just the off the top of my head thought after I saw that point on the top 5 list.
Second LT.
Dr. Suzo Busa
PA SANCT
Naritus
The play smart thing goes without saying, and is a generic response which can be put to any point imo.
I respect that you disagree.
Ill stop pulling numbers out of my rear end in future. 8P
Just saw that point in the top five as an opportunity, of some kind. The cure thing imo is not a huge problem.
I think the one thing I see that would be bad is that it takes away from the uniqueness of CM's if doc's had a ranged skill too.
Second LT.
Dr. Suzo Busa
PA SANCT
Naritus
I went doctor so I could help my squad survive longer. After doing so, I soon found out that it is near impossible to chase down a buddie who is running for his/her life, and ticking down ham like a mofo. Then go to the next person and do the same thing to cure them. By the time I get to the second person the rest of the squad is most likely at zero ham.
Well you hit the problem on the head here. After someone gets poisoned or diseased they run around like a spaz. The most sucessful encounter i have seen was when a doc was positioned in a certain area and did not move out of that area. Then when the team member gets diseased they know where to run immediately to get healed. My friends and i have done PvP with up to 15 people and only 1 doc. This works everytime, although it is best implemented in conjunction with Teamspeak/Roger wilco or some other voice communication among the group.
Giving Doctors ranged heals or area heals would be the end of the CM profession in PvP. the only thing left to do for a CM would be PvE and we all know how effective that is.
BTW- the last thing i would ever do as a CM is to make some anti-cm products or components to be used by my enemy against me. Let everyone use the anti-CM food and be happy with that.
Good post, I have to agree with ya, on all of it.
/Smack self, checking my brain storm dial to make sure it's not still set to the drizzle setting.
I think it's a good list btw.
Good luck
Second LT.
Dr. Suzo Busa
PA SANCT
Naritus
Ok, make a note to yourself to tell your squad to NEVER run like idiots when they are poisoned. I find the very effective. And I have seen several CM/Doc people that just do all around med crafting, so what would be the point in making Docs dependent on CM for components? And finaly CM is not over powered. There are poison resists and the like out there. So wear armor with those attachments and have a doc around when you do some pvp.
suzabusa wrote:
I went doctor so I could help my squad survive longer. After doing so, I soon found out that it is near impossible to chase down a buddie who is running for his/her life, and ticking down ham like a mofo. Then go to the next person and do the same thing to cure them. By the time I get to the second person the rest of the squad is most likely at zero ham. Group cure duty only works in theory. Standing all together,not moving at all, next to a doctor is not too productive. Having 1 doc for every 2 people is a bit unrealistic as well.