Combat Medic Archive

Thread: Combat Medic Role: What Do You Want It To Be?

RebPointer
Sat May 08, 2004 3:38 pm
#14


Just like the name says "Combat" then "Medic". We have that extra something (ranged healing) that makes us unique, and a great secondary healer. It is my belief that we are the psychological factor on the battlefield. We bring to the table an amount of uncertainty that forces the other classes to stop and consider thier actions on the battlefield. I feel the Combat Medic, as it stands is just what it should be. Alot of people think all Master Combat medics are damage dealers, without ever considering the amount of time, effort, and resources that go into each component part of our poisons and diseases. I believe the developers have done an excellent job of balancing this profession, and have made "Combat Medic" the perfect standalone or group profession.


We should never in any sense be on par with Doctors ability to heal in battle. I see our healing as a buffer, and a secondary ability. Personally, I became a combat medic for the ability to use chemical warfare in close quarters battle. I love this class, and I wouldn't change a thing.


RebPointer
Sun May 09, 2004 10:52 pm
#15

If you're not a Combat Medic, and you don't know all the hard work it takes to be a good one and maintain, then your opinion is just a drop of water in the ocean. Please go post on your own boards.



SolSpur
Tue May 11, 2004 8:07 am
#16

I see combat medics as front line healers. We have enough weapon skill to deffend ourselves but are no match against a well trained combat profession, range is our only saving grace. Combat medics fight through attrition, keep our group healthy while slowly wittling down our foes with poison and disease. There are several changes I would like to see but with any change there are costs.


In the combat revamp I'm hope the emphasis on targeting the mind will have a lesser effect on the outcome of the fight. Why not make the mind bar used for specials and only incap from health or action. This would allow classes that can directly target the mind cripple enemy docs, medics, and cms and still be viable in pvp.


In the current system a single stim b can fully heal a players health and action. Anyone can use these any time and decresesthe healing usfulness of the combat medics. It forces use to become the glass cannon poison throwers we are today. Since we are Combat Medics why not allow only use to heal in the heart of battle. This would give us the role as the damage healer and the doc as the wound healer of swg. It would draw us away from using only poisons and diseases.


I've been a cm since I first started playing swg. The very best poison I've made was around430 (860 a tick) with exceptional infection amps looted from a kryate. I refuse to use spider venom when any newbie cm can make 2 - 3 times better. It takes the skill away from making meds when looted subs are all that matters.




12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
Gnuut
Tue May 11, 2004 10:14 am
#17

I want the Combat Medic profession to be all about healing. I want it to be the end all be all of combat healing. As it is, we are nowhere near that point. Currently we can only heal 5 out of 13 types of Combat Damage. Doctor buffs boost regen rates to the point where our healing is negligible. Well made Stim Bs give any player with Novice Medic the ability to completely heal themselves in the heat of combat.


If healing was restricted to non combat only then I think you would see the CMs usefulness rise. You would see less templates out there that are more or less invulnerable because they can completely heal themselves. You would see less Doctors in combat and more of them would have to take their healing roles seriously instead of as an afterthought in combat.


If they take away the poisons/diseases I wouldn't care as long as they still made the profession worth keeping heal-wise.




Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Able-kain
Fri May 14, 2004 5:10 am
#18

someone said area debuffs... are you smoking sh1t? just think of the imbalance that would cause, if people don't cry the n word enough about cms already that would surely get almost every other poff more than just a little miffed. anyway, the buff problem evident and overpowering in the game is being curtailed slowly by the devs... since the prime and hardest by far of resources to make good buffs is avian meat... and the devs changed the mission terms to almost never give creatures with it, along with the constant degridatiion of quality; i believe that the buffs will power down significantly soon and we will see a major increase in the average cost per buff.


the role of cm is fine where it is... debuffs and the like are for dreamers, if there is ever a debuff set up it will be an ingroup ... do you accept form.


if anything, with the combat rebalance there will need to be a decrease in the overall power of the cm community.
Mild-Breeze-Trooper
Fri May 14, 2004 9:42 am
#19

Just as gnuut said, if they make Combat Medics become the end all combat healers the loss of poisons wouldn't sting.


I think, if we were supposed to become frontline battlefield medical support (like some people seem to think we are intended today) the combat medic profession should focus on battlefield defenses in addition to the healing. Combat Medics should require a novice elite combat profession (any novice elite combat profession) and Master Medic. Then we should get a line of defenses, dodges, counterattacks. We should get ranged and melee defense that would stack with our choosen elite combat profession.
And possibly a few special attacks, such as close range attacks for ranged weapons and suchlike...


Of course we should cure states and we would put out fire. Diseases can (as per my earlier suggestion be left to docs, it will only be caused by MOB:s so doctors will probably feel a bit useless... but hey, they can buff)


Now we would have a battlefield medic that can stay alive, and keep his/her friends alive as well as doing some small tricks in battle, but will not be a poison bomber. (Well I like poisons and want them to stay, but it was intresting to think about an alternative)





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.
Algorithm1
Sat May 15, 2004 4:50 am
#20



I can speakfromreal life personal / professional experiance (ex-Army Nursing Lt and Combat Medic Instructor and currently Emergency Nurse Practitioner and Advanced Life Support Instructor).Combat Medics should never predominatley be "first in" foot soldiers, but (as the manual says!) be able to more than hold their own under fire, provide supressing fire, whilst drawing up the rear healing comrades as they go. Ido notlike the idea of Doctors running around being all powerful on the battlefieldas this it is just not realistic. What ever happned to basing Doctors/Field Surgeonsin FieldHospitals, strategically placed Campsites (and obviously City Hospitals) to provide emergency healing, buffs and "surgery". Ibelieve that the only Doctorsyou should seein battle are those heading for another profession aswell (or going for Jedi). Other than that Combat Medics are the way forward. Yes, please give Combat Medicsbetter healing powers during battle but different (and weaker) to thosea Doctor would provide in a "facility". I also like the "chemical warfare" aspect of using poisons and diseases offensively and defensively. This includes antidotes to treat comrades (again as inreal life). In real life even Novice Medics (First Aiders) andFirst Responders have Resuscitation Skills and in fact theseshould beseen as more fundamental and "basic" than stim-chemist. One idea may be to offer "timed resuscitation stims"to enable the fallen enough time to get back toa doctorto be healed (if they dont make it they "die" andhave to clone). The more XPthe Medic gets the better the Resus packsshould become.SinceI started playing in Jan'04 I have always classed myself as working torwards Combat Medic and proud of it (Never Doctor). Finally, use themodel of the British SASCombatMedic who is a vital andintergral part of these small special forces units but possesses equal military skillto any other SASsoldier.
jokijim
Sat May 15, 2004 1:20 pm
#21

k id like to see cms being able to rez as it is "COMBAT" medic and players get killed in "COMBAT" and i think docs shoudnt have this abilty to rez id like to see the rez abilty come to cm the most of all of this discussion



bogiex'
"fat zabrak"
i wubs tegs

Brainplay
Sun May 16, 2004 5:13 am
#22






Able-kain wrote:

someone said area debuffs... are you smoking sh1t? just think of the imbalance that would cause, if people don't cry the n word enough about cms already that would surely get almost every other poff more than just a little miffed. anyway, the buff problem evident and overpowering in the game is being curtailed slowly by the devs... since the prime and hardest by far of resources to make good buffs is avian meat... and the devs changed the mission terms to almost never give creatures with it, along with the constant degridatiion of quality; i believe that the buffs will power down significantly soon and we will see a major increase in the average cost per buff.


the role of cm is fine where it is... debuffs and the like are for dreamers, if there is ever a debuff set up it will be an ingroup ... do you accept form.


if anything, with the combat rebalance there will need to be a decrease in the overall power of the cm community.







A doctor paying 60-100cpu will gather enough avian meat to last till the next spawn of good meat or the one after. Its insanely easy to get the stuff as all you need is one ranger and a few people with scout. On a guild outing to gather meat for our docs we gathered 30k of the stuff. Since you'll only be using about 120units to make 6 packs (one for each stat) with about 25-30 charges how long do you think that will last? No resources are totally randomized but meat is specific to each planet and has a greater chance of spawning HQ.


Debuffs or poisoning instead of diseasing substats would make alot more sense than having to rely on mind poisons and a cheap headshot1. It would really give us that "SUPPORT" role. All of the sudden people wouldn't be able to rely on the super regeneration that buffs give you and area and ranged heals would all the sudden be absolutely needed in large scale PvP like base defending. Granted after a poison cure they'd heal themselves back up either over time or instantly. Yeah I'd gladly give up my mind poisons for that. Besides a focus poison would be kinda kewl. Care to spam that unarmed hit 3 again Mr. TKM?






Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Reekoh
Mon May 17, 2004 8:06 am
#23


Don't troll please, thanks.

Message Edited by GarVa on 05-17-2004 08:10 AM



Kastra - M.I.A - 15/02/2005
05577
Wed May 26, 2004 6:33 pm
#24

Hey, Algorithm1, I couldn't agree more.


Combat Medics should be on the front line dealing with the rest of the squad, either helping them in combat or tending to health. Combat Medics are not Doctors and it really is not our job to be spending time individually with those who have fallen in combat. If we can get them up right away, then we drag them to the doctor who can and jump to the next person. That would mean that we would be more interested in defences like dodge, damage mitigation, bonuses vs. dizzy knockdown, ect. After all, our job is to voluntarily go into harmful situations to pull somebody out.


Healing states and poisons should be something that we should be able to take care of as well, mostly because a lot of that happens on the front line and someone so affected usually can't get to a doctor on there own. I would say that anything that would take more than a few seconds to cure or heal should be left to the Doctors, as should the rezing, we should just get the victims out of harms way and let the Doctor worry about sitting with them. For 167 skill point investment you would think we would get something more powerful then just the crap we are given at Master Medic and Ranged Support 4. Poisons and diseases are fine but against a mob with a 100k+ HAMspoisons just don't quite cut it and forget the diseases.


customx
Wed May 26, 2004 6:46 pm
#25

if we can poison and disease we should be able to cure it only request



Master Docizzle
Master Swordizzles

csretailnoob
Fri May 28, 2004 4:12 am
#26


I WISH SOE HAD THE BALLS TO GIVE US OUR PROPER NAME!


I am a TERRORIST, there islittle too no medic involved in what I do... I make poisons which I can not/would notheal, even if I could.I use fear, confusion and your own stupidity/lack of foresightagainst you. Nothing tells me/SOE I have done my job effecting the outcome of a battlebetter, then you /crying all over spatial, tells,/reportsand outside the gamehere on theforums.


My goal is not to greef you, I amjust simply an effective weapon. If me3incapping you keeps my team alive and you/yours weak.. GOOD. Weare psych/covert(no pun intended)warfair experts, if you cant handle it.. GOOD, thats the point!


I move fast, can hit large/entire areas hard, if you let us...Wekeep your entire group thinking andon ittoes. We control a premeditated/single focusedside of combat, we have to.. We have no defences other then what we create for ourselves/group. Security through obscurity, plain and simple. My job is to keep your healers healing and your fighters fighting. I amthe one that forces you to learn/perform your role and work with/in/for your team, if you dont, you and everyone else will die.



All this medic BS is just so SOE doesnt catch heat for letting 15year olds run around in a virtual world as terrorists poisoning and diseasing thousands of other people. Its just not "pC" at this point, thanks 9/11...


Besides the fact that any Bio-Terrorist needs to know some advancedc chemistry to make anykind of effective "meds". IMHO,SOE needed a way to cover their ass and at the same time eat up our skill points, asto balance us in the over all scheme of things...


Just because you dont think, does not make me overpowered. It just makes you learn how to play the game.


The GCW is/can and willbe fought by ground pounding foot soldiers and thier simplistic CivilWar attrishion tactics, but it will be won by theside who knows this and readys themselves with the personal and equipment needed to disrupt, counteract, contain, confuse and delay.



Q: WITHOUT ME WHAT DO YOU HAVE?!


A: A bunch of TKM/Riflemen in %80 comp. with %48 base Imperial shield generators spaming headshot3 with their300max damage AP1JawaRifle... GG.


/ineed2sleep


Message Edited by csretailnoob on 05-28-2004 04:13 AM



Sig removed by admin, due to harassment.
Page 2 of 5