Combat Medic Archive

Thread: what are the facts?

yebach
Sat Jul 31, 2004 11:48 am
#14




Obata wrote:

Why do you separate out the damage for each pool but not the wounds? By my count there are 22 effects of combat: heath, action and mind damage, health, action, mind, strength, constitution, stamina, quickness, focus and willpower wounds, dizzy, blind, intimidate, stun, poison, disease, fire, bleeds, battle fatigue and death.


Docs can heal or undo 16 of the 22. CMs can heal 9. Honestly though, I think those numbers are misleading. CMs can heal the most important ones, the damage. I don't think Cms need to take abilities away from docs to be the best combat healers. What we need is a system that actually allows player characters to take damage. Of course, the aforementioned bugs to ranged healing need to be worked out too. In the days before 80 - 90% armor CM was by far the most capable healing profession for group combat.


I absolutely agree with you that the current system does not make it worth the SP to be a CM. This will be even worse if the devs go too far in balacing poisons. IMO instituting both AOE cures and innoculations is too much. They should first try just one of them, otherwise we will be going the way of creature handlers, bounty hunters and commandos. I would like to see a balanced for of innoculations without the AOE cures.




There is no need to separate the wounds as Gnuuts list breaks it down to the basics. Wounds fall within one single category of damage. Since BF cannot be healed by any medical clas then it doesn't even count into our discussion. As he has pointed out Health and Action damage are virtually negated by StimBs and Doctor Buffs. That leaves CMs with 3 types left to heal. We Doctors can heal wounds more efficiently so that leaves them with 2 types. Bleeds can be healed by any Medic with First aid 2 so that is not anything special to the CM. Down to 1 type. Mind.Which just happens to be the most debilitating action a CM can use. Sorry but Gnuut wins this round.




'Yebach
Doctor/Musician
ION Guild
Obata
Sat Jul 31, 2004 2:55 pm
#15






yebach wrote:



There is no need to separate the wounds as Gnuuts list breaks it down to the basics. Wounds fall within one single category of damage. Since BF cannot be healed by any medical clas then it doesn't even count into our discussion. As he has pointed out Health and Action damage are virtually negated by StimBs and Doctor Buffs. That leaves CMs with 3 types left to heal. We Doctors can heal wounds more efficiently so that leaves them with 2 types. Bleeds can be healed by any Medic with First aid 2 so that is not anything special to the CM. Down to 1 type. Mind.Which just happens to be the most debilitating action a CM can use. Sorry but Gnuut wins this round.







You missed my main point. I really don't care how you count the "damage" that can be done and who can heal what. Only damage to the three pools can kill you. If AOE stims worked correctly, mind heal were implemented betterand characters actually took damage the way they should, CMs would be the most effective healers around, by far. I was a doc before I picked up CM and whenever one of my CM friends was grouped with me, the CM handled nearly all the damage healing before I could get close enough to do it. That was, of course, before the overpowered armor and buffs came into play. The ability to heal damage at range, and with an area effect should be a huge advantage for CMs. Unfortunately other factors make it a side note. I don't think we should be asking for any doctor abilities to be moved to CM. We should be looking to make our skills relevant again. Unfortunately the tide has turned against us.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
SecretFire
Sat Jul 31, 2004 3:10 pm
#16






badgic wrote:

First off this is only if the doc skills on test center go thru as they are.


A mcm has as i see it has two viable skills, stims and poison.

ranged stims have more bugs than a roach hotel.

Since cm's are being told that they are support med class only? ill use doc as a measure stick.

A md has5 viable skills rez, buff, stims, cures, state removal.


A mcm can master a ranged prof. or partially master a brawler prof.

Amd can master any non elite prof.


A mcm can sell stims/poisons for cash.

A md can sell stims, rez packs, cures, state removal packs, buffs.

A md can buff for cash.

running missions for either would only be thru other prof's. or grouping.


A mcm can throw aoe/single target stims around 25 meters.

a md can heal single targets at 5 meters.


If the changes go thru as there stated in this forum.



A mcm has as i see it hasone viable skill, stims.

ranged stims have more bugs than a roach hotel.


Since cm's are being told that they are support med class only? ill use doc as a measure stick.


A md has7 viable skills rez, buff, stims, cures, state removal, aoe cures, inoc's.


A mcm can master a ranged prof. or partially master a brawler prof.

Amd can master any non elite prof.


A mcm can sell stims/poisons for cash.

A md can sell stims, rez packs, cures, state removal packs, buff packs, aoe cure packs, inoculatio packs.

A md can buff for cash.

running missions for either would only be thru other prof's. or grouping.


A mcm can throw aoe/single target stims around 25 meters.

a md can heal single targets at 5 meters, aoe cure poison/disease, buff health/ action bars, inoculations, rez, cure states.


keeping in mind that cm poisons have never been usefull for pve and dot damage doesnt equal loot permission.


Have i made a mistake or is this the situation the cm's are looking at?





Several good points have been made in this post and the posts that followed it. Personally I don't feel I should have to give up poison. The profession has bugs and has had them for a long time. Instead of fixing those they are going to introduce more changes to it and doc that will great effect us that also has bugs.



vBlissv

presently not playing swg actively

neutrineaux
Sun Aug 01, 2004 12:01 am
#17






Ternque01 wrote:





neutrineaux wrote:



true, you can earn money doing missions. in fact, i get nearly all of mine that way. but it is not much fun as a pure cm. i have carbineer, so it is more possible for me. otherwise you basically stand around while the melee folks kill the mission, which is sort of humiliating. occasionally you might need to heal someone, but most serious pure combat folks have novice medic, so half the time they heal it before it is low enough for me to worry. so if you want cm as your combat class, you are out of luck for good money sources. having scout or artisan is nice for resources, but if you want to earn a living, you will need to go ranged master, and rifle is probably the best of those.


not a complaint, just pointing out that cm by itself is not endowed with much income potential. the poison/dzinnoculations would have been a really nice addition to cm for that reason.








As a pure smuggler you can make two kinds of money.. "jack" and "****". Try selling spices or slicing (which does have some profit if you charge 5k a slice). Even with slicing the profit potential is NOWHERE near that of doctors and the combat skills of smugglers are completely laughable.


Smugglers have the accuracy/speed mods of pistols 4, with specials so nerfed or slow they are ineffective with those pistol mods.


I hate to say it, but you are right, innoculations need to be administered or sold by CM's. They know the poisons/diseases, they should know the counters


Area cures however I think definitly belong to doctors.







once again, just because one prof is "worthless" is not a reason to send the others along with them. they should fix smuggler. it should be a top priority, especially in star wars for pete's sake! i gladly pay 3k per slice and up, the going rates, when i can even get a smuggler to do the work. i have a full back pack of items i want sliced... they pile up. and i buy spice regularly, and use it regularly. so i am doing my part for smugglers. if they nerf it to uselessness, i will be proud to gripe about it on your behalf, just let me know if i am tardy getting there.


but no one but cm's can buy my product, and most of the ones i know roll their own. i don't think anyone ever tipped me for a mind heal, lol, so the dancers have me beat. but i do enjoy the work. watching the skin melt off someones face is particularly pleasant near sunset on Naboo...




no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


Ternque01
Sun Aug 01, 2004 12:49 am
#18






Gnuut wrote:




There are 13 types of "Combat Damage"


Health, Action, Mind, Wounds, Bleeds, Dizzy, Intimidate, Stun, Blindness, Poison, Disease, Fire, and Death


Cmas can heal the first 5 only while Doctors can heal all but Mind.








God, I love how you guys like to "stretch" perception around here.


There are 10types of "Combat Damage" IMO. Separating the States in kinda repetitive.



Health, Action, Mind, Wounds, Bleeds, States, Poison, Disease, Fire, and Death


CM's can address half of them. That's 5/10. I honestly think that healing states and fire should be added to CM, but I think that poison/disease cures and resucitation should only belong to doctor. Also doctor should have more advance wound treatment thanCM's and that CM's should have more advance HAM damage treatment than doctors.


Yea, it does suck how you only get half... I'll give you that.





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
neutrineaux
Sun Aug 01, 2004 12:56 am
#19






Ternque01 wrote:






Gnuut wrote:




There are 13 types of "Combat Damage"


Health, Action, Mind, Wounds, Bleeds, Dizzy, Intimidate, Stun, Blindness, Poison, Disease, Fire, and Death


Cmas can heal the first 5 only while Doctors can heal all but Mind.








God, I love how you guys like to "stretch" perception around here.


There are 10types of "Combat Damage" IMO. Separating the States in kinda repetitive.



Health, Action, Mind, Wounds, Bleeds, States, Poison, Disease, Fire, and Death


CM's can address half of them. That's 5/10. I honestly think that healing states and fire should be added to CM, but I think that poison/disease cures and resucitation should only belong to doctor. Also doctor should have more advance wound treatment thanCM's and that CM's should have more advance HAM damage treatment than doctors.


Yea, it does suck how you only get half... I'll give you that.









all a matter of perception. fact is, a combat medic should be THE MAN in healing whatever type of acute injury is inhibiting you on the battlefield, in my opinion. more insidious injury and improved "health" (i.e. buffs)should be the domain of the doctor. innoculations? maybe both should have these. area effect? cm.


we should get to remedy damage to all three pools, correct states, put out fire, and have some sort or intervention for poison and disease, even if it is incomplete. bleeding? heck every medic should be able to do that. resusitate? hmmm, based on real life, no one should be 100% here, but even medics should get a roll of the dice chance at it. docs should just do it more reliably. wounds are for the camp and hospital, and should best be cured by a doc.


but this would change a lot.


still, the main problem is venom. nerf venom, not cm




no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


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