Combat Medic Archive
Thread: Please welcome our new Combat Medic Correspondent!
Welcome to our Correspondent ![]()
Check this out :
Aera Stimpack still doesn't work, they heal target, gives funny effects...
Poison get resisted way way too much, at a point, All A/B poisons packs are useless.
We need the Heal/Cure lines active and showing on the Combat Queues. (we need it)
Unsyncthe Heal timer from the current weapon Speed. (If not,CM is only good for Pistoler)
Allow range to be modified via Experimentation... (that s supposed to be)
Get rid of Durability stat on components for the only reason it s useless.
Give Experimentation Pts in regards to our Combat Medic craft skill and don't enforce the Novice Doctor addition.
Do we haveany ETA on all or part of this ? Are these issues on any plans to be corrected anytime soon ?
Give us some feedback.
/peace
Kitsu Heaven. Chemical Warfare Expert.
Congrats on the position Filthy. I hope set a standard that all correspondents that follow will have a hard time matching. I fell there are a lot of issues that need it be addressed but kiwy did a exellent job of makeing a general list.
i think every one will agree that this class needs a LOT of work. but where do we start?
i think everyone should list the ONE problem they think should be the first problem addressed.
my pick would be to increase the potience of the poisons/diseases.
they need to be resisted less too, but if they were more potient they would atleast be worth it after all those resists.
again Congrats Filthy
"thats my 2 cents. let me know if i have change."
I won't say congratulations, because I personally don't feel that's in order with a position like this. It's crap, which is why I didn't volunteer.
I've been a master combat medic for weeks now, and the top of my list of things that need fixing are ALL area combat meds being single target only, ae heals requiring medicine use rather than combat medicine use and the ability to experiment on the range of combat meds.
Have fun, and don't take it personally if I'm on your ass.
I just read my post I made. I was thinking of telling a previous poster about the experimentation on range already being in the game and made it one of my priorities. What I meant to say for my third priority was this:
The combat med subcomponents (dispersal mechanism, infection amplifier and resilience compound) need to be based on combat medicine crafting skill and not normal medicine crafting skill. I shouldn't have to be a CM/Doctor combo to make my poisons and diseases well.
Kavedawgwill be our new correspondent! Please work through him and give him your most important issues so we can address them.
Thanks!