Combat Medic Archive

Thread: Another proposal for a CM 'fix' can this be lived with?

TonPhannan
Fri Mar 05, 2004 12:06 am
#14






Pahdbacca wrote:
Listen...non CMs arrange the fixes for CMs, only if I get to fix defense stacking MMMmmmKay?

Message Edited by Pahdbacca on 03-02-2004 08:37 AM





Hey, I've posted multiple concepts on multiple boards since BETA. I'm trying to help the game and I do do a bit of research before I post. Whether or not I have the time to grind any given profession before making a suggestion about it isn't really relevant, mostly due to the fact that I always say whether or not I am of tha profession. Also, a it seems that some of your comrades in arms seem to agree with my concept as good, but impractical. Try to be helpful next time instead of a flaming troll, mmmkay?




Rowlurorowf (AKA Bitter Rowl)
Wookiee Jack of Many Trades (Master of only 2),
WOOK Former Council Secretary Elder, resigned 10/31/03,
New Rwookrrorro quarter, Alacio Island, Naboo (Bria)
(former professor from Mrllst) Bard of Kashyyyk
"...as constructive as playerly possible... "
only player known to have been banned by a "bug"


Does anyone else wish they had one of those stress relief balls but in the likeness of Raph Koster? I would have bought the collectors edition for that.
Secksay
Fri Mar 05, 2004 3:17 am
#15

OK, I am a CM and I have a pretty good proposal to the "Bio-Warfare" question.



The poisons do need to be toned down just a bit, I use poison-A and man, I thought I had been given the most nasty weapon I could get, then I think, WOW, I can make better one later on? They must be VERY nasty. OK, how about Status Effect stims? Being able to put certain status effects on the enemy would still be helpful and would actually be in-line with what a Combat Medic could do. Drugs can make you dizzy, blind, slow, make you afraid, stun you, even paralyze you.....maybe paralyze is too much, . But instead of making the CHEM Warfare insanely destructive, you could at least make it so that they are of some use to the combat team while staying out of the damage dishing that should be left to the weapon specialist, Commandos, TKA's and BH's. Battlefield chem warfare seems to be a bigger issue than I thought it was, this thread shows me that. We just need to have it so that Combat Medics are what they are supposed to be, battlefield healers, not Chemical Soldiers.


OK, that's my idea....FLAME ON, DUDE!!!!!





Seck'say Muth'ahh
Tatooine, City of Mos Tyrenia
Master Combat Medic / 0001 Swordsman
Warrent Officer II in the Rebel SpecForce
Mastered: Medic, Entertainer, Combat Medic, Pistoleer
"I bring ROCK AND ROLL back to warfare."
Gnuut
Fri Mar 05, 2004 3:39 am
#16




Secksay wrote:

Battlefield chem warfare seems to be a bigger issue than I thought it was, this thread shows me that. We just need to have it so that Combat Medics are what they are supposed to be, battlefield healers, not Chemical Soldiers.



Who says that we are supposed to be restricted to battlefied healers and not Chemical Soldiers? The title of Chemical Warfare Expert is within our skill tree after all. So is the title Toxicologist.


As it is we are very poor combat healers compared to doctors. We can only heal 5 out of 13 types of "combat damage" and doctors can heal 12 types. Doctors are also given a larger drag range than we are. It is ridiculous to assume we are better combat healers just because of ranged, area and mind healing.


Doctor - Health Damage, Action Damage, Intimidation, Stun, Dizzy, Blind, Bleeds, Poison, Disease, Wounds, Death, and now Fire


CM - Health Damage, Action Damage, Mind Damage, Bleeds, and Wounds




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....

Secksay
Fri Mar 05, 2004 3:57 am
#17

Good points. They should increase our drag range and healing abilities to coincide with doctors....or, make it so we can heal wounds without a camp or droid out.I mean, that would be something Doc's don't have. You do have to admit though, that our poisons may be a little too power, but only a little. I still would like an opinoin on if status effect stims would be a good idea for CM.



Seck'say Muth'ahh
Tatooine, City of Mos Tyrenia
Master Combat Medic / 0001 Swordsman
Warrent Officer II in the Rebel SpecForce
Mastered: Medic, Entertainer, Combat Medic, Pistoleer
"I bring ROCK AND ROLL back to warfare."
Gnuut
Fri Mar 05, 2004 4:11 am
#18

AE state effects would be nice.



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....

Mild-Breeze-Trooper
Fri Mar 05, 2004 5:52 am
#19






Gnuut wrote:
AE state effects would be nice.







Yes definitely, I would most certainly be willing to trade a bit of poison and disease power for the ability to inflict state effects. But you can see the cries for nerf coming from miles away...


"AE blind is to powerfull, a CM AE-blinded me and then went onto picking apart my skill tree, locking my FSC and withdrawing all my credits from the bank. WHAAAAAA!"




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.
TonPhannan
Fri Mar 05, 2004 11:32 pm
#20



Repost from reply to similar post by Gnuut from GCW forum:


You misunderstand Gnuut.


I am saying that the profession as it currently stands is a Bio-Warrior, where the titles of Toxicologist and Chemical Warfare expert are accurate. In your own words:


"I refuse to play a CM as a support class until I am given the abilities to be a BETTER combat healer than a doctor. 69 Offensive Medicine Schematics vs 8 Defensive Medicine Schematics leans to the idea that the DEV vision of CM is to do Damage first, Heal Second."


My point is that as a "Combat Medic" your profession should not include these things, but rather the things you specified wanting more of:


"As it is we are very poor combat healers compared to doctors. We can only heal 5 out of 13 types of "combat damage" and doctors can heal 12 types. Doctors are also given a larger drag range than we are. It is ridiculous to assume we are better combat healers just because of ranged, area and mind healing."


This should not be the case for a "Combat Medic," per se. While it is ridiculous to assume that you are better combat healers just because of the ranged healing, it is not ridiculous to assume such based on the profession title.


I am agreeing with your sentiment at what a CM should be, not what it currently is. I am saying that the current incarnation of CM should simnply be renamed Bio-Warrior or some such, since it is a more accurate description of the abilities of the profession.




Additionally, I think thatthe Bio-Warrior profession would be greatly enhanced by removing the healing schematics and giving them the State Effect schematics, though I think maybe AoE state effects a little too daunting (at least for things like Dizzy).


Make healing of all these things the province of the Combat Medic, and increase his combat effectiveness by giving him a pistol or carbine tree with more specials that apply to all blaster types like Suppression Fire (gained at the prereq of Marksman Ranged Combat 4), and like Gnuut said, give the CM a greater drag range or other spec abilities like /coverincap which disallows anyone/anything from DB-ing an incapped player until the CM can heal them (unless the CM is incapped first).


Revised Wording:


I think that the current incarnation of CM's should have their heals removed and their name changed to Chemical Soldier or Bio-Warrior or some such. And possibly given the ability for ranged state effect poisons or gas bombs (whatever you want to call them), with AoE for everything but Dizzy.


Then they should make a CM profession that has a better ability to heal in the heat of battle than a Doc does. They should give them more ranged heals including wounds and state effects, as well as poisons and diseases. They should give them a greater /drag range and an optionto/coverpatient that disallowssome damage or DB to that patient until the CM can heal the wounds or state effects on him. Obviously this ability would have a timer for its duration and another timer for repeated use, so it couldn't be exploited or spammed.Also, give them a tree for one weapon type like pistol or carbine (similar to what the Smuggler gets, since the CM should also perform as any other line soldier should, just not as effectively {as, say a Carbineer or Pistoleer}).

I might also say that CM should be given the ability to use Rez kits, though it would take a Doc to make them, and maybe a Doc can only use them in a Camp, and/or with a Med/surgical droid present, or in a Med Ctr.


Again, this would only be if there was a division of the current profession into the Bio-Warrior and the Combat Medic.


(actually, I think I like Chemical Soldier better than Bio-Warrior.)


BTW - thanks to you last 5 who actually worked to contribute suggestions and work the problem instead of complaining and flaming.


Message Edited by TonPhannan on 03-05-2004 10:36 PM

Message Edited by TonPhannan on 03-05-2004 10:56 PM



Rowlurorowf (AKA Bitter Rowl)
Wookiee Jack of Many Trades (Master of only 2),
WOOK Former Council Secretary Elder, resigned 10/31/03,
New Rwookrrorro quarter, Alacio Island, Naboo (Bria)
(former professor from Mrllst) Bard of Kashyyyk
"...as constructive as playerly possible... "
only player known to have been banned by a "bug"


Does anyone else wish they had one of those stress relief balls but in the likeness of Raph Koster? I would have bought the collectors edition for that.
TonPhannan
Sat Mar 06, 2004 12:15 am
#21





Reading over the trees of the current CM profession, I would have to say that it would need a revamp of CH proportions to allow for what I am talking about as a Chemical Soldier (or Bio-Warrior).


Essentially, for the Chem Soldier prof there would have to be a tree for Poisons (with apply poison ability), one for Diseases (with apply disease ability), and one for State-Effects (as others regarding ability), with the fourth being the skill mods for range and effectiveness. While the mods for Assembly and Experimentation would be spread out across all the schematic trees. Additionally, each tree would have a counter-serum to the item for that tree (ie. one formind Poison, one for quicknessPoisonin the poison tree, one for health Disease, one for stamina Disease,in the disease tree, etc.) which would decrease the effectiveness of the dmg tick for that damage type for those so inoculated for a limited time. Prereq would not change.


Then the CM profession would have a tree for Combat Healing (incl ranged stim- and wound-paks,skill modsforCbt Med use,Heal Mind Ability+ Apply Field Rez Kit ability), one for Poison and Disease Healing (incl Healing Spd), one for State Effects Healing and Def skill Mods v. Chemical Agents(incl Healing Range and Effectiveness and Terrain Negotiation), and one for Pistol or Carbine improvement (similar to Smuggler Pistol line, but different in abilities + the aforementioned /coverpatient ability). Assembly and Experimentation would be spread across the first three noted trees. Prereq would be Master Medic and tier 4 in pistol or carbine (whichever would be included in profession).


(Of coarse all healing would be of lesser quality than what could be provided for by a Dcotor in the proper Medical Facility.)


The Field Rez Kit would be a lesser version of the Doc made Rez Kit, but possibly still only Doc made (no schem for CM?). I'm not sure about that one.


I realize that I'm spouting a pipe dream here, but I thought I'd clarify as much as possible what I've been talking about (after the initial post about revision of race-specific poisons and diseases).




Now since this is the CM boards, and I can see a CM not liking this, I can understand the one-star, but with no response, I cant know if it is a one-star from the Bandit or from a valid issue with my post... especially with only 4 views.


Message Edited by TonPhannan on 03-06-2004 12:51 AM



Rowlurorowf (AKA Bitter Rowl)
Wookiee Jack of Many Trades (Master of only 2),
WOOK Former Council Secretary Elder, resigned 10/31/03,
New Rwookrrorro quarter, Alacio Island, Naboo (Bria)
(former professor from Mrllst) Bard of Kashyyyk
"...as constructive as playerly possible... "
only player known to have been banned by a "bug"


Does anyone else wish they had one of those stress relief balls but in the likeness of Raph Koster? I would have bought the collectors edition for that.
Bamboozle
Mon Mar 08, 2004 3:38 am
#22

How do you tell which one is a human, which one is a zabrak, and which one is a rodian when they are all wearing full composite?



The Kitten's Diary, Day 781: I have discovered a most delightful way of making life miserable for my captors. Yesterday, I ate the woman's precious begonia, and today I have dismembered the amaryllis in the bedroom window. She is furious over the loss of her darling house plants! I find it highly gratifying.

Shai - Lieutenant Colonel of the Imperial army, FK division
Resource Vendor in the BlueDog Mini-Mall, Haven Island, Corellia -2010 -4670

Secksay
Mon Mar 08, 2004 3:42 am
#23

LOL, very true. But what does it matter, poison can still hurt them all.



Seck'say Muth'ahh
Tatooine, City of Mos Tyrenia
Master Combat Medic / 0001 Swordsman
Warrent Officer II in the Rebel SpecForce
Mastered: Medic, Entertainer, Combat Medic, Pistoleer
"I bring ROCK AND ROLL back to warfare."
Secksay
Mon Mar 08, 2004 1:55 pm
#24

So, what we've come up with is


1.......Status Effect Stims would be cool to have in place of lowering the power on our poison/disease line. (although AE versions may be a little much)


2.......Increase Drag range to be higher than Doctor. (we are CM's after all. I've never seen Doctors in combat in real life, only Combat Medics)


3.......Cover Patient would be an AWESOME ability. (again, we are Combat Medics)


I still have issues with adding Weapon skills to the mix. We have enough skill points to get additional weapon skills, be it TKA, or a weapon specialist (Pikeman, Pistoleer, Rifleman, Swordsman, etc.) Smugglers are going to need those Pistol skills if what the DEV's are cooking up is going to happen. CM's have the offensive capability in our Poison/Disease line. If we get Status effect stims all you'll need to do to mess up a Stormie is use a Dizzy stim, then use a Knockdown on them from some other weapon specialist skill tree. Wecan still bea force to be reckoned with.


4......The ability to use Rez kits would be a BIG plus to the class. I still think that Doctors should bethe sole producers ofthe kits. I think they would have to be of lesser power than the kits the Doctors use so they keep there position as the TOP healers. (They are Doctors, after all. We need onlystabalize the patient, let the doctors do the MAJOR healing.)


5.....New issue I haven't seen in here yet...Fire Blankets. This is a new thing for Doctors to use to put out fires on people (freaking Commandos )It's in test, if I read it correctly. Ifeel we should have the ability to use these, not make them, just use them. Ifthereis a version to heal as well as put out the fire, then we should get the one that just puts out the fire. A lesser version for us,see above for reasoning.



There you have it, my fellow Combat Medics / Chemical Soldiers.


FLAME ON!!!!







Seck'say Muth'ahh
Tatooine, City of Mos Tyrenia
Master Combat Medic / 0001 Swordsman
Warrent Officer II in the Rebel SpecForce
Mastered: Medic, Entertainer, Combat Medic, Pistoleer
"I bring ROCK AND ROLL back to warfare."
Thorez
Mon Mar 08, 2004 9:18 pm
#25






TonPhannan wrote:





WillbieJedi wrote:

HERE is the solution to combatmedic poison. combat medics who can also CURE disease and poison.


Ranged and Area poison and disease curing stimpacks. That way if you have a CM with you CMs can possibly counter each other making CM vital in PVP but not the end of a battle for both sides. Docs should of course retain their abilites to cure both states but CMs need this.


And for all the docs who want to disagree... please just keep it shut. No one cares that you don't want to share your ablitites. Riflemen dont' like sharing mind pool damage with bounty hunters either.


(and now, by the way, they have a reasonable gripe,with the new genocian pistol being able to do 700 damage if you get a superb one BH will outdo riflemen which is stupid because rifles in general are more damageing to something than a pistol)


I guess I need to post this over again in a thread of it's own.


Why shouldn't CM be able to cure these things? They're sent out with the poison why wouldn't they have the antedote and same with disease what if they spilled it on an ally you think the millitary they wouldn't be required to be able to cure it? That's stupid to think.






This seems to be the most widespread consensus from what I've read.


From reading some of the posts on the threads I made for this topic, it does seem likethe biggest problem is that CM's aren't medics, but rather Bio-Warriors. If you have only 8 heal schematics and 20+ damage schematics (all disease and poison) that doesn't seem like a medic to me (this is per a CM from the thread in the GCW forum, I know it isn't entirely accurate, but it is a representation of the ratio it seems). They need to be better combat healers than doctors are. They need AoE (short range) heals for wounds and poison and disease. They need /drag and come kind of incap protecting /coverincap ability, protecting the incap'ed player from a DB without incapping the CM first. That would make them actual Medics instead of Bio-Warriors. Make them combat oriented by giving them pistol skill mods and abilities (different from what is currently avail), since that is what most medics use, or other cross-the-board weapon abilities like the Suppressing Fire they get at Marksman Ranged Combat 4. Disease and Poison make them Bio-Warriors, not medics, so they should simply be renamed if they are left as they are






The game mechanics as they are, there is no need for medics or healers. Most people who post this 'cm should be support class' dont realize how godly overpowered stims are. With one box of medic you get stim Bs that heal for over 450 damage. Play a CM and youll see that healing is practically worthless since everyone can drop awesome heals on themselves. If you want to make a healer class you have to nerf healing for everyone else. Youshould advocate nerfing stims 75%, if 90% of the players out there could only heal themselves say 100-200 points at a timethen there would be some value in having a battlefield healer. Also everytime I see a post like this, its alway asuger coated pill saying something like "You know CMs what do you think about giving up your poisons(something that actually works very well) for the ability to have super /drag ability(something that would be a total hose job)".

TonPhannan
Tue Mar 09, 2004 12:13 am
#26

I see the reasoning in that the disease and poisons were kept in this game because they are now expected to be in this game. If they took those away from you, it would be a slap in the face to every profession, since that is what the primary concept of CM currently is, it would be like taking the RL and the Flamer from the Commando.


And its funny what you were talking about for the meds, because I was just considering that myself. I was thinking that it is too powerful for chars to be able to heal themselves so easily (yet at a sizable credit cost).


All in all though, those things are likely part of what is being considered in the HAM and combat revamp, so any consideration thereof would really be futile.





Rowlurorowf (AKA Bitter Rowl)
Wookiee Jack of Many Trades (Master of only 2),
WOOK Former Council Secretary Elder, resigned 10/31/03,
New Rwookrrorro quarter, Alacio Island, Naboo (Bria)
(former professor from Mrllst) Bard of Kashyyyk
"...as constructive as playerly possible... "
only player known to have been banned by a "bug"


Does anyone else wish they had one of those stress relief balls but in the likeness of Raph Koster? I would have bought the collectors edition for that.
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