Combat Medic Archive

Thread: Discussion Topic: Specials

Brainplay
Wed Nov 03, 2004 6:01 am
#14


Medical

Longer drag or multiple drag

Resucitate at master - make it like force of will where there is a % chance it will work or not

Enhanced stimulants - increase a combat speed/regen/HAM/etc for very short periods of time. Point blank only

New buffs - after the revamp there's a good chance the regen on buffs will be shortened or eliminated. If anything like that happens give us a limited regen buff. Make it so that it would stack on top of doctor buffs.

A stim that would refill the new HAM bars that TH has mentioned.

A form of poison/disease cure - face it, if the doctors encrouch on our territory then it should be something we both can use. If necessary put it at master level and only A or B packs.

Area fire suppression - wishful thinking and something I'll need if any doctor reads this.


Offensive

State applying packs - name says it all. Experimentation would lean toward % of success.

Delay applying packs - delay running speed, weapons speed, or general quene.

Ranged and/or melee defenses - how are we supposed to be combat medics when we are suited for combat in the first place?

Enhanced burst run - timer on burst run will be shortened due to modifiers as you progress up the CM trees. Set it next to terrain negotiation.



Some of these are wishful thinking but its always good to throw ideas out. You never know, some of the unlikely ones might just happen.




Message Edited by Brainplay on 11-03-2004 05:05 AM





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

Kavedawg
Wed Nov 03, 2004 10:42 am
#15



other than added command lines for /applypoison (/applypoisonMindAreaC, /applydiseaseHealthSingleC but may be a bit long for the devs)


Going off of TH's in concept post on the HAM revamp for Rage


Status Effects


  • Fear


    • Single target or area, forces the target to run in a random direction PvP & PvE (crowd dispersal)

  • Nausa


    • A spice downer in a bottle, the target will experience random events of projectile vomiting reducing combat effectivness (posture change / immobilize / combat interupt)

  • Weaken


    • Saps the strength of the target reducing thier mobility and preventing burst run (slow targetadvancement / retreat)

  • Rage


    • Forces the target to "lock in" and spam last special usedin the combat que (PvP- specials drain / limit player controll)

I would also like to see the weapon specials in the ranged weapons support line worked on so they are more usefull and can be used more often, maybe even change them to blind, dizzy, intimidate, and stun


Message Edited by Kavedawg on 11-03-2004 11:52 AM

Message Edited by Kavedawg on 11-03-2004 01:35 PM



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
BRAVElittleTOASTER
Wed Nov 03, 2004 2:06 pm
#16


/stabilizepatient (can only be used on dead players - resets their 5 minute res timer - master cm only - this way the cm's can really help out the docs since a medic can drag a player, at least the CM can both drag AND increase the chances of the player getting a successful res - i believe cm's shouldn't have the res ability like docs.)


/multipatientdrag (i liked this from the other post - cm's can drag multiple people using a /dragstart and /dragstop toggle, allow for 1 additional person perranged healing speedbox with a max of6 people at master)


/applyregenheal (stim made by cm's only, this stim works by calculating the max amount the cm can heal, and allows the targeted player to regen that much HAM back over time. Like the reverse of a DOT attack, instead of a CM applying a cure like a doc, they can instead apply a regen to counter the DOT. Once the amount of the heal has been regen'd to the target, it fades away.This would be a nice work around instead of giving CM a cure. These would be in the crafting line and scale like the AREA STIMS do with just an A, B, and C level to the craft. )


/distractingshot (a special attack granted to master cm's, this shot can be done with any certified pistols, carbines, or rifles. Distracting shot would work similar to a warcry. Put a timer on it so only one distractingshot per 30 second interval or something like that is in effect. What it does is it prevents the person hit by it from attacking the cm. Im thinking this would be used with dragging a player out to safety. For example, a person in the cm's party is killed. The cm runs in and uses distractingshot on the nearest enemy and is able to delay him for 10 second from attacking the cm while he drags the player out. What this would allow is for the master cm's to have a basic warcry1-like ability without having to take up brawler and not being limited to the 20m range. This shot would be set at 64m range of effect and depend on the weapon used for its accuracy modifier. Keep in mind that this shot would work with the same rules as warcry does so it won't stack on top of a warcry or be able to be applied within 30 seconds of a warcry state.


Cm's should also have some defenses added. Doesn't have to be alot, but some of each ranged and melee def would work along with some poison and disease resists since we work with the stuff. Not so much worried about the mitigations but just the base defenses should be ok.


Just some rough ideas on some things we could use.







Colonel O'Ren Ishii
Pistoleer/Combat Medic
CEO - Hottie Inc. Power Company(A Division of ZiNaKu Incorperated)

"Nothing shines brighter than hard won fame." -Trigun
PoopDoc
Wed Nov 03, 2004 7:39 pm
#17

since obviously the strength on all our DoTs wil be dropped considering we are kind of cheap hehe, i say we get the state packs like said above. Make there be specialty ones for non master, such as dizzy, stun, ect. But at master there is ones that are Total State packs. Applying every state possible. I also think cms need some type of fire DoT. Nerf the strengths down, but we should get some fire lol. And if you think a chemist couldnt use fire your wrong, just using the right mix of chemicals



Igero
"Guns dont kill people, DoTs do"
Kadgarth
Wed Nov 03, 2004 7:45 pm
#18






PoopDoc wrote:

since obviously the strength on all our DoTs wil be dropped considering we are kind of cheap hehe, i say we get the state packs like said above. Make there be specialty ones for non master, such as dizzy, stun, ect. But at master there is ones that are Total State packs. Applying every state possible. I also think cms need some type of fire DoT. Nerf the strengths down, but we should get some fire lol. And if you think a chemist couldnt use fire your wrong, just using the right mix of chemicals







I'm not really sure anything would be considered "Obvious" right now...


No one 'cept for the Corrs and Devs (and even the Corrs are a little fuzzy) know whats going to be happening.



CMs will NEVER get a fire Dot though, commandos would have our head




Kadgarth
Master Doctor/Master TKA - Wanderhome
Omass Ibe
Master Musician/Master Dancer Buff Bot - Ahazi
Anul Roat
Master Combat Medic(Aspiring)/Master Artisan - Test Center
*Jedi Knight*
vortexala
Wed Nov 03, 2004 8:09 pm
#19

Our DoTs are getting dropped? News to me


Focus on different specials and abilities, people. Aside from the DoTs



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
PoopDoc
Wed Nov 03, 2004 8:14 pm
#20

if this revamp doesnt nerf cm strength with DoTs ill be happy. but i can almost gurrantee it will



Igero
"Guns dont kill people, DoTs do"
Brainplay
Thu Nov 04, 2004 5:39 am
#21






PoopDoc wrote:

if this revamp doesnt nerf cm strength with DoTs ill be happy. but i can almost gurrantee it will






So what happens if they take away regeneration substat buffs and instead increase everyones standard HAM buff by 10x? 20k HAM with no regen would be pretty balanced if they toned down armor. DoT's wouldn't be needed to be changed either as simple healing would be able to keep up. Fact of the matter is the WE HAVE NO CLUE!


Come people forget about DoT's for a moment and think of some new stuff that would benefit this profession. Make my 169 points be worth the cost.






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

rhaspede
Thu Nov 04, 2004 6:28 am
#22

I love the idea of having some kind of special that delays opponents like warcry. Since we get a grand total of 2 melee defense and 8 ranged defense, we need something that can help keep us alive. I am in full agreement with the /distractingshot idea posted earlier. If we get no other special but that, I'll be happy.


On a different note: I'm not sure if ideas about cures is appropriate for this forum or not, but just in case it is, here goes...


I think we should get some kind of stabilization special; not quite like the aforementioned one though. I think it should extend the amount of time between ticks on poisons.

For example, poisons currently tick every 10 seconds. A cm should be able to /stabilize a patient and extend the timer to 15 seconds. This would give the patient time to find a doctor to get the poison actually cured, or buy the patient enough time to finish off their target. This way, we don't take anything away from the docs, but we get some type of support ability as well.

BRAVElittleTOASTER
Thu Nov 04, 2004 9:05 am
#23

I was told that smuggler has a skill similar to the "/distractingshot" that I mentioned. If anyone has smuggler, can you shed any light on this special and if it works or not?




Colonel O'Ren Ishii
Pistoleer/Combat Medic
CEO - Hottie Inc. Power Company(A Division of ZiNaKu Incorperated)

"Nothing shines brighter than hard won fame." -Trigun
Kadgarth
Thu Nov 04, 2004 9:37 am
#24






BRAVElittleTOASTER wrote:

I was told that smuggler has a skill similar to the "/distractingshot" that I mentioned. If anyone has smuggler, can you shed any light on this special and if it works or not?








My alt is a Master Smuggler/Merchant


Its called "Panic Shot" (I think), it delays a target for 20 Seconds, just a ranged version of warcry.




Kadgarth
Master Doctor/Master TKA - Wanderhome
Omass Ibe
Master Musician/Master Dancer Buff Bot - Ahazi
Anul Roat
Master Combat Medic(Aspiring)/Master Artisan - Test Center
*Jedi Knight*
santachristo
Thu Nov 04, 2004 10:09 am
#25

warcry is lamest thing i have ever seen.

comon, dont try to create some uber profession here. is it that difficult to see what is best for the game?
we dont need kiddies who give some poisen, and stand there delaying for 100 seconds, to get a kill with using 3 buttons.

i am sure this will make everyone happy. (the last sentence was ironic)

why should we be able to give states???? how should it be done? by throwing something at somebody? with a 4 second delay?
i would not need to throw states at somebody. just give me some more healing (healing states, etc) abilities and increase the use of diseases, and give me some more defense.



Realize Le-fay. (canceled account)
Founder of the IBL tactical Squadron

for membership, send me a pm)
ps: for everyone that did not get it. IBL = in before locking
BRAVElittleTOASTER
Fri Nov 05, 2004 1:14 am
#26

Kadgarth wrote:



My alt is a Master Smuggler/Merchant


Its called "Panic Shot" (I think), it delays a target for 20 Seconds, just a ranged version of warcry.


-------------------------------------


Yeah thats the one. CM's should have something like this at master that can be used with pistols, carbines, or rifles.


THANK YOU!




Colonel O'Ren Ishii
Pistoleer/Combat Medic
CEO - Hottie Inc. Power Company(A Division of ZiNaKu Incorperated)

"Nothing shines brighter than hard won fame." -Trigun
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