Combat Medic Archive

Thread: State of the Combat Medic Profession

Zarlor
Wed Jan 28, 2004 9:50 am
#14






Empr3ss wrote:

this looks good. hope the devs or someone sees this.





Not only have the Devs seen this, they actually asked for it. So that would seem to suggest that not only will they read it, but they are interested in what it says.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
roymitchel1
Tue Feb 03, 2004 12:10 am
#15

you should add they kill everything ever. i dont think you guys should get nerfed though, once group tef is gone things wont be so bad i guess.



ROCK AND ROLL!
Propolis
Tue Feb 03, 2004 10:31 am
#16

Good read. Both this, and the making money thread linked.


Please don't take my post as a rant against you - it IS NOT. I am trying to provide some constructive criticism on things you don't like, that I love just the way they are.


Perfect case where one person's famine is another mans fortune.


>>Of the CM advanced component resources (class 2 liquid petrochem fuel, class 1 radioactive, eleton reactive gas, tolium reactive gas and titanium aluminum) there is a significant amount of time where none of these are in existance.<<

- This is a HUGE opportunity for those willing to stick with it. I've been collecting resources for various needs for several months. As a test I decided to sell some CM meds. They sell as profitably or better than weapons on a CPU basis. My only real concern is selling it to terrorists, but since I have banned all guilds who have attacked our bases I have effectively mitigated the most rampant cases of this.


>>In addition, each planet must be individually checked for these resources, every 5 days if you want to do the job properly.<<

- Again, opportunity knocks. The rarest two resources on Tarq are gallinorian gemstones (spawned once - last week) and class 4 liquid petrochem. When you take into account that we are dependant on the doc meds too, we really have a daunting challenge. To tell the truth, I sell my class 4 - it is such horrible quality that I am not willing to waste my good meat on it - my meds don't suffer much for the same reason.


>>The other crafters have Doctor skills and craft Doctor meds for sale.<<

- While I am master doc/master CM, I do not craft doctor meds besides stim B's and woundpacks. They are too much work when a tenth of the work in pure resources will net you 5x the cash. I REFUSE to sell my stash of 1500 buff stimssimply because I can't guarantee I can get more avian meat. My guild leader asks me to sell them darn near every day, but instead I keep them so I can constantly buff people myself. (read the server boards and people will tell you buffs need to be 800 str minimum. I made mine 690 str with only 90 med use required, and people are usually very surprised how strong my buffs are... I'm still trying to figure this logic out).



  1. Poisons can no longer incap (also known as +1HAM or no-incap issue) CMs would like to see this reverted back to the way it was originally, or at least looked at again.

- I agree with you 100% here. This is my biggest beef with the profession. This is the reason I have only gone out PVP hunting 1xsince this patch. People kill me then live. People who I've beaten run away then live. I've resorted to using mostly health poisons on critters simply because most people do health damage and I am trying to add the same damage type. The only NIIICE thing about being a CM is that if I get group attacked my a mediumish critter, one AE poison and all 2-6 critters die when I am at about 25% HAM (I rarely buff myself since I never expect combat).


I am in agreement or ambivilant to most of the rest of the gameplay issues you point out. My one exception (besides 15) might be 11. Ranged stims simply DO NOT SELL. You basically just need a doc to make you components schematics once, and you should be good for 6 months.



8. Stim charges being used up healing a target that has no damage to heal.


- This is actually GOOD news when using AE stims - allows you to have the wrong person targeted and still heal everyone.

6. Better method for inventory organization (little black doctor bags, etc)


- OMG YES. Lets see, I have 6 buffs,18 diseases, ranged stims, AE stims, 6 woundpacks, 6 poisons. Stims and woundpacks need to be in my root inventory, the rest I hotkey individually... MAJOR PAIN. A doctors backpack that allowed me to use them via a generic macro (as is only possible in root inventory) would be HEAVENLY.





Propolis,
Retired Character.
Contact Goa'uld in game, or GoaOld on these boards.
Alistea
Tue Feb 03, 2004 11:17 am
#17




Great ideas, let me just comment on a few:



1. Poisons can no longer incap (also known as +1HAM or no-incap issue) CMs would like to see this reverted back to the way it was originally, or at least looked at again.



I know we're a support class, but there needs to be some way to finish our enemies when they have +1 HAM. Since I'm also doctor, I can't use a weapon with enough accuracy to hit anyone in PvP.


2. Faction points for DoT damage/healing



If enemies are killed while under the influence of our poison/disease, or said DoTs do a certain amount of damage before that person is deathblowed, we should get a % of the faction points.


3. Mind wound cost for /healmind



Should be there but not as harsh.


4. Healing on mounts



CMs on mounts...that's wonderful! I don't mind if we can't poison/disease from mounts, but healing from them would be fantastic.


5. Damage mitigation for CM



I understand that doctors shouldn't get mitigation, but us CMs are made for combat. Could we at least have, say, ranged + melee mitigation 1?


6. Resource availability



I understand certain resources are supposed to be rare, but come on now. Can resources be spawned manually or is it a random organic system?


7. Better method for inventory organization (little black doctor bags, etc)



YES, please! I would love being able sort buffs, wound meds, poisons/diseases, without having to use tons of backpacks and use up my inventory space. I would also like to be able to /healpoison and disease even when the cures are in a bag.







________________________________
Alistea Talissol M.D., MCM, Rebel Colonel
MedWise
Wed Feb 04, 2004 5:43 am
#18

I encountered the bug that lowers pot when experimenting on eff today. Also today i encountered another problem,Ilost 30% percent of effectiveness that i had laready gained on previous runs, and it wason a great success when this occurred!! . but i did notice that my crafting tools were more than 80% decayed.Iwill repace themtomorrow and post the results.


What gives on the ranged stims i can throw a poision well over 70 m , and can t heal half the time when im standing15m away cant taget WTh lol.


Tilk


Master Cm/ master doc


Ahazi


charris456
Thu Feb 05, 2004 7:51 am
#19

Looks good!



Haris Dae
Chilastra
Dicemanorama
Thu Feb 05, 2004 2:27 pm
#20

I just Mastered CM this morning. I totally agree with everything Pahdbacca said. At the top of my list is the resource issues and +1 HAM nerf. I had a group of 5 imps down to +1 HAM and got killed. Aggrivating.



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

Iwih

Flurry

Vendor right outside Mos Eisley @ 2596, -4404
NeoEcks
Thu Feb 05, 2004 7:25 pm
#21

I have had a Master Combat Medic in the past. i dropped it, NOT because of the holo grind, but because of the resource issue. if you have ever played on a galaxy where a particular resource has NEVER spawned or never spawned above 350 OQ you will understand what i am talking about. if it were not impossible (or next to it) to find the resources to craft Combat Meds, i would have dropped another profession to continue with my holo-grind.


secondly i would have to agree with the COMBAT issue with Combat Medics. i do not believe we should have a flamethrower or a lightning cannon. those are for the elite combat classes, but it would be nice to have some sort of combat skills to balance out the fact that we can start a fight, but rarely can we finish one on our own. taking into account our DoT attacks, it would be nice to have some sort of weapon cert to finish the job.


thank you for all your time and effort in putting together this SoP






In-game Name: Eclypse
Alt: BioTech
Fun Times
-= Boredome is the disease of the unimaginative =-


KillerBrink182
Sat Feb 07, 2004 2:07 pm
#22

i agree whole-heartedly with you. however there is one other thing that counteracts my time i put into my poisons and the use or two i just used on a mob.....


respawn at lair/full heal glitch. like you said earlier it is hard for a CM to go out and solo on his/her own and come out on the positive side. now this glitch i talk about has accured again and again; it happens mostly when i grab a couple reb missions from my guilds terminal (the difficulty only goes as low as lvl 32) head out and begin the mission. ill poison, bleed shot and try and stay out of blaster range....well most of the time they either just stand there or come after me. well when using 90 mind per poison and 56 to heal myself to stay alive i usually keep the armor off and the food and spice stocked. well as im runningtheyllget down to 1/2 or lower health and disappear....no biggy, they must be back at their base. i head back to find every mob i poisoned fully healedand none poisoned or bleeding.


this wastestime, money, effort and gets me killed a lot of the time. there may be no honor is poisoning and running away, but im not the onethat can make myself disappear and come out on the other end with no damage, wounds or even a scratch to show for it.


and another thing that was touched on was the resources.....my God how we screwed here! i play on the starsider server and class 1 radioactive has not showed up once and the only time titanium aluminumhad OQ over 300 (it was in the 800s i believe) the DR was still below 200 (around 40 or something) now those are the only 2 stats that matter to a CM when it comes to titanium aluminum and when the resource doesnt show up or one of the 2 important stats doesnt go over 200 we get royaly screwed. the other resources arent so bad, but when its impossible to make some good adv. components we are limited even further.


whew! there, i said everything.....i think feels good to rant and rave every now and then.


tometaophion
Sat Feb 07, 2004 3:12 pm
#23

You do realize the consideration of any of the above changes must be in direct response to the effects they will have on the GCW, and more importantly the effects they will cause in individual PVP. Fairness is the key factor, not what 'should' be done to make CM All powerful.


Death To Combat Medics!


NeoEcks
Sat Feb 07, 2004 6:14 pm
#24






tometaophion wrote:

You do realize the consideration of any of the above changes must be in direct response to the effects they will have on the GCW, and more importantly the effects they will cause in individual PVP. Fairness is the key factor, not what 'should' be done to make CM All powerful.


Death To Combat Medics!









did you even READ the list?
we are questioning the very concept of the poison / disease = incap.
we are stating that floors and walls SHOULD stop poisons, diseases and heals...


you know what. never mind, you just don't get it





In-game Name: Eclypse
Alt: BioTech
Fun Times
-= Boredome is the disease of the unimaginative =-


ButterBandit
Mon Feb 09, 2004 7:33 pm
#25

Its ok, he clearly just died to a combat medic......poor thing.



hmm...yes, stolen your butter has been.
-Banditus
Teras Kasi Master-4000 Bounty Hunter-0030 Squad Leader
Pirategalleon
Sat Feb 28, 2004 10:58 am
#26


I totally agree with the above. I cannot say the same to the resources, as on Valcyn, resources have been available, although some more common than others. But, since they have nerfed the profession, I really can't justify the lack of crafting resources. I love the CM profession, but it is just getting worse and worse.


I have noted the comments made by some of the threads, particulalry from those non-CM's whining about poisons but seriously, should those bounty hunters and commando's be the only professions that are not only practically indestructible characters but also be able to kill other players with one shot? Thats whats infuriating, especially as most CM's don't wear armour because of the increased costs to med use. At least poisons will take at least three or four (minimum) hits on their target when buffed before the target reaches 1 HAM. Lets face it, no one goes into PvP without full doc buffs. Plenty of time to get the target's doctors and CM'sto apply their skills - thats what they are there for.


Nerfing of the CM profession has been nothing more than the result of a witch hunt by combat classes to maintain their almost total invulnerability. They have accomplished this through sheer wieght of numbers.


It must be shocking for all those Bounty Hunters, Commando's and other combat professions who have actually been killed after having max buffs and 70%+ padded armour topped with foods. Do these players not realise that to every yin there is a yang? The CM is the balance to their almost complete protection against melee and ranged weapons damage?


At the end of the day, if you get poisoned you have doctors on hand to cure it (yes, doctors can cure mind poisons) and CM's of your own to keep you alive while the docs heal? If you are in PvP without the support of these professions, well, thats tough - thats the randomness of war.


I don't believe that the developers are under any obligation to worry about the cost of the CM profession. The economy is expensive on some servers and cheap on others. Its down to Us combat medics to ensure that we charge for our services. If we don't charge (like docs do for their buffs) then thats our own fault. Players expect to be healed for free but pay for buffs. I fail to see the logic in this and subject to this ethos changing among the players, I believe this will not change. Its not the developers fault that some CM's can't make lots of money. I agree that there should be CM mission terminals to try and balance things, but this is as far as I would ask the developers to go. Its down to the CM's to find ways of earning money. If a group wants a master CM to come along and heal, well, the CM should charge - after all, a master CM doesn't need any more medical experience!!!


This has rambled on more than I intended, but to summarise, yes, CM's should be able to kill with their poisons and diseases. How about a special poison that can only be applied to a target once it has reached +1HAM to kill it? If the CM has survived until the target(s) get to +1HAM, non-comabt skilled CM's should have the ability to deathblow. After all, by the innate terminology of the name 'Combat Medic' , the CM should have some 'Combat' ability rather than merely healing other while in combat. This would aid those players among us who like soloing the game - and the developers should cater for these individuals.
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