Combat Medic Archive
Thread: Combat Medic and Res controversy my alternative
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MyT_Chicken
Sat Feb 26, 2005 1:02 am
#27
Brainplay wrote:
However,...this isn't real life. This is SWG. So the roles of different professions are going to be different from the similar roles in real life. I dont see too many Fencers in military services now nor many overly fat wookies in dainty bathrobes and boots carrying overpriced flashlights. Well maybe if I go to enough "-Cons". /shudder
The thing is this is probably the first MMO that hasMultiple Healing Classes that all start out with the same skills (Master Medic). And people just want to be "The One" person people come to for hunting. Me personally, I agree 10000000% that CM's are far better healers then Docs. But the point remains that Docs have just as much right to be on the field as any other player. To include Entertainers (which come in handy).
kenruof wrote:
Next time I have an idea id like to discuss I'll just keep it to myself rather that start all this crap
Verda
No don't do that. The fact is some idea's are better then others. Your concept is fine, thats nottheproblemI personally have with your idea....My problem is I don't want to be stuck in a stupid camp just because of my ability to Revive and Buff. I can do more then that. I may not be able to heal 20 people with on stim, but I have skills that can turn the direction of the battle just as much as a Poison / Disease.
lunar004
Sat Feb 26, 2005 12:56 pm
#28
That has to be one of the most unrealistic inputs for the game I've ever read on here. For one, thats some crazy programing to be added. Not to mention why would someone want to be shipped off to a hospital when nearly all hospitals are bare anyways. I'm a master combat medic and a master doctor and I can speak from both points. I know that if I was just a master doctor I would not be sitting around in a stupid hospital in a raid waiting on my team to ship bodies back to me. I would be out there helping them on the field where it matters.
kenruof
Mon Feb 28, 2005 12:06 pm
#29
In no way was I trying to exclude doctors, I just wanted to expand the usefullness of combat medics in the field. Maybe instead of a droid the CM could carry the corpse to the field location where a doc could come and res/heal the player. That way the doc could stay in the fray untill needed in the field hospital returning to the fray after finishing. This way there would be nothing taked away from the doc's, I would be a doc myself if it were not for the SP requirments and I wanta combat skill also so I can't be both.
Verda
MyT_Chicken
Mon Feb 28, 2005 3:03 pm
#30
By nature most docs (That know Group Tactics) stay in the Background/middle anyways. Even though I'm a Melee attacker, its much easier for me to do stuff if I'm not being attacked. CM's can drag....and in my guild that helps.
We set Melee up front, CM's and Pistol/carbines in the middle and Docs and Rifles in the back. It works rather well actually. We practice often enough that the melee classes are never more then 25m away from the CM, and the CM is never more then 35m from the doc. Even if the doctor has to "break ranks" for state healing, we try not to break ranks as a group. IE If the Doc goes up front, another Medic (any type) falls back. We always have a healer within range of all players.
KnightHawk420
Mon Feb 28, 2005 7:26 pm
#31
MyT_Chicken wrote:
By nature most docs (That know Group Tactics) stay in the Background/middle anyways. Even though I'm a Melee attacker, its much easier for me to do stuff if I'm not being attacked. CM's can drag....and in my guild that helps.
We set Melee up front, CM's and Pistol/carbines in the middle and Docs and Rifles in the back. It works rather well actually. We practice often enough that the melee classes are never more then 25m away from the CM, and the CM is never more then 35m from the doc. Even if the doctor has to "break ranks" for state healing, we try not to break ranks as a group. IE If the Doc goes up front, another Medic (any type) falls back. We always have a healer within range of all players.
Someone with a clue...... 5 stars
As to the original post.... new ideas, enhancements and changes are always a good thing... even if this particular one isn't a good idea... it pays to keep churning ideas over.
Mild-Breeze-Trooper
Tue Mar 01, 2005 7:28 pm
#32
The problem is that the Devs did a big blunder in designing the healing professions.
They should never have made it two, since there isn't enough healing content to keep two distinct healing professions going.
The ideal would, as far as I'm concerned, be:
Merge Doctor and Combat Medic (using combat medic prereqs)
Tone down poisons and diseases powerwise.
Tone down ranged and area effect healing powerwise.
Introduce ranged and area effect state cures.
Hey, presto, problem solved.
They should never have made it two, since there isn't enough healing content to keep two distinct healing professions going.
The ideal would, as far as I'm concerned, be:
Merge Doctor and Combat Medic (using combat medic prereqs)
Tone down poisons and diseases powerwise.
Tone down ranged and area effect healing powerwise.
Introduce ranged and area effect state cures.
Hey, presto, problem solved.
MyT_Chicken
Thu Mar 03, 2005 9:22 am
#33
Mild-Breeze-Trooper wrote:
The problem is that the Devs did a big blunder in designing the healing professions.
They should never have made it two, since there isn't enough healing content to keep two distinct healing professions going.
The ideal would, as far as I'm concerned, be:
Merge Doctor and Combat Medic (using combat medic prereqs)
Tone down poisons and diseases powerwise.
Tone down ranged and area effect healing powerwise.
Introduce ranged and area effect state cures.
Hey, presto, problem solved.
I disagree.....anyone that has played this game for any length of time knows that content is Player Created. It has nothing to do with Content. However in my mind the problem isn't between the 2 professions. It's with the players that don't evenplay the 2 professions.
To the majority of the player base, Doctors are used for 2 things.....Buffs and Revive; while CM's are known for 2 things Poison and Disease. That is the issue....the fact that the player base doesn't understand that both professions are needed to complete a effective group.
Mild-Breeze-Trooper
Thu Mar 03, 2005 10:01 am
#34
The problem, as I see it, is that neither role had been really thougth out and things that ought to have been included in the Combat Medic's healing part got stuck with doctor making Combat Medic a sub standard healer. (Well, before superbuffs Combat Medic was still an excellent healer due to area and ranged heals... but since no heals are necessary atm... you tend to notice the lack of state heals).
I don't think all state heals should go to Combat Medic, not if we are going to stick to the division into two diffrent battlefield healer classes. But revisions are necessary.
The problem with this of course being that you cannot give Combat Medic any new functionallity (within the current parameters of the game) without dilluting Doctors, which I can promise you that doctor's won't like. (Hence my proposal to merge the both classes)
A thing that could be tried is to make poison and disease mitigation (not cures) aviable at master medic and then make ranged and area mitigation packs for combat medic. Keep cures with Doctor.
Move fire blanket to combat medic (find something to give to the doctors in return... how about point blank area cures for poison and disease?)
Give Combat Medic ranged and area versions of some of the state cures (not all mind you) give something in return to doctors (how about a buff for resistances?)
Still this would probably leave doctors feeling dilluted anyways. Or so the general doctor consensus seemed to be last time this discussion was up (IIRC). So, I don't know... I've never been a doctor, so I can't say I see it from their perspective. I just want the medic part of combat medic be brought up to par with the combat part. I want to be able to choose which kind of CM I play. (And I don't want the medic part to be usefull only in the Deathwatch Bunker and the Corvette either).
I don't think all state heals should go to Combat Medic, not if we are going to stick to the division into two diffrent battlefield healer classes. But revisions are necessary.
The problem with this of course being that you cannot give Combat Medic any new functionallity (within the current parameters of the game) without dilluting Doctors, which I can promise you that doctor's won't like. (Hence my proposal to merge the both classes)
A thing that could be tried is to make poison and disease mitigation (not cures) aviable at master medic and then make ranged and area mitigation packs for combat medic. Keep cures with Doctor.
Move fire blanket to combat medic (find something to give to the doctors in return... how about point blank area cures for poison and disease?)
Give Combat Medic ranged and area versions of some of the state cures (not all mind you) give something in return to doctors (how about a buff for resistances?)
Still this would probably leave doctors feeling dilluted anyways. Or so the general doctor consensus seemed to be last time this discussion was up (IIRC). So, I don't know... I've never been a doctor, so I can't say I see it from their perspective. I just want the medic part of combat medic be brought up to par with the combat part. I want to be able to choose which kind of CM I play. (And I don't want the medic part to be usefull only in the Deathwatch Bunker and the Corvette either).
kenruof
Thu Mar 03, 2005 11:55 am
#35
Interesting, I would like to see two types of CM's myself. I tend to use the healing part and would like to be able to do all heals at range if I could give up the poison and disease part. On the other hand the second type of CM with no ranged healing but all poison disease would be good for those that like this play style.
I agree that MD/CMshould be merged somehow, but this would pose other problems, it would be nice if we had more choices in the med profession so we could pick the type or medical stuff we enjoy more.
Verda the gun tot'in Healer/Poisoner/Diseaser
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