Combat Medic Archive
Thread: Combat Medic Issues List: Submitted to the Devs
Mustelafuro
Mon Oct 18, 2004 8:15 am
#27
Looks good, although I would give up a faster tick in trade for initial damage, esp on disease. Leave the rez to docs, I agree on that, and being able to throw while running would be nice 
Also, would be nice for the devs to toss a lil defenses our way, heck we know we going to get killed, but would be nice to survive a little longer to get a couple more tosses off.
I want some special armor with a big target on the front, nothing like being the center of attention when tose lil blue ball start flying around.....lol
Kadgarth
Mon Oct 18, 2004 8:20 am
#28
Mustelafuro wrote:
Looks good, although I would give up a faster tick in trade for initial damage, esp on disease. Leave the rez to docs, I agree on that, and being able to throw while running would be nice
Also, would be nice for the devs to toss a lil defenses our way, heck we know we going to get killed, but would be nice to survive a little longer to get a couple more tosses off.
I want some special armor with a big target on the front, nothing like being the center of attention when tose lil blue ball start flying around.....lol
Ranged Defense would be pretty nice (and might even fit into our overall role pretty well).
I don't agree with the throw while running thing though. That would make us MUCH too powerful. As it is now kiting is fairly difficult (not nearly impossible though) and makes it fair.
I'm probably one of the only CMs that would say this, but I actually like how the ticks are now (except maybe disease should be 30 seconds instead of 40). Just like in real life, it gives a doctor a chance to cure you before any sides effects occur.
DoctorGriggs
Tue Oct 19, 2004 1:15 pm
#29
somerandomuser wrote:
Kadgarth wrote:
Mustelafuro wrote:Looks good, although I would give up a faster tick in trade for initial damage, esp on disease. Leave the rez to docs, I agree on that, and being able to throw while running would be niceAlso, would be nice for the devs to toss a lil defenses our way, heck we know we going to get killed, but would be nice to survive a little longer to get a couple more tosses off.I want some special armor with a big target on the front, nothing like being the center of attention when tose lil blue ball start flying around.....lolRanged Defense would be pretty nice (and might even fit into our overall role pretty well).I don't agree with the throw while running thing though. That would make us MUCH too powerful. As it is now kiting is fairly difficult (not nearly impossible though) and makes it fair.I'm probably one of the only CMs that would say this, but I actually like how the ticks are now (except maybe disease should be 30 seconds instead of 40). Just like in real life, it gives a doctor a chance to cure you before any sides effects occur.
hrmm.. that gave me an idea..
how bout cascading DOT's?? (similar to shaman epic DOT for all you EQ players)
low initial tick..
higher damage secondary tick..
higher still 3rd tick.. etc etc
something along the lines of:
1,2,4,8,16,32,64,128,256,512,1024,2048,4096.. etc
and have it stop increasing when it reaches the effectiveness that it would normally have..
so a 200 eff poison would run something like this for MCM..
1,2,4,8,16,32,64,128,200,200,200,200,200,200 (continue till duration)
and we'd adjust duration accordingly for the buildup time..
i dunno.. i'm just rambling different thoughts.. i've had a long weekend dealing with a friends wedding.. so i'm thinking from out of 'left field' again (btw.. wedding was phoenominal in case anyone cared)...
Interesting thoughts there. One downside though is that the initial ticks are so low that if they had any kid of resistance or a doctor around you would be completely nullified in your abilities.
Kadgarth
Wed Oct 20, 2004 8:56 am
#30
somerandomuser wrote:
hrmm.. that gave me an idea..
how bout cascading DOT's?? (similar to shaman epic DOT for all you EQ players)
low initial tick..
higher damage secondary tick..
higher still 3rd tick.. etc etc
something along the lines of:
1,2,4,8,16,32,64,128,256,512,1024,2048,4096.. etc
and have it stop increasing when it reaches the effectiveness that it would normally have..
so a 200 eff poison would run something like this for MCM..
1,2,4,8,16,32,64,128,200,200,200,200,200,200 (continue till duration)
and we'd adjust duration accordingly for the buildup time..
i dunno.. i'm just rambling different thoughts.. i've had a long weekend dealing with a friends wedding.. so i'm thinking from out of 'left field' again (btw.. wedding was phoenominal in case anyone cared)...
/sigh....
I really hate how some "Master" Combat Medics don't even know our profession.
Its called a disease....
Kashima
Wed Oct 20, 2004 2:49 pm
#31
Sorry if this topic has been covered but i don't have time to read this all. It takes 135 skill points to master combat medic, meaning there is very little else that you can master if you want to phase combat in with it. And on top of that they just added poison and disease risist buffs even though all that they needed to do was take away venom. I'm so glad we have the best minds working on the real problems. 135 skillpoints is 54% of your useable skillpoints. I've been a cm for about 10 months and i've kept my opinions to myself but i'm getting tired of every prof that doesn't need nerfed, getting nerfed and the needed nerfs don't come. For example a master TKA even without other mods, can take on and beat a jedi knight. My main point is for everything that Master Combat Medic has to put up with, the skillpoints are too much. I know it makes sense to have the ranged support in marksman but it would help balance out if those skills were taken off of the requirements for CM.
alucard82
Thu Oct 21, 2004 9:51 am
#32
Im glad we got a good correspondant like you stickin up for us.
Nice work man!
Try and get us some fires (ie napalm). My birthday is on the 30th, might make a decentpresent 
Tucari
Thu Oct 21, 2004 4:03 pm
#33
Kadgarth wrote:
You obsviously don't fight with competant doctors then. I am in a Jedi Hunting guild, and we do everything in a VERY well organized matter. When its us 5 vs a Jedi and his 10 buddies and we expect to win, you have to.
Its usually 3 pure combat (Master BH + Pistoleer, Bh 3000 + TKA, etc) me (Master CM/Doc) and lastly a Master Doc/Rifleman or MD/Bh 3000.
We have NEVER died because of poison or disease, our doc (I may be a doc but rarely do I use it for anything besides a quick buff or rez) keeps all poisons and stats off of us, and we make sure he never gets hit himself.
My point exactly, MD are useless in a battle. In order for them to be proficient in a battle, they are combined with CM. That is what I play, MD/MCM. I can care less about poisons or diseases. I play both professions to keep my group alive. MD for buffs before the battle, MCM for the area heals, and MD again when a member dies so I can rez. That is the only reason a MD is needed in a battle is for the rez. And where are the MDs, in front of starports charging high end costs for buffs. You never find them in battles. This is why I say MCMs need rez in their tree. MDs are seldom found in battles because single heals are pointless when there is a large group. That is why when you find a MD in a battle, (s)he is usually a combo of both MD/MCM so (s)he can do both as a support for their group.
Kashima
Thu Oct 21, 2004 5:02 pm
#34
You don't give MD enough credit. State heals are incredibly usefull in battle. A healed poison can be the difference between winning and losing. Same with a healed dizzy/stun. All in all i agree, but a complete revamp sparks my interest as well.
Kavedawg
Sun Oct 24, 2004 1:03 am
#35
vortexala wrote:
1) We never asked for TN. That was given to us by the devs.
2) Cure packs have a ranged experimental line on them and a ranged rating on the packs which tells me that they were originally ours to begin with. Why they were given to Doctors is beyond me. Also, states are an in-combat healing issue, and who better to perform in-combat healing then the Combat Medics?
3) Rez Packs aren't something we should ever receive, in my opinion. Resuscitating a player seems a bit beyond the capabilities of a Combat Medic and really does belong to a dedicated surgeon. Which is why Doctors currently have that ability.
actually we did ask for TN sorta, One of the previous CM issues delt with mobility on the battlefield, the dev's decided to give TN to help out. Still need that dang drag distance increased
VTmoon
Mon Oct 25, 2004 8:46 am
#36
Kadgarth wrote:
somerandomuser wrote:
hrmm.. that gave me an idea..
how bout cascading DOT's?? (similar to shaman epic DOT for all you EQ players)
low initial tick..
higher damage secondary tick..
higher still 3rd tick.. etc etc
something along the lines of:
1,2,4,8,16,32,64,128,256,512,1024,2048,4096.. etc
and have it stop increasing when it reaches the effectiveness that it would normally have..
so a 200 eff poison would run something like this for MCM..
1,2,4,8,16,32,64,128,200,200,200,200,200,200 (continue till duration)
and we'd adjust duration accordingly for the buildup time..
i dunno.. i'm just rambling different thoughts.. i've had a long weekend dealing with a friends wedding.. so i'm thinking from out of 'left field' again (btw.. wedding was phoenominal in case anyone cared)...
/sigh....
I really hate how some "Master" Combat Medics don't even know our profession.
Its called a disease....
QFE
vortexala
Mon Oct 25, 2004 3:24 pm
#37
Kavedawg wrote:
vortexala wrote:
1) We never asked for TN. That was given to us by the devs.
2) Cure packs have a ranged experimental line on them and a ranged rating on the packs which tells me that they were originally ours to begin with. Why they were given to Doctors is beyond me. Also, states are an in-combat healing issue, and who better to perform in-combat healing then the Combat Medics?
3) Rez Packs aren't something we should ever receive, in my opinion. Resuscitating a player seems a bit beyond the capabilities of a Combat Medic and really does belong to a dedicated surgeon. Which is why Doctors currently have that ability.
actually we did ask for TN sorta, One of the previous CM issues delt with mobility on the battlefield, the dev's decided to give TN to help out. Still need that dang drag distance increased
I stand corrected then ![]()
However, if memory serves me, it was never a top priority issue for CMs. As I recall, we had more pressing concerns at the time when out of the blue we were given TN.
*shrug*
Kavedawg
Mon Oct 25, 2004 3:27 pm
#38
vortexala wrote:
Kavedawg wrote:
vortexala wrote:
1) We never asked for TN. That was given to us by the devs.
2) Cure packs have a ranged experimental line on them and a ranged rating on the packs which tells me that they were originally ours to begin with. Why they were given to Doctors is beyond me. Also, states are an in-combat healing issue, and who better to perform in-combat healing then the Combat Medics?
3) Rez Packs aren't something we should ever receive, in my opinion. Resuscitating a player seems a bit beyond the capabilities of a Combat Medic and really does belong to a dedicated surgeon. Which is why Doctors currently have that ability.
actually we did ask for TN sorta, One of the previous CM issues delt with mobility on the battlefield, the dev's decided to give TN to help out. Still need that dang drag distance increased
I stand corrected then
However, if memory serves me, it was never a top priority issue for CMs. As I recall, we had more pressing concerns at the time when out of the blue we were given TN.
*shrug*
yeah, it wasn't a top priority, just on the long honey do list
Kassuff
Mon Oct 25, 2004 4:39 pm
#39
I tried to check this on the Allakhazam charachter builder, but it's not workin for me.
I would have thought skill points, or lack thereof would have made this list. Being unable to master combat medic and a melee profession was one of my biggest pet peeves the four times I went through CM.