Combat Medic Archive
Thread: So how many CM are Mad
Am I one of the only one that never thought CM was a support prof? To me with low defence and high ofence makes it a ofencive prof ... chemical-warfare and bio-warfare is not support, the stims and heals are secondary even tho I do toss more of those once the enemy is infected. I always tried to get them ticking before the tanks engage... then yes ...support the others....
shadowfireSinner wrote:
NOt a flame ...just a question...
Am I one of the only one that never thought CM was a support prof? To me with low defence and high ofence makes it a ofencive prof ... chemical-warfare and bio-warfare is not support, the stims and heals are secondary even tho I do toss more of those once the enemy is infected. I always tried to get them ticking before the tanks engage... then yes ...support the others....
No no...you bring up a very valid and true point!
Right now in the state of the game, Combat Medics are possibly the most feared player on the field. Many "fixes" were put in to try to help the balance, such as poison heals and mind heals and the like. But Being a Master Medic ment you are the death bringer in large numbers.
But, back in beta and early in the game, A combat medic was supposed to be a medic that can help in combat as well as heal. A support teammate. A debuffer and doctor. In the SWG guides early on, the biggest responsibility for the comabt medic was the health and readiness of his teammates, as well as having a few lethal attacks.
But seeing a CM now is like looking into the maw of death! Many can craft poisons that can kill faster and harder than ANY weapon or special attack in seconds!
In the CU, it seems that CM's will once again be that perfect support player. You wouldnt want to tackle a big target without one! AND, they can debuff the enemy as well! The perfect Mezzer.
Perhaps the high offense refects these abilities, and not just brute damage. Either way, I cant wait for this to go live!
Baz Pseudopod
Like I've posted somewhere else, we'll loose (if things still as seen on TC) almost all our abilities, look :
o _area_ stuff is now medic
o Crafting is gone (no more money for us)
o no looting rights, Faction Point and only med XP gained
Ok, we'll gain some rez, and a pistol (forced to take).
This is really bad news
Dont worry buddy, I am in the same boat you are in. And why the hell are you never on ventrillo.
deefz wrote:
My 2 cents:
HAM Removal:
I can live with this, the migration is easy.. basically, all our old med's would just effect one bar instead of the old HAM. But if all our old meds are useless post-CU, then I will be PISSED to no end.
Crafting Removal:
Absolutely ridiculous. Moving our abilities to some magic is completely not in line with the essence of Combat Medics. We utilize resources and crafted medicines to invoke damage. That was the beauty behind CM. Moving it over to some magic is not only stupid, but does not fall in line with the essence of what we know as Star Wars.
Additionally, you've removed the ability for CM's to make money.
Based on the economies of all the servers, it's now mandatory for most heavy players to have at least two accounts. I can't view this other than another method of money grabbing by SOE.
I had no issues with buying meds/poisons/diseases. I craft because I want the BEST stuff out there. If you're a CM and you don't like to craft, then shut up and go buy your stuff. Crafting is part of CM, and it's one of the few things that differentiates us from each other as CM's. "My effectiveness is better than yours" is equivalent to "my gun dmg's better than yours".
"Enhancers for BE":
Stupid. As a former BE, my goal in life was to make uber "Pets".
Want more crafting ability? Have BE's do what they do for the Chef profession. Move all our components to BE's, but the actual ability to make Poisons and Diseases, as well as ranged/area stims should remain with the CM crafting line.
I have no problems on relying on BE's for such items, seeing as BE's suck.
But BE sucked not because of the profession itself, they just nerfed pets, so they all became useless since no one bought pets anymore.
Lets be realistic, there was nothing really fundamentally wrong with CM. CM was a truly offensive profession, that had *NO* defenses. It made for a great addon profession for TKA's and Riflemen. Of course the Riflemen/CM combo and MTKA/4404CM combo became popular, it made complete sense.
Now they're forcing us to move to a pistoleer line? WHY? There's no justification for this whatsoever.
I'll admit, I haven't played the CU on TC yet (I can't get in), so maybe I'm completely wrong. But suffice to say, I'm pissed because:
1: I just dropped 30 mil in credits that took me 3 months to build up to become a 12pt crafter and get the resources required to support that crafting line.
2: I just started another account to become a fulltime crafter.
3: Had I known all of this, I would've just waited and saved my money.
4: Why fix something that wasn't broken? What were our issues? Nyax necklace being broken? CM Effectiveness not working? I could have easily lived with that, and all of us did.
CM's are *NOT* the uber combat profession. On Kauri, if it truly was the uberest profession, EVERYONE would be a CM. Instead, if there's a big 20 vs 20 PvP battle, you'll see 3-4 CM's, tops. There are enough doc's, poison/disease buffs, and jedi to offset the damage we dish out. That was the balance right there. It's exactly the same as going into battle NOT wearing stun armor.
SOE: Get the blue frogs out there on TC, and let us try it out. This speculation has done only one thing: Screwed the supposedly sacred economies of all servers. You're worse than the IMF.