Combat Medic Archive

Thread: So how many CM are Mad

Brainplay
Fri Apr 01, 2005 8:44 am
#27

Its too early to say where we really stand in this whole thing. When we actually get to master the profession ourselves is when we can really test it and find out how damaging our poison/disease/fire DoT's work as well as the debuffs.


What angers me the most is that they moved the ranged and area healing into a MEDIC tree instead of the combat medic trees. Should have never happened.....


Lets just hope the change the "billowing white clouds of lag" animation when we use the area heals...or mount vehicles.





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

Akkori
Fri Apr 01, 2005 9:19 am
#28

All of the existing CM suits are supposedly being turned into Med craftign suits. But medical suits will not likely command the huge prices anymore since buffs and stims are basically gone. It doesnt seem like there is enoughto craft to justify a couple million per point. Med experiemntation tapes will likely start to sell for the standard 100k per point.



Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
shadowfireSinner
Sat Apr 02, 2005 11:17 am
#29

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....
Johnny-Rico
Sat Apr 02, 2005 1:45 pm
#30


Hmm pc goes up in flames im away for a while and i come back and my porffs been poked with the nerf baton :/ Glad i spent to much time and effort getting resources and working myself upto bein 12pt Cm so im curious what happens to the suits we all have? canBE's use them? also what will happen to our current packs etc i have some really nice venom packs should i just get out and throw them now and annoy some webals ?? as for rest of changes i dont mind to much gonna check my other toons proffs now see what they have done to them



-Johnny- -Rico- Master Squad Leader Master Carbineer 4xxx CM

Hyperion' Master Bounty Hunter Master Rifleman

Apone' Master Dancer Master Doc
SeanBlader
Sat Apr 02, 2005 4:44 pm
#31

The point for me was that I picked up Combat Medic to throw heals at my team, and I could do it without losing Carbineer. As it stands now, I'll need 3 medic trees and 3 marksman trees to stay where I am. For me the diseases and poisons were just a side bonus which I didn't use very much anyway. And then convert my Alt into a BE to do the crafting.


So I may go back toRanger, but the skill pointsto benefits ratio there is way out of whack for the rest of the game now. I may do entertainer again, but they're getting hosed, and I'd be losing 1000 health by taking dancer, even though many of the dancers in game are in better shape than most of the combatants. So I may be relegated to dabbling in BH again.




________________________________

Experience the greatest Star Wars saga ever told -- yours.
________________________________


Pseudopd
Sat Apr 02, 2005 10:16 pm
#32






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


FriendlyPiotr
Sun Apr 03, 2005 11:47 pm
#33

The new changes are nothing but horrible they took away the two main reasons most of us are combat medics. Who cares about mezzing if i wanted to mez i would go play some boulders gate. I just want to be effective in healing my team in pvp and pve and without ranged area stims my ability to be effective is horrible. Now combat medic dosent even stand up against doc, as mentioned before this profession went to hell and a hand basket its so bad. Geeze i didnt mind losing posions and area posions but area ranged heals thats crossing to far. Shows how stupid the devs are for not listening to the customers. I know im done wit hteh combat profession which is really bad i got over 150+ rancor biles and over 50 spider venoms :-(. Not to mention some of the best tolium and eleton avaible and fungi cant forget the fungi and insect meat. I guess im going back to commando now.



Piotr & Piotrek (for all the people who dont know me).
Tial
Mon Apr 04, 2005 5:13 am
#34

Count me in .. I'll probably switch to another prof.

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
deefz
Mon Apr 04, 2005 5:49 am
#35

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.



----------------------
Kauri: 'feedback [ION]
aMeRiKa
Mon Apr 04, 2005 9:57 am
#36






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.




Dont worry buddy, I am in the same boat you are in. And why the hell are you never on ventrillo.




aMeRiKa
FOUNDATION STONE



Brainplay
Mon Apr 04, 2005 10:23 am
#37

For those that haven't ground out the med crafting tree you'll notice some things familiar in there.


I've got schematics for infection amplifiers, dispersal mechanisms, and resilience compounds. Not sure what they will go into until they release the BE documentation.


Hopefully our old resources might be worth something.





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

Counntdemoney
Mon Apr 04, 2005 10:23 am
#38

Bad, really bad, Makes me sad to read all these changes :-(


I was just working my way up CM and having a ball with it.


The changes talked about above - It is nothing like the fun profession it is already today.


-Weak heals? Wouldn't a medic incombat situations need to be able to heal faster than a doc and especially AREA heals? wouldn't a doc tend to focus on one person?

-Weak poisons? No area poison?

-No crafting? Can't even sell anything anymore,

-Pistols, Why Why Why? I don't even like pistols.


So what's left ------> Being a Mezzer? I'd venture to say that most people like CM because its (fun). You've taken a fun offensive proffession and made it into a strange low power support thingy.


Seems to me that the idea of "Balancing" is a good one. But why takea niceoffensive profession, which people got into because they like nice offensive professions, and make it into a mezzing,utility profession?Doesn't really fit the description of Balancing (more like gutting and transforming), which is what i was really expecting with this CU.


Anyway Longstory short, I've quite dissapointed with this. Definitely not going to CMif what's talked about above goes live. Just one opinion. Shame really, I did quite enjoy playing CM as it is.


alucard82
Mon Apr 04, 2005 4:25 pm
#39

/raiseHand

me



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RW GENERAL

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