Combat Medic Archive
Thread: CM's and CU: Some Info
Brainplay wrote:
Notice that ranged healing and point blank area heals aren't for CM's only. Its in a medic tree
And while its a pre-req. its not in ours and ours alone..
The ranged healing tree is a pre-req for CMs only. But I agree that a lot of doctors will be picking up that line just for the heals even if they don't goon to CM.
I think the real power of CMs won't be the healing anyway. Low power point-blank area heals doesn't sound all that great anyway. The real power will be in our debuffs.
This is why we need Ranged Support as a pre-requisite not Pistols. We should NOT have to take Pistols as a pre-requisite. I sincerely hope this is a bug!
Mustelafuro wrote:
From a tactical fighting point of view, I can see where the cm is going to provide great group support.
Happymob wrote:
MataHairy wrote:
Are CM meds and Doc meds in the same crafting line in BE?
Yes. Remember we don't really require meds any more, but both the doctor and combat medic enhancers are all in the same BE crafting line. The other schematics available are the 14 subcomponent schematics and the 4 instant (non-medic) stims. I could be missing some stuff, but what is there is all shared. I looked at the other 3 lines of BE and the master box and saw nothing useful to medical crafters.
Happymob wrote:
MataHairy wrote:
Are CM meds and Doc meds in the same crafting line in BE?
Yes. Remember we don't really require meds any more, but both the doctor and combat medic enhancers are all in the same BE crafting line. The other schematics available are the 14 subcomponent schematics and the 4 instant (non-medic) stims. I could be missing some stuff, but what is there is all shared. I looked at the other 3 lines of BE and the master box and saw nothing useful to medical crafters.
LonelyGhost wrote:
Correct. No crafted poisons, diseases, etc... Its all magic. You conjure up a de-buff, or heal, and apply it. The crafted enhancers BE will be making will add a bonus to your magic.
Where do you get this crap? Did you even look at the schematics in BE? If there are no crafted poisons or diseases, wth are the AIA's, ARC's and such for?
Omg I can't belive the whining over the dumbest crap. We still don't have any facts whatsoever on any of this stuff, all we can see is what the skill trees tell us. Chill out already until we find out whats going to happen.
And get over the names, crying because some computer geeks skipped chem class to program games is ridiculous. If you want it to mirror real life, maybe try playing some of that for awhile.
I DO LIKE HAVING A REALLY GOOD WEAPON THOUGH!! It's about time CM got a weapon they can use.
TyfoE wrote:
Don't we have Area-heals/area-attacks anymore?!
Ranged area heals, no. Point-blank area heals, yes (in medic ranged healing-4 which is a pre-req for us). Area attacks, unsure butI suspect no. We are picking up new offense if the form of various debuffs (again, I'm guessing these are single target).
It looks to me like combat medic is now less "cleric" and more "wizard".
Anyway, CM seems to have me still interested. Doctor isn't my cup of tea anymore, but slapping Pistols on with CM is a little dubious. Love to hear they reasoning behind that one.
Anyhoo, I'll wait it out and see what happens.
Any word on what's happened to CM experimentation tapes and mods already in clothes?
Message Edited by TWAM on 04-02-2005 07:41 AM