Combat Medic Archive

Thread: Combat Medic Role: What Do You Want It To Be?

Brainplay
Fri May 28, 2004 5:20 am
#27

Actually only rebels would be terrorists. The only reason we aren't poisoning and diseasing in real life is due to some nice "war laws" that were started waaaay back in WW II. Some nice dictators still manufacture and use those types of weapons around the world.



I dont know what to call your post sir but its downright ugly. Next thing you know you'll be calling Creature Handlers zookeepers gone wild or TK's evil chinese ninja monkey men on steroids.







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

csretailnoob
Fri May 28, 2004 7:43 am
#28

KILL THE CHINAMAN ZOOKEEPERS@!!!!!!!! DIE DIE DIE!!!!!



Sig removed by admin, due to harassment.
PoisonPeZ
Sun May 30, 2004 10:42 am
#29

Combat Medics have played a far too prominent role in the game. It's about time the nerf bat is swung. Because of CMs, almost everyone has put doctor in their template. Those that don't, don't live very long without constant medical attention. If one combat class can dictate the templates of almost all players, then something is seriously wrong. Combat medics should be given a more defensive oriented role - better area healing, including area mind heals. When they decide to use poison or disease,it should take at least a few attempts before it's applied successfully.


FYI, I am a master combat medic and I hurl spider venom poisons and diseases.


...PeZzy on Bloodfin

PoisonPeZ
Sun May 30, 2004 10:48 am
#30






customx wrote:

if we can poison and disease we should be able to cure it only request







I disagree. The combat medic is a dealer of quick first aid, not of curing. That's how it should be. Besides, people will then get combat medic in their template instead of doctor and then we'll have even morepoisons and diseasesin the game.


csretailnoob
Mon May 31, 2004 2:41 am
#31

Wow man loot weapons can stack more dots faster then I can.. We got guys on starsider with 400str 90%pot mind fire rifles, Iuno if your guys loot over there or what but if you wanna live in PVP your allways gonna need Dr. unless you wanna nerf loot weapons too... Common guys at this rate we will all have to be unbuffed/wearing armorweave to kill eachother.



Sig removed by admin, due to harassment.
Empodojayus
Mon May 31, 2004 6:56 pm
#32

I want CM to be the opposite of Squad Leaders. Hurting the opponents groups by slowing them down, lowering their accuracy, stuff like that. And of course healing their own group.



It is I! Azraiel Endarr!!!! THE GREAT WHITE HUNTER!!!!
PoisonPeZ
Tue Jun 08, 2004 9:15 pm
#33






csretailnoob wrote:
Wow man loot weapons can stack more dots faster then I can.. We got guys on starsider with 400str 90%pot mind fire rifles, Iuno if your guys loot over there or what but if you wanna live in PVP your allways gonna need Dr. unless you wanna nerf loot weapons too... Common guys at this rate we will all have to be unbuffed/wearing armorweave to kill eachother.







That's the sad part of this game...it's turning into biological warfare which really has very little to do with "Star Wars".


First spider venom...then havla...what the heck is going on here?


Mr_Beeblebrox
Fri Jun 11, 2004 11:48 pm
#34

As a RL Combat medic as well as an ingame one, I have some diffrent insight in what makes a combat medic. In RL CM's do not poison or desease others, but we can give meds to cure them. In the same token, we are also by deffintion NON-Combatnats, witch I am doubting SOE is willing to do to our profession. In RL I am trained in close combat and use of pistols, more training on handguns then most of the regular army, but I have never been issed anything but a pistol. In the game you can choose to become a master pistoller, but thats your own choice. If we wanted to make CM more RL like, then you would need to declair them non-combatats, there for giving a penalty for shooting at them, much less killing them, and increase the pistol skills learned in the CM tree for the idots that blow off the non-combatant status, ONLY fireing after we have been fired at. If they made those changes, like some people would like to have happen (there are those wishing to get rid of the poison and deseases), it would do two things, One: make CM one of the most hated professions to become, two: Easy targets for any idiot in the opposing faction.

Seeing how I don't care to become an easy target, I would prefer to keep the poisons and deseases, increase there str by 4X and give a 75% PVP defficate to keep them in PVP balance and allow us to do some decant damage. Useing the best posion pack we can make today, I can do 1088 per 10 secs, thats 188 per sec, a TKM can do about 3-5K per sec, this is a little out of balance in PVE, in PVP a TKM or MBH is able to do 300-500 per sec, this is still a little lopsided, but you can also master another ranged weapon profession.

If they deside to take away the posions and deseases, then CM SHOULD NO LONGER REQUIRE ranged support row of marksman, as it stands now I can't really see why we need it, but CM is a combined profession right now and if you remove the ability to do damage, then forceing us to have marksman skills is pointless, I would rather learn TKM.

I do think that we need to be effects, like take the doctor's stun, dizzy, blindness, and intimidation packs, modify they to use able to used for ranged cureing, and be able to despence those. Maybe even by the use of a "dart gun" made by a Weaponsmith specifily for despencing ranged meds. This would determan the Max range for the meds also. That is just one thought.



Mild-Breeze-Trooper
Sat Jun 12, 2004 5:04 am
#35

Just a small note on the Non-combatant status of RL Combat Medics.

I somehow doubt that the Geneva convention applies in the galaxy far far away when the evil space empire and the insidious rebel terroristswage war uppon each other.

And having penalites for shooting at other players in PvP might just be another ticket to griefing.


So, although I do like to hear insightfull comments from people with RL experiencing of Combat Medicry (and do respect those persons to the outmost) I doubt that translating RL conditions to SWG Combat Medics is really a feasible option.


That is also something that ought to be kept in mind by the people outside the Combat Medic community that stresses that we should be combat MEDICS firstmost or whatever the argument of the month is.



Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Mieszko1
Fri Jun 18, 2004 5:29 pm
#36

my only problem with a combat medic, and yes I used to be a CM, is that you can disease/poison, die, and do it again without armor or buffs. This makes the CM a very good griefer. IMO Cm's who fight in grps and don't spawn/poison every 1 minute are cool and beneficial to the game but for others who just die and poison over and over with nothing to loose only decrease the game experience and this pushes people away from the great pvp this game has.



Venum(WMD) - Gorath
Always cheat; always win. The only unfair fight is the one you lose.
In ten years, nobody will remember the caliber, stance, or tactics. They will remember who lived.
Brainplay
Sat Jun 19, 2004 5:11 am
#37

If you're trying to make real life comparisons we match up more closely to what was called an apothecary. He was a doctor who's specialty was chemistry. He made healing salves and noxious poisons at the same time (see romeo and juliet for an example).


I never understood that dumb oath medics swear. Its nice and pretty but no pragmatic basis other than its too much to learn both.


SWG is no where near real life or even near the movie aspect. If that was the case a T21 would be blowing fist sized holes through people in a single shot and melee would be servely underpowered instead of the other way around. Poor carbineers would actually be the combat profession of choice. And of course there would be only 2 actually jedi alive.


Now, when do we get some real CM love and they give us something ranged like cures or at least a fire blanket/water balloon?





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

Kavedawg
Sat Jun 19, 2004 11:01 pm
#38



Well, looking ahead to the HAM revamp

For those that don't know, the new ham system will add a new type of "damage". Your overall maximum bar length will shorten a bit with each special you use(as if you are getting tired)rather than you actually taking physical damage like it does now. The regeneration of your full ham value will depend on secondary stats but it will regenerate at a faster pace than if you took "physical" damage. With this in mind


I would like to see ranged single and AOE heals that will "heal" this new type of damage. This would give CM's an ability that doctors don't have, allowing a party with a CM to continously spam specials without "shrinkage" of their ham bar. AoE might need to be limited to health and action


I would like to see the current CM ranged single and AoE heals given the ability to heal all three ham pools. I feel that healing mind damage should only be added to CM products although I could be swayed to allow the doctor D and E stims to have the ability as well. Stim B with mind healing ability is out of the question unless the medical use requirement is increased.


CM's need a newkinder, gentler disease (or poison could be changed to this)for future PvP that will target the "buffed" value (temporary encumberence) and would be removed on an incap. Currently if a CM throws a disease at a target only the base values of the target's stats are effected, any buffed value is not touched. An example would be if a CM were to spam /mindheal while high on brandy, the CM would only suffer wounds equal to his base values for mind, willpower, and focus, the values added by the brandy will not be touched so if the CM consumed two brandies he could still be effective and healing mind without further risk. I believe this will become a problem during the HAM revampwith doc/food/spice buffsin PvP battles, since the buffed value is not touched, the target will not loose much ham while spamming specials


I would like to see more PvE damage done by a CM, or if poisons are changed to the above suggestion PVE targets should be made to have a base and a buff value to thier ham so a CM can still be effective in PvE


I would like to see a C class disease that takes more than one or two shots to cure from a cure A pack


I would like to see free pizza on friday

I would like to see a job that pays 100k a year and your duties were to play games and sample beer.



Message Edited by Kavedawg on 06-20-2004 01:23 AM

Message Edited by Kavedawg on 06-20-2004 01:38 AM



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Kavedawg
Mon Jun 21, 2004 4:04 pm
#39

well, more input for the PvE aspect of CM life


a special schematic for force healing stims usable by the CM paddawan (yeah...right...won't happen)


A new, highly effective poison that is PvE only and will give a CM a TEF for just using it. All npc's (reb, neut, imp) will see a CM with this TEFas an enemy and use ofthe "banned" poisons will generate a bounty on the CM's head. CM's found to posess the banned poisons during an imperial shakedown will be placed under arrest.


Of course the poisons would need to be powerful, at least 8k to 10k per tick, and very hard, expensive, and time consuming to manufacture. With the 200k+ critters they are putting out there, I don't think it will be too overpowering for a PvE only weapon.



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The sky hasn't fallen yet but dreams have already been shattered
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