Combat Medic Archive

Thread: The Top 5 I posted....err make that 10

Pulpp
Sat Oct 04, 2003 3:04 pm
#27






Crimus wrote:

Not a bad list at all, definitely some sore of bio weapons are neaded, we are in fact COMBAT medics. With all the skill points needed to be an effective combat medic as is, still leaves us pretty defenceless and useless once we're actually targeted by an enemy.


You are supposed to be defensless to a degree when you are picked out by the enemy. Your DEADLY aoe attacks come at a cost...and make you a high priority target to the enemy.


You can't stop at Combat Medic skills, cause what's the point of being a combat medic if you can't resucitate? so there goes those skill points Doctor.


OH MY GOD. Boo hoo! You made a decision that you wanted your template to include one of the best skills from the Doctor profession and now you are crying about the spent skill points?! Ahahaha!


Yes there are surveyors, but any combat medic knows how rare and hard it is to find some of our advanced resources, can you really afford to not have some surveying skills to jump on any beneficial shifts immediately? There goes Skill points on Surveying.


Here's a tissue. I've hooked up with other CM's/Doctors/Surveyors and trade/pay for WPs to my needed resources. You decided to once again add more self-relience to your template. BOOHOO! Regardless, this may be fixed with the medical forage modifications.


I can't imagine anyone in the game not having pistol, rifle, or carbine skills if you're going to be involved in combat. There goes more skill points on Marksman.


Awwww...you've decided you want some Combat skills now too. I'm playing the worlds smallest violen for ya....


This leaves us with no points to move into anything like rifleman, pistoleer, or carbineer with any usefulness. As a result, we have no defense, very slow DOT attacks, relatively weak and ineffective armed attacks (especially in PvP), and weak weapons.


No, that leaves YOU with no points. I have master Pistoleer. You made your choices, I made mine.


All I find myself doing in PvP is: get involved, throw a ranged area stim, throw a poison or two (disease is more useless then poison), get targeted by an apposing BH, CH, or Commando, run like hell, while firing off my measely pistol at them (with no accuracy or defense happening), take 2 or 3 hits, die. Yay!! fun, please let me PvP all the time (<--sarcasim).


Hooray for you! You have no idea how to PvP! No one is more effective in large scale battles than a CM. And Diseases are HIGHLY useful in the right circumstance. If a commando is killing you (without a revenge TEF), you suck...blame yourself, not your class, for your failure.


We as Combat Medics should actualluy be more Combat Effective, this means more effective DOT, the ability to have combat effective weapons (chemical warfare expert is actually one of our titles, make it so, IMHO this weapon if it effects damage directly to HAM should max out at about 420 damage), have some combat defences, and why on earth is it a doctor's medicine to cure states? State damage is inflicted in combat, should it not be a combat medics medicine?


State effects? Like dizzy, etc.? Wow, you wrote a paragraph without being thoughtless. Good job!


At this point I'm very frustrated and bored with the profession, and don't see why anyone would want to be one unless you have a couple of AT's or don't mind following other people around on their missions to throw an area stim now and then.


And so he finally figured out that a CM/Doctor is a primarily GROUP-Based character. /clap



Dr. Armand Wondoninjamon C.M.D. Lowca----------------------------------------------------------------------------------- Master Combat Medic--------------------------------------------------------------------------------------------------------------- Doctor 0-4-3-0------------------------------------------------------------------------------------------------------------------------ Marksman 4-4-0-4------------------------------------------------------------------------------------------------------------------- Artisan 0-0-0-2------------------------------------------------------------------------------------------------------------------------






Crimus
Sat Oct 04, 2003 3:38 pm
#28

Crimus wrote:

Not a bad list at all, definitely some sore of bio weapons are neaded, we are in fact COMBAT medics. With all the skill points needed to be an effective combat medic as is, still leaves us pretty defenceless and useless once we're actually targeted by an enemy.


You are supposed to be defensless to a degree when you are picked out by the enemy. Your DEADLY aoe attacks come at a cost...and make you a high priority target to the enemy.


To a degree yes, but not completely, and this has already been acknowledged by the DEV's and will be worked on, so I shouldn't have even mentioned it, but I have a proven point here. Additionally, I personally find it very hard to call our attacks Deadly, maybe this will change when we can actually experiment on our advanced components.


You can't stop at Combat Medic skills, cause what's the point of being a combat medic if you can't resucitate? so there goes those skill points Doctor.


OH MY GOD. Boo hoo! You made a decision that you wanted your template to include one of the best skills from the Doctor profession and now you are crying about the spent skill points?! Ahahaha!


My point here is that Resucitate should be a Combat Medic Skill. How often do you need to revive someone in a camp or hospital compared to a battlefield?


Yes there are surveyors, but any combat medic knows how rare and hard it is to find some of our advanced resources, can you really afford to not have some surveying skills to jump on any beneficial shifts immediately? There goes Skill points on Surveying.


Here's a tissue. I've hooked up with other CM's/Doctors/Surveyors and trade/pay for WPs to my needed resources. You decided to once again add more self-relience to your template. BOOHOO! Regardless, this may be fixed with the medical forage modifications.


As you mentioned, may be fixed, meaning someone from the DEV's had acknowldeged this as a problem, point for me again.


I can't imagine anyone in the game not having pistol, rifle, or carbine skills if you're going to be involved in combat. There goes more skill points on Marksman.


Awwww...you've decided you want some Combat skills now too. I'm playing the worlds smallest violen for ya....


Our combat skills are supposed to be our poisons and diseases, but my point is they're not powerful enough, so you need to have something to fall back on like a weapon, as you mentioned, fix the existing combat med stuff, and we won't have a need for arms...problem solved.


This leaves us with no points to move into anything like rifleman, pistoleer, or carbineer with any usefulness. As a result, we have no defense, very slow DOT attacks, relatively weak and ineffective armed attacks (especially in PvP), and weak weapons.


No, that leaves YOU with no points. I have master Pistoleer. You made your choices, I made mine.


All that means is you have a different opinion of what a combat medic should be able to do on the field, and I'll expand on my point on this at the end. Additionaly, if you think Combat Medic is so powerful, why'd you bother with Pistoleer?


All I find myself doing in PvP is: get involved, throw a ranged area stim, throw a poison or two (disease is more useless then poison), get targeted by an apposing BH, CH, or Commando, run like hell, while firing off my measely pistol at them (with no accuracy or defense happening), take 2 or 3 hits, die. Yay!! fun, please let me PvP all the time (<--sarcasim).


Hooray for you! You have no idea how to PvP! No one is more effective in large scale battles than a CM. And Diseases are HIGHLY useful in the right circumstance. If a commando is killing you (without a revenge TEF), you suck...blame yourself, not your class, for your failure.


Thanks for your input, this will also be touched on at the end.


We as Combat Medics should actualluy be more Combat Effective, this means more effective DOT, the ability to have combat effective weapons (chemical warfare expert is actually one of our titles, make it so, IMHO this weapon if it effects damage directly to HAM should max out at about 420 damage), have some combat defences, and why on earth is it a doctor's medicine to cure states? State damage is inflicted in combat, should it not be a combat medics medicine?


State effects? Like dizzy, etc.? Wow, you wrote a paragraph without being thoughtless. Good job!


Wow! thanks for being such a nice guy.


At this point I'm very frustrated and bored with the profession, and don't see why anyone would want to be one unless you have a couple of AT's or don't mind following other people around on their missions to throw an area stim now and then.


And so he finally figured out that a CM/Doctor is a primarily GROUP-Based character. /clap


Oops, take that last comment back. All I'm saying here is that I would like to be a bit more effective in actually taking a target down and help my group out more, other then just throwing stimpacks at my Commando and BH friends. With how much damage they can do, poisons and diseases are quite useless, mind is better being saved to stim them from the action costs on their weapons.


Here's where I touch on those things I said I'd comment at the end. Reply posts such as Cryss's are what make these forums garbage and useless. Cryss, insteadunderstanding that I could possibly have a different opinion then you, and that I may not be as good at the game as you are, and flaming me as a result, some constructive comments, and possibly even an invitation to create a character on your server to follow you around and learn would have been much more well received, and some respect generated for you. Is the point of these boards not to help each other, learn, and better the game?


Pulpp
Sat Oct 04, 2003 4:03 pm
#29

Oh, and do feel free to follow me around. I'll be about as nice there as I am here, but at least you can see first hand the way I see the game...save it till after the revenge TEF fix.
Kavedawg
Sat Oct 04, 2003 6:28 pm
#30

Ok, some things to clear the air a bit.



1) I have posted before that my main reason for a bio weapon is for an easy "Work around" for the devs to get the dern mission terminals to give us a challenging mission and better payouts.


2) In my optional top 5, no where is there a request for a super duper one hit killing machine of a weapon for the Combat Medic. The only reference to damage I made is that the base damage of the weapon is under debate ( which this thread further proves )


3) Many of you have requested a /applystatus ability or have expressed an interest in a Combat Medic being able to cause some type of status effect. The bio weapon could be used for this purpose, rather than giving diseases a status effect ( AoE status effects could be overpowering if the Doc'sdont have a AoE cure ) or giving us a new line of craftable packs ( my inventory space is limited and I really dont want to craft any more items)


4) If the item on the list is not a bug / broken feature then it is just a request to TALK about it. I can not order or demand anything from the devs ( nor will I ) I can only pass along your ideas and commentsandask what they think of the idea, if it is possible, if they think it will cause too much of a balance issue, and if / when / willthey have time to code something like this.


5)Flaming each other dosen't help



I was a little rushed in putting together the current top 5 list, I plan to have a list of issues to vote on posted later this week for the next top 5. There was a forgoten craftingbug ( forgoten by me anyway) thatI came acrossafter making the top 5 posts. I submitted it to the devsas well. I would rather see that fixed before anything else on the Optional list and some of the things on the original top 5




________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Kavedawg
Sat Oct 04, 2003 6:36 pm
#31

oh the bug?


When experimenting on a poisons effectiveness, a moderate sucess will cause the potency to take a crit fail drop.


looked like a bug to me anyway




________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Post_Beta_Tester
Sat Oct 04, 2003 7:27 pm
#32

Thank you for your clairfications Kawedawg. But I have a few questions/concerns:





Kavedawg wrote:


1) I have posted before that my main reason for a bio weapon is for an easy "Work around" for the devs to get the dern mission terminals to give us a challenging mission and better payouts.





It seems like most of the people asking for bio-weapons are Combat Medic/Doctors.But,whywould Combat Medic/Doctorswant to solo missions ? It seems like the entire purpose of a Combat Medic/Doctors build is to support a group. As such, why can't they let the damage dealers pull the missions and split the rewards?





Kavedawg wrote:


2) In my optional top 5, no where is there a request for a super duper one hit killing machine of a weapon for the Combat Medic. The only reference to damage I made is that the base damage of the weapon is under debate ( which this thread further proves )





My question is why is this even needed? What is wrong with the existing weapon classes and skills?





Kavedawg wrote:


3) Many of you have requested a /applystatus ability or have expressed an interest in a Combat Medic being able to cause some type of status effect. The bio weapon could be used for this purpose, rather than giving diseases a status effect ( AoE status effects could be overpowering if the Doc'sdont have a AoE cure ) or giving us a new line of craftable packs ( my inventory space is limited and I really dont want to craft any more items)





Ok. Applying status effects have the potential to make us Combat Medic/Weapon Weilders incredibly broken. Can you imagine an area dizzy effect followed by the Area Knockdown of a Carbineer's Charge Shot 2 (assuming the Dev's actually get around to fixing it )


And while I understand your reluctamce to add more schematics and craftable packs, we do not have to carry every single schematic in our invenntory. We can pick and choose what pack to carry. There's a reason why we have limited inventory space on our characters.


Bio-weapons will status effects will essentially negate the inventory space limitation.





Kavedawg wrote:


4) If the item on the list is not a bug / broken feature then it is just a request to TALK about it. I can not order or demand anything from the devs ( nor will I ) I can only pass along your ideas and commentsandask what they think of the idea, if it is possible, if they think it will cause too much of a balance issue, and if / when / willthey have time to code something like this.





I'm a bit leery of even proposing potentially broken ideas to the Devs. They had made strange decisions in the past, and I'm sure that they will continue to make them in the future. Like one of them stated, they don't play this game, we do. And if one of them takes a fancy to the bio-weapon idea, it'll probably be coded in. A few weeks later, it will be taken out; along with a bunch of our current synergies.


The Dev's nerf stick tends to hit alot harder than their gift stick. I would rather not risk proposing this idea.





Kavedawg wrote:


5)Flaming each other dosen't help


I was a little rushed in putting together the current top 5 list, I plan to have a list of issues to vote on posted later this week for the next top 5. There was a forgoten craftingbug ( forgoten by me anyway) thatI came acrossafter making the top 5 posts. I submitted it to the devsas well. I would rather see that fixed before anything else on the Optional list and some of the things on the original top 5





You're right. Flaming does not help dicussion because it makesthings personal.


Again, thanks for taking the time to be our correspondent. And please read and make comments on the getting bio-weapon = getting nerfed thread.


Normally, I wouldn'tpost, butI strongly beliieve thatbio-weapons will make our class too imbalancing.



-Myrick-
Sun Oct 05, 2003 7:22 am
#33

Honestly, I'd have to agree with the idea that there's not much justification for the ranged support tree as a pre requisite in combat medic. In theory this means we're better than doctors, but we're not. We don't get buffs and revive, which seems to make doctor the better choice over all.


I don't really think the bio weapon is a good idea either. I'd rather see some generic weapon combat moves, similar to ranged support. I don't really have any ideas currently.


Also, I'd almost like to see a generic aiming mod put into combat medic. I don't know how overpowered this would go with any other class that gets a weapon aiming mod. Only one i know of for sure is rifle. Perhaps like +5 per level, novice, support 1-4 and master, for a total of +30. Not sure how big of a deal this would be balance wise though.




Myrick

ShadowoftheVoid
Sun Oct 05, 2003 8:08 am
#34






-Myrick- wrote:

Honestly, I'd have to agree with the idea that there's not much justification for the ranged support tree as a pre requisite in combat medic. In theory this means we're better than doctors, but we're not. We don't get buffs and revive, which seems to make doctor the better choice over all.






i think it should stay a doc skill personally...and i did spend the 32 sp's to get (0/4/3/0) in doc so i could use rez kits and the Enhance C's...but at the same time id challenge a master doc to keep 3+ melee types and pets alive on planets like endor as easily as i can with my AE C's...and yes i do like to play support for group but at the some time you may not always have a group to go hunting with...so something to get me better missions than plasma thief's off the naboo missions (when i can solo a mauler base) would be nice.






I don't really think the bio weapon is a good idea either. I'd rather see some generic weapon combat moves, similar to ranged support. I don't really have any ideas currently.






This would be more preferable to getting a weapon...i would rather have some kind of mods similar the the pistol Tech tree in pistoleer...or some kind of specials for your weapon that causes a short state effect...expecially since suppressionfire has the kd timer on it and warning shot does seem to be nearly as effective as it used to be.





Also, I'd almost like to see a generic aiming mod put into combat medic. I don't know how overpowered this would go with any other class that gets a weapon aiming mod. Only one i know of for sure is rifle. Perhaps like +5 per level, novice, support 1-4 and master, for a total of +30. Not sure how big of a deal this would be balance wise though.






as for a weapon mods...to be honest when in a group i unequip my pistol...so i dont get the auto attack and timer vs reload issues when i try to heal. And i do havea CG which is on guard full time...soo even if i get aggro it intercepts them first...which gives the rest of the group time to shift and waste my attacker before i get incapp'd. But once again if im not in a group or trying to link back up on the occasions we get seperated...having something that temporarily stops the mob would be a nice escape move.







Haydir Ter-Luceyn TKM/mBrawler
Tyranny Jedi
Krys Ter-Luceyn Dancer/Doctor
Tomas Ter-Luceyn Artisan/Architech/Musician
Luceyn l60 NE Hunter - WoW
-Myrick-
Sun Oct 05, 2003 11:01 am
#35

I am not advocating moving buffs or revive to combat medic. Though I am saying for a harder class to gain entrance to, combat medic is under powered compared to doctor when we spend an extra 29 points to get our class and that the one path is combat xp which is the hardest type of xp to get at the levels you would be working towards it for.


I do believe that any combat medic that does not pick up at least tier 4 in a weapon under marksmen is wasting potential.


Giving generic weapon specials would be a great idea. You would definitely need to be careful not to encrouch on another weapons special. AoE dizzy is a rifleman skill, AoE KD is a carbineer skill and such. So I'm having trouble of thinking of effects that would work. Perhaps a delay attack but that is in smuggler. Maybe a 100% successful warning shot to help support our fighters, or maybe a random status effect attack. Where it could do any effect with equal chance.


I really think with ranged support being a tree we are supposedly building off of, that we as a class should keep some kind of ties to it. That is why i suggested generic aim mod, though i think +30 total is too much, because we end up with +60, and that's probably a little on the over powered side, even if it delays our attack by 1 sec.


While it would be effective, a generic speed mod does make sense, but if you take someone like myself who is master rifleman, that extra speed will take me up to 100, or higher and that is too much, though since i have pistol 1 and carbine 1 it would be a nice addition to that skill.


I think some ranged and melee defense would be balanced as an addition to our class. Maybe a total of +15 each by the time you were master.


Also, status effect skill mods would make sense. Maybe a total of +10 to several of them. I don't believe that adding in defensive moves such as block, dodge, and those skills would be fair, as it favors one of the ranged class over the others.


Basically I see it as that if we go down, the group goes down, so we would be training to better stay alive.




Myrick

isherzrawr
Sun Oct 05, 2003 9:12 pm
#36

instead of removing combat medic crafting line and replacing it with normal medicene crafting, how about having seperate components, like combat medic bio effect controller, etc
DedMnWlking
Mon Oct 06, 2003 2:25 pm
#37






Sedriss_Demorte wrote:

Don't forget, we are a support class, we're not supposed to go solo.

Sedriss Demorte, Clan Demorte
Master Combat Medic, Pistoleer





If we are not suppose to go solo then why are you a Pistoleer? OH yea so you can SOLO. Have you looked at the points that we need to spend on our class? Aside from a Bounty Hunter we spend the most points on our class. And guess what? A bounty hunter has weapons as part of their manditory class skills. And the only other class that costs the SAME amount of points as a CM is a commando and they as well have weapons as part of their class.



I think what they are thinking of a bio-pistol is a good idea just for the fact that it will give us support. In order to be a fully functional Healer on the combat field I need to be a Master Comabt medic and a 4/4/3/? as a Doctor. I am usually and frequently the only healer in the group. When this happens say on Endor the wounds that then birds deal is far stronger and the DOT last for far longer than any of my stims. So I need to cure desease. And If I cannot do that in time? I need to revive my fallen comrades.


This leaves me with 35 points and no weapon skill. So I now have a choice. Do I do what every other Combat Medic I know does and BUY my revive packs? Or do I make my own? and spend another 14 of my precious 35 points that I have left. But wait I have level 1 guns to choose from now. What does that mean? Oh and I have to get Novice Artisan for surveying because I won't be able to BE a Combat Medic if I cannot find any of my resources. So that is 14+15=29 and 34-29=5.


Five, FIVE I have 5 points to spend on a weapon. WooHoo I can get level 2 of whatever I want. And how much damage does that do to something on say Lok where I need to gather my wheat....or Yavin 4 where I need to get fiberplast. Lets see my little 145points againsts a 8000 HAM creature who dishes over 1000 points of damage a hit = 1 dead Combat Medic.


To go along with that...that little level 2 gun will = butt kiss in a mission terminal payout. And those of you who are crying for high paying missions (ie use the medicine use skill as a weight for payouts) think about it. We are only useing substandard weapons against the same creatures that a BH will get killed going up against without one of us is there.



Personally I like the idea of the Combat Medic crafting a charged item much like the flame thrower uses charges or the rocket launcher uses rockets. But a item that can be added to any gun and used by anyone? That will give us a little more damage with our little gun and give the Combat Medic something we can sell to offset the cost of travel/harvesters.

Swooper
Mon Oct 06, 2003 2:26 pm
#38

I like 1-4 but hate bio weapon. Guess what.. we HAVE a bio weapon: Poison. As for cash, I have pistoleer skills to I go run down missions. I understand some don't want this. Ok. So artisan missions work for me. Bottom line is - and I've said this in many, many threads - Just fix our components and class. Don't give us more and more and more. I consider ourselves to be a support group and expect to die if I'm foolish enough to go toe to toe with a master BH without another set of weapon skills.


People are crying nerf all over the boards about our class and you want more?!?!?!


The only thing I would like us to have is experimentation points for our heals and for our poison/disease components. Luckily the Guilds Master Doc takes care of it. Would be nice to give him some relief tho.

DedMnWlking
Mon Oct 06, 2003 2:42 pm
#39






Qjahe wrote:

Face it people..


COMBAT MEDIC.


you do MEDIC stuff in COMBAT... its not an OFFENCE class.
You want some weapon with your Combat Medic take Carbineer or pistoleer or rifleman.





Then why can't I be a COMBAT MEDIC WITHOUT the ranged support in the marksman class? If that is all COMBAT means in my name WHY do I need to train in ranged WEAPON support? Ranged weapon support doesn't give you any type of gun like carbine or pistol or rifle. It is strickly there to suck the points to a pointless part of the profession.


If my job is to just be a MEDIC in COMBAT why can't MEDIC just be enough for my class? Like a doctor? What you are saying makes sense IF and only IF I did not need to blow 29 points in marksman to get to Combat Medic.

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