Combat Medic Archive

Thread: Discussion Topic: Specials

Brainplay
Fri Nov 05, 2004 6:38 am
#27






BRAVElittleTOASTER wrote:

Kadgarth wrote:



My alt is a Master Smuggler/Merchant


Its called "Panic Shot" (I think), it delays a target for 20 Seconds, just a ranged version of warcry.


-------------------------------------


Yeah thats the one. CM's should have something like this at master that can be used with pistols, carbines, or rifles.


THANK YOU!







I'd rather it be more like a 10sec freeze or maybe something akin to a flashbang. 20 second root would be better.Yeah they can stillfight but they can't move. Call is stickyglowing web balls or something. Wait, no flashbangs, thats commando territory.





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

vortexala
Fri Nov 05, 2004 10:23 am
#28

Mmm...rooting...


/ponder



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
santachristo
Fri Nov 05, 2004 11:44 am
#29



Jagii wrote:
In my personal opinion, combat medics and doctors should still continue to share the big healing responsibilites. Just in case you don't know, I think that a lot of combat medic stuff is pretty cheesy (like ranged area healing), but I know that it helps balance out the game and gives them more of a role. But I still refuse to use it.

Contrary to the current system, I think combat medics should take care of the field work, like healing states, "stabilizing" poison and disease (either single or area), extinguishing fire, "stabilizing" a dead guy (extending his death timer so that a doctor has more time to get there and resuscitate him), dishing out poison and disease.

With that said, I'd like to see combat medics with the "stabilize" specials and state healing.

= Andrew
Chilastra.Palacek

[Extra rant: I think doctors and combat medics should continue to work together, so I think doctors should take care of the pre-battle and post-battle fallout: HAM enhancements, poison and disease resists (although I think certain HAM enhancements already serve as decent poison and disease resists), state resists, healing poison and disease, healing wounds, and all of these should ideally take place in a medical facility of sorts (either a camp or medical center). I believe that a person's medical abilities (besides injury treatment and speed) should be dramatically reduced in the field - droids should allow them to be done in the field, but NOT give any sort of healing bonus.

I also like the idea of doctors and combat medics working with bioengineers, armorsmiths, weaponsmiths, and tailors for making poison and disease-resistant clothing and armor, or weapons with poison and disease properties.]





i like all those ideas.
only thing left, let us apply the antipoisen buffs. would be some way to make money too.



Realize Le-fay. (canceled account)
Founder of the IBL tactical Squadron

for membership, send me a pm)
ps: for everyone that did not get it. IBL = in before locking
Jagii
Fri Nov 05, 2004 12:14 pm
#30

One thing that I haven't seen mentioned is the role of droids with combat medics. I know I saw somewhere here an idea of some "passive regeneration" bonus when standing next to a combat medic. Now I for one think that is pretty cheesy -a character being able to exude some kind of regenerative aura (except perhaps Jedi). BUT, I'm not against the idea of a properly equipped droid doing it.


I know it would seem rather goofy to allow a droid to heal states, poison, disease, and the like. But it wouldn't be so bad if a defensive combat medic droid could provide a local state resist, local poison/disease stabilization, enhace local area healing (by either widening the range or increasing effectiveness). On the contrary, an offensive combat medic droid could provide a local state vulnerability, poison/disease vulnerability, negate poison/disease stabilization,negate area healing, etc.


Of course, we wouldn't want a droid taking the place of a real combat medic. I'd say to make the droid ATMOST 50% as effective as a combat medic or doctor, and all of its effects are only active as long as the droid has power and is still alive. For example, a combat medic's stabilization should begood andlong-lasting, while a droid's stabilization should be weaker and last only as long as the droid is near the patient. Another example is for poison/disease resists: a doctor should be able to give a decent resist for a long time, while a combat medic droid should give a weak resist that is only active when the droid is near the patient.


= Andrew

Chilastra.Palacek



"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!!"
Osskyd
Fri Nov 05, 2004 2:22 pm
#31

poison/disease area heals should be moved from the doc tree and placed in the CM tree.


/firesuppression. Not as good as a blanket, (perhaps a "pocket" fire extinguisher comes to mind) reduces fire damage DOT by 50% (max) depending on quality of final assembly.


not necessarily a "special" but CM-Mines. WS could take CM crafted poisons, and use them to create poisonous mines for use in bases.


Another problem I have is that selecting poisons seem to be somewhat of a kludge. One either has to have their inventory open to double click their poisons, or have them on a toolbar...(or map their entire keyboard to the various poisons and diseases one might have in their inventory.) We really need to brainstorm to figure out a method to make poison selection easier. Perhaps an off-hand weapon that fires a pre-made poison, and the poison fired is dependant upon the special used. (e.g. /launchmindpoison) where one would load their weapon before a battle with the poisons and diseases they think they'll use. Or even /firepoisonslot1 /slot2, /slot3 and so on. would make poison accounting much simpler.


One other problem...(and I know it's beating a deadhorse). We really need a damage multiplier vs. PVE. Some of us have templates that are strictly PVP oriented, and aren't designed for PVE, thus extremely limiting our capacity to generate capital. (i.e. no 37k missions to make money to pay the very least of expenses.)



Another thing, the combat line in marksman really needs to go. it serves no purpose, other than to eat skill points. There are no benefits confered to the CM by having this line. So either there needs to be specials in that line that benefit the CM, or it needs to be removed all together.


That's all I can think of, off the top of my head.




--------------
Who cares about the ozone layer?...
....thanks to CFC's I can write my name..........IN CHEESE!!!!
Brainplay
Sat Nov 06, 2004 5:21 am
#32






Jagii wrote:

In my personal opinion, combat medics and doctors should still continue to share the big healing responsibilites. Just in case you don't know, I think that a lot of combat medic stuff is pretty cheesy (like ranged area healing), but I know that it helps balance out the game and gives them more of a role. But I still refuse to use it.


You're joking right? This is a joke?Texxie, tell me this person is joking...






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

Jagii
Sat Nov 06, 2004 4:56 pm
#33

I am not joking. If that makes me a poor combat medic, so be it. I guess you can tell that being super-effective at combat is not a priority for me. But I do enjoy the profession nevertheless.

= Andrew
Chilastra.Palacek



"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!!"
Baracous
Sat Nov 06, 2004 5:54 pm
#34

Oh you all are gonna love this one...


Debuff attacks... Like a disease that attacks not the health stat, but the health BUFF itself.


Or maybe morph disease attacks so they attack the buff first then hit the player's (creature's) natural stat... Just seems to me that it is silly that our VERY potent diseases take a human's 400 natural health and cap at 399 wounds... and their 2500 buff keeps them at 2501 health ... which is still godlike, when they are a inch from death without the buffs.



Sincerely,

Bria toons - Zharik (ex-12pt MD&MCM), Atio (12pt Weaponsmith, Architect)
Vendors at -245 -5600 Corellia (Weapons, Deeds, Power/Resources, Loots/Uniques, more!)

Wanderhome toons - Jarath, Salanor, Taralyn (Bio-Engineer/Tailor)
Vendors at -534 2901 Dantooine (Vendor Taralyn's Treasures - BE Clothing)
Kavedawg
Sat Nov 06, 2004 10:57 pm
#35

Not sure what new "/specials" you're looking for, but as for special abilities I will throw these out to the nether although some are old ideas


The Nice Side



  • A Doctor and CM working in conjunction for a limited battlefield use area wound healing pack

  • A CM gaining skills and abilities to become a "Medical SL" boosting the medical abilities of doctors and medics in the group


    • possibly a special that would increase group poison resists in battle

    • a special that would increase Disease resists in battle

    • A special that would increase status resists in battle

    • A special that would give doctors/medics a boost to wound healing speed

    • A special that would give doctors/medics a boost to damage healing speed

    • A "cover fire" special that would allow the group to pin down an enemy group so the medics can drag a corpse.

  • all I got for now, will continue to search for grey matter that isn't fried yet

The Dark Side



  • /ApplyStatus (paralise, blind, dizzy, stun, weaken, fear, etc)

  • Naughty "Medical SL" skills (or chem packs) to mess with the enemy's healing abilities




________________________________________
The sky hasn't fallen yet but dreams have already been shattered
JediQuic
Mon Nov 08, 2004 11:31 pm
#36


What other specials do you think we should get?


What would those specials do?

How would they be placed within our profession?(which skillbox)

Should we get any new specials at all? Yeah....duh?



- /apply Toxin - Dirrect damage...think anti-stim pack, simmilar level effects butScales with thePvP reduction (read: Actual PvE damage) - Novice CM (or one of the first boxes) with A-D toxin packs in the crafting line.


- /apply RegenerationPack - Heal over time....Anti-dot - a Fourth level Box skill and packs in the 3rd, 4th, and master level box.


- /apply RegrowthPack - Repairs wounds over time - Fourth level box in a differant line from the regen line and similar pack crafting levels.


- /Heal Mind - Changed to a pack......Or something more usefull then it is now.(Note - IMHO This should have been an Dancer & Musician Skill to begin with....But since we have it, lets make the best of it.)


- CM Certed weapon - Nothing UBER(not a flamethrower), Just something that we can call our own (read: a functional novelty weapon)- a 4th or master box

---a few possible weapon Specials would also be a nice addition



***


The poison mines, CM 'aura' like ability, and res' enhance ideas are also all good, My votes

Brainplay
Tue Nov 09, 2004 5:28 am
#37






JediQuic wrote:


- /apply RegenerationPack - Heal over time....Anti-dot - a Fourth level Box skill and packs in the 3rd, 4th, and master level box. If they lower the super regen associated with Doctor substat buffs this would be very nice for us. Have to be careful on the power of either or we'll end up back in the same place we are now.


- /apply RegrowthPack - Repairs wounds over time - Fourth level box in a differant line from the regen line and similar pack crafting levels. This is an EXCELLENT idea. Make it low powered long term buff that ticks every 40 seconds. It would keep if from overriding diseases in general but would be great for all of those collective wounds you pick up doing missions. Would also mean that woundpacks would still be needed. Not everyone has the meditation tree and there are a number of people who would pay for that kind of buff.


- CM Certed weapon - Nothing UBER(not a flamethrower), Just something that we can call our own (read: a functional novelty weapon)- a 4th or master box

---a few possible weapon Specials would also be a nice addition I'd rather have some defenses than a weapon but oh well. Heck is asking for some dodge skill too much? Mitigation?Defense mods?











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

JediQuic
Tue Nov 09, 2004 7:21 am
#38

Yeah i would go for some defense mods also....but then thats kinda like we would be asking for an "all in one" profession.....kinda like when the BH's asked for "Free first aid" and more defense mods.


I only toss the weapon idea back into the mix because we are a combat hybrid, so CM's having thier own weapon only makes sense. Like i suggested though, nothing realy powerfull....If CM's Want more/real"Non-pack"power then they will have to pick up one of the Combat specialties like every one else. A weapon would only be there to help the CM's who chose to place thier points into other areas of interest, but still want to be able to participate in the rest of the game.....Outside the GCW
Mo-Katep
Wed Nov 10, 2004 6:56 am
#39

Taking the CM weaponidea further, how about this:


A poison / disease launcher. Instead of throwing the poisons / diseases you pop them in the launcher and fire.

Combine this with the reduced range (we've already had this nerf hmm?) So that without it you can reach maybe up to 45-50m tops, but with it you can reach the full 64m (but no more).

The downside is obvious - you can't use a normal weapon, this IS your weapon.

I think the certification should probably be at Master or in theSupport tree.

It allows us to use the /aim that we get from Marksman (although suppression fire probably wouldn't work).

This would probablyrequire the following fixes:

We get kill credit and xp for using just poisons (??)

Change to the animation if holding the launcher.


Hmm its a nice idea, but the more I think about it the more possibleproblems I see. Ho hum


Mo-Katep

Combat Medic 4-2-4-4

Proud Member of the Phoenix Legion

Infinity.


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