Combat Medic Archive
Thread: Big List of CM Issues for September (Discussion)
For CMs tothrow status effect weapons would be kind of like the traps that scouts and ranger can use. Hope that does not step into their bounds of abilities.
other than that, I agree with all of the points made.
I'd like to add something that I and some other players have noticed that may be a problem concerning droids.
When in a med center, I'll start getting really horrible heals. I look around, and lo and behold, there's a med droid. Once I ask the owner to store it, and they comply, my average heals DRAMATICALLY improve as well as others in the med center.
It's entirely possible that droids are negatively affecting those of us at higher levels for ALL heals, despite the fact that we wouldn't benefit from that same droid outside the med center due to it not being grouped or friended with us.
i have to say the report and issues you wrote are exactly most of the concerns i have right now progressing on my way to Master CM.
So right now i can just make an offer on how one might change things especially the way Poison an diseases could work also those ideas would need some decent testing.
Why not have some Wound chance on poisons i apply since as a CM that is to be said my "weapon".
When i first read of Diseases i thought of some form of debuffs to hinder certain effects. So I could imagine that an applied disease can debuff a players stats and once debuffed to a zero value one could include effects like dizzy stun knockdown and so on.
The "biological" Weapon thing doesn't suit me well as a CM for me such things are related to a bio engineer or some sort of crafter.
Last thing sorry for the bad english but you have to deal with that since i'm german ![]()
I still think my original idea of /applystate would be better than a bio weapon. Something along the lines of tear gas, napalm, WP, etc. Make them AE delivery or r if we have to limit to single target then make it work just like a ranged stim. Hehe of course maybe this could end up leading us to the EOD path.
/applystate burning - Causes wounds not quite on par with Commandos flamethrower, just lessened.
/applystate nauseous - Causes target to retchstopping all attacks for 5-10 sec or maybe just slowing attacks.
/applystate bleeding - Causes target to bleed from Health pool, stackable with poison.
/applystate marked - Causes target to be marked for targetting. Visual color pre determined at creation. Basically painting the target with a bright color like neon for example. No one makes a mistake as to what they should be firing on. Wears off after few minutes or on incap.
/applystate oopsicrappedmypants - ![]()
HoTron-rex wrote:
guess i'm gonna re-deed it yet again... she still wont run more than 100 items and i re-deeded it last sunday. ugh. i wouldnt be surprised if i've wasted over 100k on re-deed cost because of bugs to this piece of dung time to waste another 3.5k....
you need to make the schmatic for 1000 or more
As for the bioweapon, I'm not keen on the idea, but if is implemented I'd like to see something like a super soaker type device that only combat medics can use to coat a single enemy at close range with something nasty. Kind of like a flamethrower, but not, if you know what I mean. Anything long range can be dealt with by a thrown poison, leaving the bio weapon as a close range self defence mechanism. Make the bioweapon a nerve toxin causing blindness, dizzy and or stunning effects, which would give me a chance to back out of the critter's melee range so I could apply a poison.
Well you said everything i came here to post about problems with CM, If they would atleast fix the real problems like the Advanced Resilence Compound/Medicine use Skill requirement on Area Disease/etc. i would be happy for now, but I totally agree as a Master Combat Medic on Chilastra with everything you mentioned.....Good to know im not the only one worried about the future of Combat Medic and their lack of support from the developement team, they seem to be too busy nerfing all the other classes, and not fixing issues that have been going on for weeks or more for the Combat Medic, which are pivetol for our existance, I dont spend countless hours and resources to gather advanced components to only find out the schematic is bugged and cant create an advanced poison/disease.........Hopefully they can help us out and get CM atleast working the way they initially intended and finally take a look at some possible additions or correction to the "working" system for Combat Medic. I mean "Combat" Medic sounds like there should be something in our skill tree that has to do with "combat" i find there is a definate lack thereof.
Canibal Lektor
Master Combat Medic/Pistoleer/Creature Handler
Chilastra