Combat Medic Archive
Thread: What would you like next
Kavedawg,
Unlike some of the other posters here, I believe that our current offensive andhealing power are in line with our Combat Medic title and skill point costs.
What I would really like to see, in addition to the schematic fixes, is an improved version of Drag Incapacited Player.
We do not need anymore offense in PvE because we already essentially have an Area effect bleed that does not hold aggro like normal bleeds, and adding a greater range Drag Incapacited Player to our speed line would negate the need to get too close to enemy combatants.
If we do get an enhanced Drag Incap Player (along with the terrain negotiation bonuses currently on TC), range and mobility will truely be our defense.
Please expand on your desire for an improved drag incap...I find this to be an intersting idea.
Jacore
Gallion wrote:
I thought the advanced components going into the doctor line was supposed to promote a sort of psuedo cross class dependency. Combat Medics would seek out Doctors to either create schematics for them, or sell crates of components. Lacking that, Combat Medics could make their own although a little weaker.
Galeon Shalupen
Master Doctor, Master Combat Medic, general nuisance
I see that your idea of cross class is a tad Skewed. Ok, I promote cross class dependency. I am a Master CM and I have to go to a Master Doctor to get the best posions/Ranged heal components because I do not have the experimentation points to make them as well. Done. I'm happy with that. The Doctor creates them and charges me a truck load of credits for them. WHY???? Because he KNOWS I cannot make them that good by myself.
Now, Where am I going to find a truck? Transportation is not in the game, yet? Seriously, and I quote the Master combat Medic that trained me in Master, "HAHAHAHHAHAHA congratuations on you finally becoming a Master Combat Medic. Now with the components/resources/skill points spent,you need you will make even less money than you did before.".
So ok, I have enough credits to get the best components that I NEED from a Doctor. Now where did that cross come go???? /emote looks around? OH YEAH. A Doctor NEEDS NOTHING!!!! from a Combat Medic. So where is your cross class dependency??? It looks like there is no CROSS CLASS justa dependency.
And to go along with this the Doctor has not this hiderance seeing that he CAN make the best of EVERYTHING he needs to make the best stims.
Kavedawg wrote:
Although, how many of you would still keep the CM /Doc combo if experimentation of our sub-components was put under CM experimentation? This could potentially free up some skill points for weapons training.
I would still like to keep the Doctor line. Seeing that a Combat Medic sees 80% of Party DEATHs. Due to mind/Health/Action/mind/mind/mind/mind damage we need to resuscitate our fallen comrades. (HINT: notice the emphasis on MIND death. I want traveling with a party of 10 over this past weekend. We got jumped on Endor and lost 6 people due to mind death. Oh, BTW the other 4 were PETS who also lost mind but of course don't have mind death.
Only reason I got away because I wasn't fighting and was just healing from the back. And was out of attack range when the last pet fell.
Khragon wrote:
I would replace your #5 Kave with the mission terminal one. The fact that running missions they dont consider level of the CM. Ima Master CM and almost Master Doc and the terminal judges my mission level by my pistol which is weak, meaning when I solo I get gimpo missions that I can easily solo blindfolded. Here I am with doctor buffs, Master CM with level 4 pistol and I get missions under level 18. Glad you mentioned this one I forgot about it. I can live with resists for now as at least I have control over effectiveness, I cant control the missions problem.
Here Here I agree with this one as well. I am a Master CM and a Master Doctor and I STILL get 900 credit missions that I was getting when I was a Novice Medic?
Personally I would like to see them take a serious look at our PvE capabilities. You always hear people talk about how good ourpoisons are in PvP, but not all of us PvP. The last poll clearly showed that a lot of the people who view these forums are into PvE, and in my opinion we are horrible at PVE.
My best Area Poison C is 207 Effectiveness and 89 Potency. Even at master level I am only doing around 387 damage per tic. That's 387 damage every 8 secs. Please, that's just horrible. We require a lot of Skill Points (Just as many as a Commando) so how come I feel like I'm not getting any return on my investment?
I love to go out with my friends and hunt Krayts, Rancors and Nightsisters but when I think about it, the only skills I am using from COMBAT Medic during battle is Area Stim-C's. Sure I might throw a single area poison at the beginning of a long battle, and then if it's a big guy stack a single on it, but that's it. The rest of the battle the only Combat Medic skill I seem to be using is Area Stims. BTW, some of my friends who are Master TKA and Heavy Swordsman can all put better bleeds on a Mob then my poisons.
Quite frankly I feel like I am nothing more then an Area Stim dispenser when it comes to what CM skills I use in PvE. Don't get me wrong I do a lot durring combat based on my other skills (Master Doctor, sad isn't it that I use more skills durring combat from Doctor/Medic then COMBAT Medic) like dragging incapped bodies, healing poisons/diseases/dizzy, resing people and buffing those who lost them do to death etc. I am very dissapointed that a Master Dancer gains more Ranged Defense and Melee Defense then we do in Combat Medic.
Basically I want to see the COMBAT put into COMBAT Medic.
Syrah
I like the /dragIncap expanded range idea.
I wanted to add that amongst the other ideas given for disease (such as causing states, which might be viewed as stepping on the toes of Rangers) what about a direct counter to the one class we really are a counter too, Docs. What if a Disease could actually tick off at the rate of a poison, doing similar amounts of damage, but instead of damage it would just wear off any buffs the player has on that stat by that amount, and once the buff is down would prevent any further buffing for as long as the disease lasts.
Forgot to add one more thing.
Experimentation. Any way to break these things out? While It may be nice to experiment on Charges and have AoE increase, I woulr really prefer to choose exactly which stat to experiment on instead of having 1 EP work on multiple stats. We'd probably need some other way to balance this out, since 10 EPs quickly get used up even just on 3 lines, let alone 6 or 7. I'm just not sure of the best method for rectifying that problem yet.
MDocs drag range is 30.0m also.
how about an AOE drag for CMs instead? I personally would love this, since I use drag all the time in pvp and pve. Would be more fitting for our characters since we have AOEs already. To justify it, how about a grappler pistol that launches mulitple coords out to snag bodies and reels them in. or something along that line lol. If the bio weapon idea comes to pass, then this ability could be added in to it.
Again I commend my CM brethren for actually keeping themselves in check and being consciencious of not becoming or bein perceived as Uber. Truly refreshing, especially with everyone else trying to nerf us.
While I understand some of you may want to include survey in the CM tree line, I am against it. Having Artisan is the sacrifice I make to survey and drop harvs. If I didn't want to, I'd just buy it on the market or arrange with another player to harv it for me.
Besides, with the added Terrain Negotiation and burst efficiency, we can drop scout unless we want mask scent or to harv critters (again make an arrangement, buy it on the market, or join a good guild).
Making money as a CM can be hard, I agree. I have no market for my goods, and thankfully I have a master doc in my guild who makes all my components and therefore can compete on the market for Stim B's. I understand not everyone has this option. If we are given more experimentation points for the subcomponents (for adv. BEC's, Liq, Chem, and CM components), then we have a market we can compete in.
As to disease and poison on corpses, it should be nerfed. This is especially so since RTEF IS nerfed in the Test Center (confirmed today). However, we should still be allowed to have disease. Why? For example, there is both rebel and Imperial recruiters in Tyrenna. What's to prevent a player from dying and running quickly to go overt and attack me again, and again, and again with out stop. Disease will stop him (at least for some time while he heals).
yes i agree AOE drag is silly, but i'm wrackin my brain here hehe ![]()
something really needs to be done about diseases though. they need some loving