Combat Medic Archive
Thread: The Death of a Combat Medic. Part II (Correspondent, please read)
TsunamiKata wrote:I'm getting aggrevated over few posts in the recent weeks and I feel as a long time devoted Combat Medic, I should shed some light.
I'm a member of an elite PvP guild on Bloodfin, which is unofficially known as the PvP server. And after reading the recent posts here, I feel people are not educated enough and I want share with you some thoughts.
I have 3 items that I want to discuss.
1: Poison/Disease incap.
Since the last patch, poison no longer incaps, but brings the HAM to +1. This may not be as bad for PvE since most of the critters are easy to hit, however, in PvP, it is litereately impossible to land the last blow with all the defense mod that was introduced to both Melee and weapon users.
If poison/disease is an unforseen bug of coding, then Combat Medic will have no effective way of damaging the last amount of HAM without resorting to a huge amount of skill tapes that boosts accuracy to weapon. And if you have MD/MCM combination, then you will have no ability to incapcitate the other individual.
I remember when Zalor said how hard it would to take away that last bit of HAM, I bet he didn't have to use his CDEF pistol against a pistol/fencer defense stacked Rifleman that has over 1500 willpower, regenerates 150+ mind every few seconds, wearing a full suit of 90% composite armor, knockdown/dizzy at 20 meters, and have over 150+ ranged and melee defense along with 150+ dodge, while chasing you down and spamming HS3 at you with his 500+ damage Krayt enhanced, damage sliced Jawa Ion rifle that doesn't cost any mind pool to use.
2: 64 meter range cap.
This one is really bugging me more and more. Why should we hop several planets, wait 3-4 months to find that ideal material so I can make that superb sub-components only to find out that it would be capped at 64 meters? People should be rewarded for their effort in gathering rare resources.
It is the rare resources that makes Combat Medic unique. I have the best resources on the server and people don't realize what it takes to make that 80 meter poison pack. We're at complete mercy of the randomly spawned resources.
3: 75% damage reduction.
I hear more and more outcry for damage reduction to combat medic. I've been a combat medic for well over 5 months now, and in the process, I've collected some of the best resources that's needed to craft my poison/disease pack. At best, my area poison is a bit below 500 damage every 8 seconds. That's less than 63 damage per seconds, compare that to a Rifleman, it's laughable.
It really botheres me that people argue that the poison can't be resisted or that we can hit 20 people at once. It can't be resisted because I searched all the planets to find the resource to make them so you can't resist, that's why it's potency is 130 not 80. And if I hit 20 people all at once, you should learn more tactic.
Well, I think I ranted on long enough. I'll go and make more poison packs now.
Tsunami, in the history of online gaming. No one class has ever had the sheer power a Combat Medic possesses. 1 single Combat Medic alone can throw 1 or 2 poison at a group, and the raid IS over in under 1 minute. Theres is not enough time to seek a doctor. And even if you are able to find the doctor, you more than likely have about 50 mind or less, and the CM throws another poison and the doctor has run out of mind to cure the poison. 1 Combat Medic is all you need to win any raid.
A 75% reduction will work several ways: 1) You are still ticking for 100. 2) Time to find a Doctor and HAVE a small chance of having at least like 500 mind. 3) Also encourages you to throw a Health and Action Poison as well. Why? Because the doctor will need to use 3 cures on you, so more mind is used there. People with Stim Bs will cure thier Health and Action thus it helps the mind poison go down.
The aboved method works, its still powerful control. And its balanced.
Rennyn wrote:
Taken directly from the SWG website-
Combat Medic: A healer who also has some field training to increase his odds of survival in battle
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Why exactly is it you think you should be able to take down ANY combat class? You're a hybrid support class, main job being healing. Secondary strength being able to poison. Your primary objective is not killing people. Stop whining about it and realize you should NOT be the end all be all of OFFENSIVE PVP.
Limit poisons to 64m. Give them 75% PVP reduction, lower the duration, and make it impossible to incap even with disease/poison combo.
Then they'll be a good SUPPORT profession, and not the end all be all gods of PVP that they are now.
There was a really good post here a few months ago that used everyclassesarguments against a nerf to their class and applied the same logics to Combat Medics.. Basically BHs and Commandos claim they should be 'king of the hill' because of how many points they spend (and we're tied with Commando in points btw)..Then there is the expense of our componants.. If a BHs pistol or Commandos Flamethrower only lasted so many 'shots' (well under 50) like our poisons/diseases then it would be a different story..
But my BIGGEST reason for leaving CM is the complete and utter lack of consistancy the devs show us.. No OTHER weapon in the game fails to incap/kill like ours. Poisons/Disease are weapons, pure and simple. Commando DoTs still incap, they don't stop at +1 HP. BHs don't have to switch weapons to kill something like we do. Neither do Riflemen, Pistoleers, Carbineers, Commandos, Novice marksmen, etc. We're the ONLY class who needs to use 2 weapons to kill or incap something--we spend the 2nd most number of points to master our combat profession and we still have to spend more points in another weapon line to be able to kill something?.
Pahdbacca wrote:That's the biggest bunch of BS I have heard in a long time. Unless balanced means TK gets to run around doing whatever they want all day. The Devs have already spoken about poison damage output...I am waiting for permission to post on these forums their response.
SilentJay1284 wrote:
A 75% reduction will work several ways: 1) You are still ticking for 100. 2) Time to find a Doctor and HAVE a small chance of having at least like 500 mind. 3) Also encourages you to throw a Health and Action Poison as well. Why? Because the doctor will need to use 3 cures on you, so more mind is used there. People with Stim Bs will cure thier Health and Action thus it helps the mind poison go down.
The aboved method works, its still powerful control. And its balanced.
Actually, TKAs have set the bar for the other melee proffessions. Coming soon to a PvP battle near you are the powerful Fencer/Swordsman/Pikeman. And pikeman have area dizzy with area KD. I cant wait for the Accuracy fix ^_^
As it is CM is not only a great support class but also a walking time bomb that can clear the enemy lines almost single-handedly or in a small group. Couple CM with any decent weapon skill and you will be able to kill almost anything in PvP.
Its amazing how some people can still find this insufficient.
Please give poison the ability to incap a whole raid in 2-3 ticks.
Please give poison unlimited range so you can sit at home crafting stims and still wipe out that raid over in Anchorhead.
Please give all CMs an "I win" button so they will stop complaining.
How about CMs or Doctors can create vaccines or antidotes that can slow down or heal disease and poison that any joe blow can use. Then leave the DOTs the same in PvP. So if someone gets poisoned or diseased, if they can't stop it themselves, its their own fault and they can no longer whine. Make the vaccines/poisons have a pretty high HAM cost to use and be pretty expensive (at least as expensive as disease or poison would be to make) *waits to be flamed*
zeze wrote:
Please give all CMs an "I win" button so they will stop complaining.
obijkenob1 wrote:
How about a compromise?How about CMs or Doctors can create vaccines or antidotes that can slow down or heal disease and poison that any joe blow can use. Then leave the DOTs the same in PvP. So if someone gets poisoned or diseased, if they can't stop it themselves, its their own fault and they can no longer whine. Make the vaccines/poisons have a pretty high HAM cost to use and be pretty expensive (at least as expensive as disease or poison would be to make) *waits to be flamed*
Let combat medics make it and we'd all charge 1 million credits a crate...let docs make it and they'd charge next to nothing so that they totally elinate us from the battlefield. I say make components for it come from master combat medic, but the schematic comes from master doctor (that's the only fair way to balance something this powerful)
Pahdbacca wrote:
zeze wrote:
Please give all CMs an "I win" button so they will stop complaining.Who is coming into the CM boards doing the complaining?
As a subscriber i feel i am entitled to read any boards i wish here.
And that's not a complaint, only a natural reaction to something ridiculously outrageous.
SilentJay1284 wrote:
Actually, TKAs have set the bar for the other melee proffessions. Coming soon to a PvP battle near you are the powerful Fencer/Swordsman/Pikeman. And pikeman have area dizzy with area KD. I cant wait for the Accuracy fix ^_^
The thought that the "Combat" in Combat Medic means you can effectivly kill people is ridiculous. It simply means you can operate in combat conditions i.e. under fire. A Combat Engineer is notRambo with a firecracker, it's a demolition expert that can operate in combat conditions. A Combat Medic should be a medic that can operate while in combat i.e. keep people alive while others are trying to achive the contrary.
A combat medic should be a soldier with medic specialization. A rifleman would be a soldier with rifle specialization. And so on. The soldier partis represented by combat xp and the ease of picking up a weapon skill ( marksman required anyway ). Note that you can gain combat xp just by being in combat. You don't have to kill a single entity yourself to go combat medic.
I realize that this is far from what we have now. I don't want to say it should be a one-sided nerf. I see some things in SWG combat medics that go contrary to any image of a medic in a combat squad:
- Revive
Combat medics should be able to revive. If the medic at the spot can not get the wounded to a hospital/doctor alive, the patient is dead. No way for a doctor in a field hospital to bring him back after that. Revive is a field medic skill.
- Poison/Disease
This is chemical warfare. No medic I have heard of ever took part in that. If thats a game feature worth keeping, put it into Bio-Engineer as template with a commando cert. Those people know how a bio-system works and how to administer WMDs. You don't need to be a doc to throw a grenade and a paramedic doesn't specialize in alien nervous systems and their most effective way to collapse for sure.
Combat Medic is a support class that has to keep his group alive to deal damage. SWGs system of a chemical warfare expert is the farthest away from any image I ever had of a combat medic.
Someone counted skill points... lol... combat medic costs 169 skill points ? I have a char with all but 33 skill points spent on entertaining, and guess what ? She pwns no one. It doesn't matter how many skill points you spent, the direction you spent it matters. And Combat medic to me sounds like a combat support class, not a direct damage dealer.
I can understand the need to be a direct damage dealer, but there are enough of those classes in game to play one. Having the doc decide a battle through his damage output is a highly unrealistic thing.
Any weapon with a range beyond 64m is unfair because this is the systems maximum range ( or so we're told ) for combat for everyone. That you cannot influence it by good resources is normal. Any weaponsmith has the same problem.
If 75% damage reduction for PvP is unfair for poisons, then something is wrong with poisons. That would mean they are far too weak in PvE. After all, a poison is a damage dealer, plain and simple. No difference between a poison and a bleed. If only one has to be capped, that's a balance problem one way or the other.
Okay. I'm going to say this one last time!!
If you don't want to get poisoned, stay out of LoS. If you want to get rid of the poison, become a doctor!
If you don't want to get diseased, stay out of LoS. If you want to get rid of the disease, become a doctor!
If you want to get rid of the Combat Medic, shot him. Be a Rifleman and spam Headshot 3. If you're a Human with musician buff you can have up to 2200 focus, even in full suit of composite, with 2 Ryscate it'll cost you 0 mind for headshot 3. And with a Jawa Ion Rifle, you can do 150-200 damage every 1 second, that's damage througha 36% stun helmet and a 39% PSGIII.