Combat Medic Archive
Thread: Official Combat Medic Correspondant Problems List
"Doctors benefitting from Medic experimentation and crafting skill. This needs to be changed so a Master Medic has +100 crafting skill and experimentation and so that Doctors start over as all elite crafting professions do."
I'd have to say that this ranks about as high up on my list of priorities as anything else right now. What it means is that for a Combat Medic to make "the best" medicine available to a Combat Medic, they have to alsospec in Doctor's medicine crafting - whichnow leaves the master combat medic with a total of 61 skill points for weapon proficiency. And really, less than that since we still currently have to have Artisan to survey and sample.
Solutions:
100 points of crafting at Org Chem 4 (or even Master Medic) and force both Doctor and Combat Medic to start fresh.
Allow the highest medicine crafting skill to be used on components. With 100 Combat Medicine Experimentation and 50 Medicine Experimentation, the 100 CME should be used on components.
I'm also VERY strongly for a rework of Survey and Sample. Reverting Sample to be what it implies - a sample (one resource item at a time, every.. ten seconds?), offering a Begin Mining option to use the current sampling implementation (requiring skill), and giving Medic / Scout survey range increases - non stackable - maybe to a max of 160m (half of Surveyor's range). Combat Medic is hamstrung by the need to be combat effective and still need to survey that when all is said and one, they have 32 skill points for weapon skill or other support skills (Survey 4, Master Medic, Master Combat Medic, Doctors Medicine Crafting 4, Ranged 4)
Amhran Comhrac
And just one more comment.
Mind Damage. If the medic line NEVER got mind healing, I wouldn't weep. However, SOME class needs to get the ability to heal mind damage. I'm all for changing the Squad Leaders "boost morale" command into a single or group "/tenddamage mind" that hits their action line. Bring it in lower in the skill tree, and have it become more effective so that a novice SL can tend for 20-50 points and a master can tend for 200ish at a cost of about 1/2 the healed damage. It would be ideal that it's a 30m range and affects all in his group. But the fact that not a single class (Creature Handler for their pets notwithstanding) can actually heal combat mind damage makes for some seriously unfun high level group encounters.
none-1
your complaint is the only valid one i see here..there is no way to see when your going to heal when your in combat..this is so frustrating..you have to mash the clear key and the heal key at the same time. healing mind would really be unbalanced.. i can heal a incapped player with zero health and action all the way full.. if i could do that with the mind pool as well.. my group would be unbeatable..the combat medic class so far to me seems wonderful.. i just wish i could see when my heal was coming.. i understand the whole turn based system.. i just wanna see when its coming up..this seems like it would be easy to do..
Orias
Bria
I like combat medics should have the skill scouts have...
Running up hills faster
I made master combat medic today. Was pretty easy to do and I've gotten a reputation as a good healer. Now that I've reached combat medic master there is no need for me to ever do wounds again for anyone in a medical center. I love the class, it's very fun even though thinks don't work.
My biggest pet peeve is when doing missions with other players for faction. Faction exp is given by damage done ratio. If you're like me and have a TKA friend he's doing 95% of the damage (1980, 640,541, 245, 541...me doing 124 with Elite carbine in that same time. I get 2 faction points and he gets 14 even though I had to heal him 3 times during the fight. Faction needs to be spread evenly over the group. How is an artisan ever to move up the ranks? While my friend is now a 2nd class warrant officer I'm a Corporal. That's pretty sad. If the point is that only melee can become higher ranking officers then that makes sense, I don't think that's the case. As such, I'd like to see balance for faction to be spread across the group instead of damage based. A lot of healers never get aggro too since they're only healing so having it based on the crossed lightsabre X aggro wont work either.
Until it's fixed I'll wash the latrines while my friend orders me around. Great being a combat medic.
hey rifleman,
if medics get mind heals, you can pick up the medic class to heal yer own mind for endless headshots and if your specials drain you so much you got a) a bad weapon or b)bad armor or c)a bad stats assignementanyway.
on the other hand, i realy don't understand the uproar here about mind healing. most people i see getting mind incapped it happens either to specials or a low mind pool(combined with armor drain) or a combination of both. of course that is an issue in PvP but i don't see it as a healer's issue in PvE. The only thing it does in PvE is dictate the pace of combat, but it's not a gamebreaking issue because there are a lot of things that the playerr need to realise in first place (i.e. that a brawler with 300 mind is not an opponent but a victim, true, Chef buffs (that could help in this issue a lot) are broken; but we should not ask for changes based on broken issues)
what most people have not realised in PvP is, that Rifleman are god for long range but they suck at close range. If you argue that Riflemen are overpowered in their environment, you could argue that Carbineers are as well, taking on infinite numbers of opponents at the same time and so on with every other profession. the issue is not realy that this or that is overpowered, because used right, every class can be (in their environment) what we realy need is a reduce in pace of combat in pvpbecause the only thing, that is not fun is not requiring tactics due to one-shot-kills or 10-pet-zergs
Mycroft...actually im worried less about the rifleman then the BH eyeshot...
if i get hit by a rifleman at long range for 1900 mind damage , so be it...a bit overpowered yes but snipers kill in one shot and have a weakness if u close in...
have u been hit by a eyeshot? its a pistol move...and does about 800-1000 mind damage...this means...1) easy to move and shoot at the same time...rifleman cant do that...2) weapon speed...1.9 pistols versus rifle speed which i think is at the fastest maybe about 2.5. 3) no range modifiers at short range on the pistol...
so mind damage is still a problem...im not worried about riflemen...i can still pretty muchkill any rifleman that doesnt 1 hit me
dont get me started on the BH flame shot...(its a poison and a disease that does far more damage than our dots)
I know this hasn't been a huge issue yet, but it needs to be looked at SOON:
Insurance costs for Stimpacks and Woundpacks need to be lowered. Medics really need to haul more stuff out to dangerous combat zones than anyone else. After inventory management (i.e. dropping nonessentials into the Bank) I think our real insurace burden is worse than anyone elses by an order of magnitude.
Get new carabine!!!
With E11 I am doing 500-800dmg a shot.
With DH17 subnosed (for increased HAM drain for now) I am doing 600-900dmg.
124 carabine dmg is unacceptably low.
I agree with the list, espiecally the Mind pool heal. I would also like to see CM's get the ability to use Revive Kits, do not give us the ability to make them but we could buy them from Docs.