Combat Medic Archive

Thread: Combat Medic Role: What Do You Want It To Be?

Johaan
Tue Jun 22, 2004 8:07 am
#40

Combat medics should be able to stablize hurt PCs until a doc can patch 'em up.


Don't nerf, enhance. Combat medics should also be able to use weapons of mass destruction. Balance issues should be addressed by enhancing other classes abilities to deal with the CM damage. Instead of making one class unhappy, make multiple classes happy with new skills and enhancements. Its just good business.


Give CMs a group bonus. Soldiers are reassured when they have a CM in the group. That should impact morale. Perhaps lessen the action costs for combat?


Johann,
Master of Bandaids and Bioweps
The Eternal Flame
Riverfield, Corellia, Starsider

StaticEel
Wed Jun 23, 2004 3:46 pm
#41

Well as a CM of more than 7 months I think it would be a welcome change to spice up the profession and change it somewhat. The reason behind me even picking up the CM profession to begin with was to heal my teamates. The actual aspect of poisoning and diseasing people left a bad taste in my mouth, that was until I had a chance to try them. But onto the topic I like the idea of giving CM's the ability to cure poison and disease, to me it seems right since we craft it as well. The people who usually make the disease also make a cure. Perhaps giving the CM's weak or medium single cure stims and then giving doctors area cures would make it more even. Also perhaps making those area cure's for the doctors require dispersal mechs crafted by CM's like we require medic items for our ranged stims.


Also I have been thinking over the damage aspect in CM's poison and disease's. As it stands they do little damage in PvE right now but a lot of damage in PvP. Perhaps by increasing our damage by 25-50% for PvE then implementing the 75% PvP penalty at the same time. You could take a 600 tick single poison now increase it by 50% for PvE which ups it too 900 damage then with the 75% PvP penalty it goes down to 225 if my math is correct. With a 25% increase the damage would be 750 and with the 75% PvP penalty it would be around 188 respectively. Ithink that would fall more into the support part of our profession. In this context we have a slight better chance toPvE and our damage in PvPis far lower than it was (though there will still be those who complain). Also perhaps an increase in our defenses to enable us to stay in the fight long enough to heal our teamates.


The ability to heal mind is a great aspect as well though I think they are going to impliment this in some form anyways, I hope CM's get it.


In my opinion I envision a CM as a person running around in the thick of a battlefield assisting wounded comrades and defending the fallen long enough for them to recover. Perhaps an ability to force an oponent to attack you for a small amount of time so the person they were attacking can flee to recover though it would be hard to figure out who theyare being attacked by perhaps add this ability?This is where a CM would need increased defenses so as not to be incaped in the first 3 hits of the opponent.


One on one I do not think a CM should be able to dish out loads of damage like a pure battle profession can. I think they should be more geared on the defensive/assist idea than nuke them with poison and disease till they start urinating blood. The poison and diseases should be there to weaken the enemy making them easier for your fellow teamates to dispose of them. Perhaps adding some thrown objects such as a flashbang or stun grenade of sorts to enable us to do slight status effects on the enemies but half the time or something but not do any damage.
GemmaGirl
Wed Jun 23, 2004 5:29 pm
#42


I would like to heal mind without taking damage myself

I would like to heal from a greater distance

I would love to continue poisoning creatures, everytime i ride though yavin or endor, i get poisoned by a million things, only fair that i can give them a dose of their own medicine/poison


Gemma



PWND - INACTIVE SPEEDCAPPED SWORDSMAN AND KRAYT HUNTER
GEMMA - INACTIVE EX PVPER
Radren
Wed Jun 23, 2004 9:14 pm
#43

How about giving us some capabilities to do more against another cm,


The 20 vs 20 group scenerio for instantance.


One cm on 1 side tossing area poison and disease. kills other group quickly with as they have no CM to counter the attack to even the odds.


How about not only making us capable of tossing poison and disease but allowing us to cure/delay them also.


I meanI love being a Doc and a CM but docs have some great healing skills already Rez, Buffing, Fire Extinguish, why not put thedelay disease and cure poisons into the hands of CM's also

One side CM tosses a mind poison, the other side tosses a cure poison.


I am still up for docs having greater cure disease packs that can be used 1 on 1 but a CM with areadisease control agents would be great. It would be the middle link to the Doc.


It will slow thedisease drastically, lets saythe all suggested 75% rate everyone screams they want. This allows the players to continue to fight yet fall back orderly to the Doc to get Cured.


I will say I am not up for Docs having ranged or tossable area cures. CM's have to spend 29 more points to have ranged abilities only they should be able to toss ranged cures, poison, stims, etc.


I certaily don't mind a Doc having AOE cures. but these need to be resonable say 6m in radius of Docs, with a 75% success rate. make um come into the battle to pull this off.


Also if this type of thing is incorporated the +1 no incap rule neds to go. CM need to be able to use there skills to drop others. its only fair.





Radren
Wed Jun 23, 2004 9:42 pm
#44

Also, I forgot to add.

In an effort to make CM's more valuable for others why not let cm's create disease resist packs, and posion counter agents. (not tossable items, single player use items)


These could be purchased and usedby all combatant classes.


They would not stop the poison, theywouldthough slowthe DOT power,but not effect its duration.Certainly the capabilities of these packs needs to be balanced appropriatly but with good resources, proper expand costruction should work like spices.


Counter poison/disease packs with high qualityrecourse usage,perhaps reduce poison DOT by 60%-65% per turn for say 7-12 mins. with a downtime like spice of say 1/2 that time after (ifa poison diseaseDOT is active after the pack wears off then damage is 125% of normal damage during downtime.) (perhaps even with BE tissues could reach 65-80% for or last 15-20 mins depending on tissues added)


This will ensure that the player has the capabilities to stay alive but still makes him fall back to get a Doc to cure him if diseased, or buy him timetill a CMcan toss a posion cure pack or diseasecounter agentpack. (suggestion from above thread)


This to would help to balance the PvP disparance without weaking the capabilities of the CM completely. It alsoadds a customer base for CM productsand makes usmore valuable to the community.


I think this is a viable solution to give other players the "Armor" they need to resist CM in combat but also allows CMs to maintain there capabilites as well.


Now just to think of some solution for PVE

LevaOripa
Wed Jun 30, 2004 1:57 pm
#45

I think Combat Medics should fill the traditional role that theyare throught history.


A doctor on the battlefield that can fight


poisons and diseases should be totally removed and replaced with a sub machine gun along with the abilitys and skills and defensesto use the weapon well . Stun damage would be a appriate damage for this weapon and go right along with the medics creed

along with usefull heals and specials that help him /her do well in a group size battle.


poisons and diseases have no place in area attacks make group pvp unfun and many people bitter about the whole game and very very few people would be sorry to see them leave except in dot weapons.


In any movie or book the Combat medic is a hero of epic proportions


What do 10 pvpers in swg think about combat medics ?...I bet 9 out of 10 see them as the biggest scum class in the game Traditional heros from real life should transend into this game as they really are not made into biological weapons terrorists make them heroic like they are soposed to be !


Here is one idea .place a 5 second delay on sniper shot so that a combat medic can cover the incapped player with their own body and take damage the incapped player is revived the CM takes damage and the player recovers 1/3rd of there ham from the action , and the sniper shot nullified. befor fp is awarded


The CM just did a heroic act like they have done throught history

Having a CM in the group could increase all heals by 25%

Having a CM in the group could add 25% resistances to all poisons and disease Dots


the whole concept of area diseases and poisons should be droped



1st account Leva 249 point jedi Free Alt -Leva- Rifle Goddess
I want whats best for the overall health of game...................Do you ?
Brainplay
Thu Jul 01, 2004 5:41 am
#46






LevaOripa wrote:

I think Combat Medics should fill the traditional role that theyare throught history.


A doctor on the battlefield that can fight


poisons and diseases should be totally removed and replaced with a sub machine gun along with the abilitys and skills and defensesto use the weapon well . Stun damage would be a appriate damage for this weapon and go right along with the medics creed

along with usefull heals and specials that help him /her do well in a group size battle. We have heals that take care of large groups. Only they dont heal MIND damage which is the only damage that matters in PvP and alot of times in PvE.


poisons and diseases have no place in area attacks make group pvp unfun and many people bitter about the whole game and very very few people would be sorry to see them leave except in dot weapons.


In any movie or book the Combat medic is a hero of epic proportions


What do 10 pvpers in swg think about combat medics ?...I bet 9 out of 10 see them as the biggest scum class in the game Traditional heros from real life should transend into this game as they really are not made into biological weapons terrorists make them heroic like they are soposed to be ! Biological weapons weapons were banned by the geneva convention due to their devastating after effects and painful deaths caused by them. Everybody back in WW I hated them yet they were some of the most powerful physical and psychological weapons available. Look at the major emphasis that was placed on biological counter warfare training and equipment during both US incursions into Iraq. Yeah many players thing we're scum when we can take them down fast but in areas where Health and Action healing is actually need (no seriously there are some places) they love us. They're fixing that *see combat revamp


Here is one idea .place a 5 second delay on sniper shot so that a combat medic can cover the incapped player with their own body and take damage the incapped player is revived the CM takes damage and the player recovers 1/3rd of there ham from the action , and the sniper shot nullified. befor fp is awarded Just one person? Its a noble idea but your effectiveness in a fight as a CM/ "insert other prof. here" is better served than a meat shield for a single person. If you could do that in an escort mission or had a group effect the idea would have some serious merit.


The CM just did a heroic act like they have done throught history

Having a CM in the group could increase all heals by 25% Healingis rarelyneeded other than our debilitating /healmind

Having a CM in the group could add 25% resistances to all poisons and disease Dots Now that is a good idea. I'd rather have a limited area cure but having a resist bonus to ALL DoTs would be almost as good.


the whole concept of area diseases and poisons should be droped






Its kinda funny. I posted in the Squad Leader "new ideas" section saying that maybe squal leaders should get a poison/disease mitigation ability. I mean having only one profession with the ability to cure ALL DoTs, state, etc etc, etc. is kinda dumb so spread out the abilities.


I got sooooo flamed for it. Unique ability or not you'd think they'd want something other than group terrain negotiation that other players would bother grouping with them for (other than letting them leach SL exp)


GIVE US AREA CURE A PACKS!!!





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

DrHooch
Thu Jul 01, 2004 1:47 pm
#47

make doctors a total crafting / buffing class and then give cm's everything needed while in combat... like res kits, fire blankets etc...


if poisons HAVE to stay in this game.. make them hit everyone in the area with a TEF.. not just red dots =]



-Hooch
Excuse me if I'm full of myself..
Cocky is something i just cant help

www.e-peen.com
- 2003 to Infinity -
Feralcom
Fri Jul 02, 2004 7:52 pm
#48


I have been playing for over a month now. One of the characters I play is a Master Doctor and a Master Combat Medic.


I am content with the profession for the most part. I 2-Box with a Swordsman and my CM is excellent support. The 2 take on anything with little concern. And that is how I view CM…as support.


I have been lurking for a while and see many complaints about PvP. Even though I am a Master CM, I feel as if I am not experienced enough to make a judgment call on whether poisons are overpowered or not. However, I will say that I think it would be nice if there were not so many CMs in PvP. It makes it kind of boring.


If poisons need to be changed, here are some things I would like to see.



  1. Ranged weapon skills added to the CM tree. Not damage skills, but shots that do things like intimidate or blind. I don’t view CMs as killers, but I do think they should help people stay alive and since we have to take up marksman anyway, might as well add some marksman skills.

  2. Larger packs or packs that last as long as weapons. If their damage is ever decreased, I don’t think we should have to work or pay as much to get them.

If poisons don’t change…


I would like to see cures moved down to the Medic Profession so more people could counteract CMs. Most people have some Medic skills and I think that would be enough to dare folks to try something else.

Mild-Breeze-Trooper
Sat Jul 03, 2004 2:26 am
#49

Diseases could be recoded so they lower resistances instead of cause wounds.

As soon as the disease starts to tick your resistances start getting lower inevitably ticking towards vulnerability.

One disease for each resistance.

This would counter the insane armors we have today. It would also make Combat Medics invaluble when encountering high levele content.

I am fully aware that there is no reasonable explanation for why resists should be lowered below what is provided by the armor, but this is a game.



Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Khragon
Fri Jul 16, 2004 10:05 pm
#50

I have been a CM since release, was third master on Chilastra, and still am a CM. I have seen proposal after proposal since the game went live about changes to CM's and one has always stuck out as a good idea. CM's seem to enjoy the "chemical warfare expert" tag, and I agree. I believe our offensive ability should be focused on the use of that tag.We should be a major support class, not a front line soldier. We keep the troops up, but instead of our poisons and disease doing basic wounds and basic damage, they should cause status effects and other problems for the enemy. Some examples are:


Area chemical bombs which cause the enemy hit by it to stop and puke, causing delays in combat ques.

Area confusion smoke that causes the enemy the ability to target players on their own side in a battle.

Area bombs grenades that cause status affects like AOE intimidates and stuns, bleeds, etc.

Area bombs that cause the enemy to move slower, disable burstrunning, etc


These are just a few, can think of many more. However there would need to be limitations as you would not want CM's to be capable of absolutely crippling enemy forces. I believe these would keep CM's a favorable prof in battles/raids.

QuickDrawQwuichay
Sun Jul 18, 2004 3:03 pm
#51

I like the whole skill tree...but I would want much more emphasis on healing. As Combat Medics, we do too much direct damage. I wanted to be a Combat Medic like the Medics I see in Band of Brothers, not chemo-freaks. I don't mind having poisons or diseases, but they really need to be toned down.



"The Emperor keep and sustain me, hold me safe from harm and grant me the strength to battle the forces of disorder, praise be to Him, He who holds the Throne of Coruscant." - Battle Prayer of the Imperial Cult

Ardun Offenhauser, Combat Medic & Chaplain Commissar of the Imperial Cult, Valcyn
Brainplay
Mon Jul 19, 2004 3:47 am
#52






QuickDrawQwuichay wrote:

I like the whole skill tree...but I would want much more emphasis on healing. As Combat Medics, we do too much direct damage. I wanted to be a Combat Medic like the Medics I see in Band of Brothers, not chemo-freaks. I don't mind having poisons or diseases, but they really need to be toned down.







Band of Brothers dont have Teras Kasi or Fencers owning the battlefield and their medics actually have something to heal in a battle.


So like in 30 years or more are we going to have another giant rash of Vietnam movies and "Band of Brothers in the Mekong Delta" stuff?






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

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