Combat Medic Archive
Thread: Big List of CM Issues for September (Discussion)
here's my take on the list...
1) Survey/Sample isa NECESSITY for a CM if the Devs are gonna make the materials to make poisons VERY hard/scarce to find !!!! Having to hang to 15 pts for Artisan is an absolute JOKE !! Maybe enhancing /medicalforage in some way ????
2) PLEASE FIX ADV RESILIENCE COMPOUND !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
3) Need more range on Poisons/Diseases. Having to get within 20 m's of high lvl creatures is not fun (unless you're in a group w/a ton of tanks, by the time u deliver, you're just about done).
4) XP for DOTS & XP for healing other people's pets (1/4 would even be fine w/me). Pets play an important role, so why should they be excluced ?? !! ???
5) Revive would be SWEET.. but not necessary. Thats what Doctors are for... would make their profession ALOT less usefull.
6)Dont really see a need for a bio-weapon, IF (big if)the range of poisons/diseases is increased.
Many other things to comment on, but these seem to be the most important in my opinion.
Sorry for the!!!!!!. I think the Devs are doing a great job.. this is pretty much the best game i've ever played, but there are some things that really need to be fixed ![]()
awthtem-xour
lowca
CM, Pistoleer, Doctor
i only have two real bigissues.
1. i want surveying somewhere in combat medic. I have just had to sacrifice artisan to finish my pistoleer tree and its gona hurt big time
2. Revive... but not as good as doctors... posibly impliment this by having me incur say 25% wounds on all their pools for my revive.
i would like some defence mods in suport also but this is on a big backburner to #1 expecialy
As far as powerups go... posibly in a weak form and not able to be stacked with the normal powerups already out there. That way people have a choice on if they want a beter gun right away or to have it do a little DOT. A bio weapon would be ok but i dont think its realy necasary...
oh and great list btw... covered everthing just expresing what i think is realy important
Here's my Two (I've got more, but top 2 is what people read):
1.) When poisoning an npc, the damage incurred by the poison should give CMs looting rights. Currently, we can kill an npc without ever touching it, and then no one will be able to loot it. What a waste.
2.) Adv. Resilience component - This is a vital component for maximizing our potential. Currently it doesn't load into a crafting window.
i take back what I said about the Devs doing a great job... not even fixing the adv resilience compound ?? come on now?!?! wth is up w/CMs getting the shaft ?!?! i've considered cancelling my acct as well
.. as much as i luv this game, not being able to do the things i NEED to do to make the game fun & interesting for meis getting quite annoying. i'll get it a few more months i guess :/
sincerely,
disappointed
Anyway, I would like to post my thoughts since I'm currently going up the doctor and combat med trees and trying to decide which one to get master in and which one to dabble in. So far it seems that doctors by far have the best abilities. I see buffing as almost essential for PVP and extremely useful for solo missions and even party expeditions. The Resuscitate ability is also very good, but it's one of the things I think should be changed from Doctor to Combat Medic, or perhaps shared. The main argument against this I have seen is that it hurts the Doctor class. Well, I don't know about that, but I would suggest replacing it with an improved reviving skill or something else that pertains to healing wounds (since it's at the top of that tree, and doesn't really make sense there in my opinion - if anything I think it would be better in the medical use tree. Maybe instead Doctors shoud get the ability to heal multiple wound types at once? Or all health type wounds at once or all action type wounds at once... just a thought). Since Combat Medics are more suited to healing in the field, it makes sense to me that they should have a reviving skill since Doctors in real life are not out on the field ever anyway. I would make it a master combat med skill, though, or at least a level 4 skill like it is in Doctor.
I think the distinction between Doctor and Combat medic should come down to effectiveness vs. combat focus. Doctors should be far more effective at healing wounds and Health/Action bars and have the out-of-field abilities like buffing. Combat Medics should be less effective with their heals (though the added range should remain, but preferably without the delay due to the reused animation). Maybe if we could craft some advanced resilience compounds (meaning that bug gets fixed) and maybe if I could find some class 2 liquid petrochem fuel anywhere in the game so that I could craft advanced dispersal mechanisms, poisons and diseases would be better. To me, it seems the only use for disease is griefing or applying a mind disease essentially forcing the character to spend a few minutes in the cantina to not die in one headshot. Poisons are nice, though it would be cool if we got some medical experience based on damage and maybe even credit for killing things with it.
Anyway, I'd like to say I mostly agree with everything in the original post, except for the special weapon. I think combat skills as a Combat Medic should be obtained from other trees. Yes, we do have "Combat" in our names, but I think that refers to our medical focus, which is supposed to be combat oriented. Rifleman, Carbineer, or Pistoleer are not that hard to get a good start on when you need 30,000 or whatever combat experience to qualify for the class anyway. I think that is supposed to be an opportunity for us to specialize in a weapon. Oh, and I don't know if special medic missions are really necessary, at least for combat medics, because we're not really that awful at combat. I haven't had much trouble getting money by running destroy or faction missions. As a final note, if I had to pick a class that should be stronger between Combat Medic and Doctor, I would pick Combat Medic simpy because it takes an extra 29 skill points to master (from Novice Marksman + Ranged Support IV), but I don't think either class should actually be stronger. I think the trade-off should not be power, but the fact that Combat Meds will be better in combat whereas Doctors will have more of a support/crafting role along the lines of an Artisan (but not totally devoid of combat potential thanks to buffs, some sort of revive skill, and excellent healing items).
Ok, I think I'm done... I hope someone in charge of changing stuff actually reads this thread since there are a lot of excellent suggestions.
Oh yeah, and I'm Sil'ke Slim on Eclipse if anyone is wondering. (No that's not a name you should know.)
MycroftTHan wrote:
i don't like the bio-weapon idea. at all. and if they add poison/disease powerups to weapons, they better move the appropriate cures to the Medic line because if everyone uses them, about everyone that can heal needs to be able to cure them.
Not sure if this has been mentioned, but I think these weapons exist in the game now. I have seen multiple posts and multiple screen shots of poison pistols for instance. These are being dropped off of mobs in the game. There are several screen shots floating around on these forums, but I did a quick search and grabbed the first one I saw.
http://upload.justtalk.net/files/screenShot0061.jpg
Hey i'm a CM .. so thank you for pic #61, has anyone checked out pic #62?
http://upload.justtalk.net/files/screenShot0062.jpg
New CM here...waves!
Oh yes, keeping up, not being left behind a big complaint of mine. I partner with a bounty hunter and I can tell you, when he is hot on the trail of a kill he has no time to wait for me. I find myself on follow all the time, running around after him just to keep close. I have not played with a large group yet and look forward to range healing...pant pant.
Going up a hill.....is a disaster!