Combat Medic Archive

Thread: So how many CM are Mad

TaranDraconise
Mon Apr 11, 2005 9:19 am
#53

Im not as mad as i was last week with the few changes that were made over pre-request. Although still have some concerns.


1. Terrain Negotiation. CM Needs to move fast we cant afford to slow down. That was the whole point of giving Cm a pistol Cert right.


2. Ranged area stims. I am still confused on this. Are we throwing a stim pack? or waving our hands? We need to be able to max our ranged heals as a thrown weapon. Devs saw fit to givelow defense mods so how can we expect to run int the middle of the melee fight and wave our hands to keep the group alive?


and example was this weekend. Our group of 8 went to the spider clan cave on Dath. First if it werent for the Ranged area heals thrown at 35m and covering 25m from that radius the group would have been dead. Everyone knows from experience when the spider clan witches attacke the SO on Dath that you got dizzy fast and choked when you were up close. Dev's You got to make some changes to that stuff or we are useless......


3. Posions. Well to reference the same Spider clan cave trip. The witch had a 300k ham. Resisted almost every kind of damage type. If it werent for the area and single posions and dieseases that i was able to stack on them we would have been fighting for 3 hours instead of the 35 minutes. Now i know the CU is changing still and I am glad to see that the Dev's are listening, but help us out here. How are we suppose to be effective Range support if we warm up, action, and cooldown. Then we dont have our ttrow effect for the stims. You are saying we are a ranged fighter but making us get in the center of the fight to perform our abilities.


If anyone aggrees with this speak out. If i am wrong tell me and i will shut up.





Taran - Elder Jedi
Treetopp - Elder Ranger (HM)
Narat - Master Ship Wright
Anazasi - Elder Entertainer
Drodekia - Master Droid Engineer
WWW.ALLIANCE-YARDS.US
ZanthosBlastshield
Mon Apr 11, 2005 9:43 am
#54






TaranDraconise wrote:

Im not as mad as i was last week with the few changes that were made over pre-request. Although still have some concerns.


1. Terrain Negotiation. CM Needs to move fast we cant afford to slow down. That was the whole point of giving Cm a pistol Cert right.


Interesting point. The biggest bummer, for me, was the loss of TN. I guess the scout/ranger has to have something unique to their profession.


2. Ranged area stims. I am still confused on this. Are we throwing a stim pack? or waving our hands? We need to be able to max our ranged heals as a thrown weapon. Devs saw fit to givelow defense mods so how can we expect to run int the middle of the melee fight and wave our hands to keep the group alive?


CM will have the innate ability to do AOE point blank and range heals. This will require no component use. We will have the option to have the BE's craft us enhancers, that will of course, enhance those innate abilities. It sounds like 35m will be our cap on ranged heals. I believe the animations have changed, as well.


and example was this weekend. Our group of 8 went to the spider clan cave on Dath. First if it werent for the Ranged area heals thrown at 35m and covering 25m from that radius the group would have been dead. Everyone knows from experience when the spider clan witches attacke the SO on Dath that you got dizzy fast and choked when you were up close. Dev's You got to make some changes to that stuff or we are useless......


3. Posions. Well to reference the same Spider clan cave trip. The witch had a 300k ham. Resisted almost every kind of damage type. If it werent for the area and single posions and dieseases that i was able to stack on them we would have been fighting for 3 hours instead of the 35 minutes. Now i know the CU is changing still and I am glad to see that the Dev's are listening, but help us out here. How are we suppose to be effective Range support if we warm up, action, and cooldown. Then we dont have our ttrow effect for the stims. You are saying we are a ranged fighter but making us get in the center of the fight to perform our abilities.


I guess if you look at 35m being a pure ranged profession with say MR at 65m, then you'll have to be careful with the point blank AOE heals. If you mix CM with a melee profession, it really isn't much of a problem anymore. It's really about your playstyle.


If anyone aggrees with this speak out. If i am wrong tell me and i will shut up.











- Zanthos

"And I looked, and behold a pale Spat: and his name that sat on him was Zanthos, and HELL followed with him. And power was given unto the Burninators over the fourth part of the galaxy, to kill with Burnination, and with hunger, and with death, and DLTDHYITAOTWO."
TaranDraconise
Mon Apr 11, 2005 10:31 am
#55

So just some clarification...... We will be able to target a group member say 35 meters away and toss a Area heal on them and get everyone within 35 of that member healed?


If not then we have to run into the middle of the group and do the heal... That just sounds bad to me. I could change to a melee profession, but at present with working on jedi just dont see that happening.. My temp is CM and Master Carbs. In my mind a perfect Range support templete..... Although if I had to give up Carbs I would still not take a melee. I would end up with master Squad.....



Taran - Elder Jedi
Treetopp - Elder Ranger (HM)
Narat - Master Ship Wright
Anazasi - Elder Entertainer
Drodekia - Master Droid Engineer
WWW.ALLIANCE-YARDS.US
Shann0w
Mon Apr 11, 2005 10:49 am
#56






PsionicHawk wrote:
You don't know that they are taking it away completly. Much of it will probably be used in BE crafting. This is annoying yes, but not the end of the world.






It is too the end of the world. Well the end of the game anyway. Most of us didn't come to SWG and become combat medics to cast spells. If you don't want to craft then don't, you can always buy stuff.


"Just pick up a line of BE". That's one of the most condescending statements I've ever heard. For one thing that "Line of BE" will cost you 49 Skill Points.


I've not been very active in the forums because I'd rather be ingame. However, I did think it was the Correspondent's job to defend the interests of his/her profession? I think the Combat Medic, Medic, and Doctor Correspondents (and others) should be raising holy hell.

MedWise
Mon Apr 11, 2005 5:25 pm
#57

I dont know the new point blankarea, but I know my area C pacs are 35 range 37 area and i could get area to 40m


but then again they have changed the ranges in cu . Ill have to test it, if i can login.



Tilk

mcm/mdoc
Zohath
Wed Apr 20, 2005 12:11 pm
#58

count me among the disgruntled


Zohath
Getoc
Thu Apr 21, 2005 3:31 am
#59

No more nearly unhealble uber mind poisons ..... ok ......... no more uberpoisons for health now either ..... ok ......... but moving crafting completly to another profession especially from the experimentation suit POV is totally crap .
Like many others i got one of these suits and payed a lot for it and that it is now unuseable is really pissing me off.
..... sell it to a be ......... great ........ show me one BE who nearly pays these prices ......... go 0 0 0 4 BE ..... i dont want to b a BE and i need the skillpoints for something usefull not dabble just to be able to use MY stuff.

Here is my solution to the conversation of these items ....... wear enhanced clothing during the conversation and converse the skillmods to one of ure new profs skills available as well .



Get'toc : Elder Jedi - Farstar day 1 player - Proud of wearing the 'Teras Kasi Elder Titile' to honor the coolest profession there has ever been in SWG . Black Epsilon Pilot Ace .

Xanea : Trader - Master Shipdesigner and RSF Pilot Ace / Xaneas Shipyard at Arakeen on Lok (closed atm because of spaceloot sickness)

Sharres : Spy by nature and RSF Pilot Ace , Smuggler Pilot Ace , Black Epsilon Pilot Ace and acutal Corsec Pilot Ace
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