Combat Medic Archive
Thread: What would you like next
Oh dear.
I am just feeling the hurt of the lack of experimentation points in the subcomponents that only we can use. I tried to explain it to my armorsmith friend:
"It's like you have components you can make in artisan that only you can use as an armorsmith, except weaponsmiths get better at making them and you don't."
He was perturbed.
Jacore wrote:
Please expand on your desire for an improved drag incap...I find this to be an intersting idea.
Jacore
Well, I would like a greater range Drag Incapacitated Player for the following reasons:
As a Combat Medic with no Doctor skills, I have no means of Reviving Players fallen in combat.
But, from my personal in-game experience, every time I use a Drag Incapacitated Player command mmediately after a player gets incapacitated, that player gets pulled to me without getting killed.
This definitely works against humanoid mobs, and I believe it also works against creatures mobs. The eason why I'm not totally certain that the Drag Incapacitated Player command is preventing a creature kill is ecause creatures, including those with the killer flag, do not always deathblow an incapacitated player.
I am interested in getting a greater range for a Drag Incapacitated Player because I dislike getting aggroed when I have to move to a 19 meter range in order to rescue an incapacitated player. As a Master Combat Medic whose Range and Area Stims far exceeds 19 meters, having to run to within 19 meters in order to Drag an Incapacitated Player is very annoying.
Besides, Drag Incapacitated Player is a level 2 skill on the Medic tree. Shouldn't we, as Combat Medics whose purpose is to heal at range, have a version with a range that is at least comparable to the range of our most subpar Range and Area Stims? (I think a range around 38-40m would probably be sufficient, or you could make it scale up with the Range/Effectiveness tree)
Khragon, other classes have AoE abilities as well, most with state affects. When I was a Rifleman I could easily do Flurry Shot 2 which not only did 1.5k+ damage to a large number of MoBs it also added dizzy. Also at my level I had +75 Rifle speed so my Laser Rifle was shooting once per second. So yeah I could do that move once if I wanted and be outdamaging poisons, then stop attacking and it would have the same affect as throw and forget poisons.
As for the singles, it's known that bleeds from the heavier weapons like rifles and power hammers do more damage over time.
Now what would I like to see? Well for starters adding the PvP 75% damage reduction to poisons. I don't see how they can leave this off of our poisons when they affect every other weapon and expect some sort of balance. Until this is added we are either going to be too strong in PvP or too weak in PvE. Obviously once this is added they should up the damage on out poisons.
I would also like some defense mods. We are supposed to keep thr group alive and yet we have no defenses. I see no reason why we can't have some Melee and Ranged Defenses added. I would also like to see Blind/dizzy/knockdown/stunned defenses added but I think Melee and Ranged Defenses are more important right now.
Even when they do fix AoE Diseases I'm not going to use them. They are useless in PvE and are mainly used only to grief in PvP. I would mugh rather have secondary effects added to them like dizzy/stun/blind etc. Also having something like Napalm in which we could set a mob on fire would be pretty nice. Or maybe a Virus which only has a range of 5 but is very powerful.
Somewhere down the line they might want to give us our own weapon, although I would rather see more charged thrown weapons and the like. If they did give us our own weapon I would like it to be a pistol or carbine as I don't think 2.5x melee damage from a rifle is a good idea. I would like for it to be fast shooting low damage rather then slow and high damage, and if possible have it use very little mind. If that's not possible they could as least give us certification for some of the lower end weapons like a DL44. Also maybe some general ranged aiming bonuses.
So to sum it up:
Defense Mods
More charged weapons, including some with state effects
Possibly down the road a weapon of our own, or certifications for lower end weapons
Accuracy bonuses
Syrah
KarlaceEQ wrote:
Kave another idea might be to work some sort of sample device, or maybe enchance medical forage to work like a sample device, instead of the currently near useless skill is it now.
I've always liked wookies. I have 2 wookie friends. They are smart. Go with this Kave. I agree 100% the Medical Forage blows as it is now. I have used it every day for the past month. I have 300 different types of resources that at MOST I have 5 units each. Not what can I do with 5 units of anything?
I agree with Karlace. Let the scouts have their forage skill (at least they can have a chance of picking up food that enhance HAM or feed their pets). We would like Medical forage looked at closer. It is useless as it stands right now.
I would like to also see some sort of limited survey skill/tool buildable only by a Combat Medic that will survey say flora/Mineral/gas/chem in one device. HOWEVER, ONLY the stuff that a CM or DOCTOR needs. (ie only flora food, only aluminum, iron and radioactives, only inert gases, and only fiberplast. Did I forget any?)
That way it will be very useful for a CM and mildly profitable seeing that we can then lend a hand or be hired by the Doctors to hunt for the resources they need for advanced medications. This will also free up 15 points that we now have to put into novice artisan so we can.....wait for it......up the levels in a weapon class. WOW that would put combat into the Combat Medic.
Hey there maybe something that we can GIVE back to a doctor. They use the experimentation points on our components (seeing that they get more points) and we can survey to find medical resources that both I need and a Doctor needs. Then there will be truely cross class dependency.
Just a thought,
DedMan
AOE drags just seems like a Jedi Medic Force thang...
Mraughh, I agree diseases are gonna need a discussion...Maybe after what's on TC goes live and we see Blair's comment about RTEF was and other fixes...we can discuss what to do about them.
I'd love for them to have a legitimate use beyond sidelining...or replaced by something more useful to us.
Jacore
Is the terr. neg. in the cm going to stack with the scout?
I still think survey is needed. With the rarity of and extremely high quality that we need on our resources, I fail to see how any CM can get enough resources, even with a huge PA backing him.
Yep, I agree wuth c0bra, AOE drag is too silly. But, what's to stop us from standing at max range and making a macro that selectsthe firstgroup member; DragIncapacitedPlayer; pause 1; select the next group member; DragIncapacitedPlayer; pause 1; ... etc...?
If you don't mind the "Can only drag incapacited or dying player" spam, can't this work just as well as an AOE drag? Besides, unless you're involved in a massive battle, how often do you have more than 2 people gettng incapped at the exact same time?
Yes, because of the time people stay incapacited,we might have to movemultiple peoplefrom place to place. But,we would be able to move alot less frequently if we had an extended range drag.
KarlaceEQwrote:
I still think survey is needed. With the rarity of and extremely high quality that we need on our resources, I fail to see how any CM can get enough resources, even with a huge PA backing him
I do not believe surveying is needed if you have a huge PA backing you up (assuming that you actually have artisan crafters in that PA). I'm not currently in any PA (revenge TEF, the average maturity of most PvPers, and lack of coherent visionturned me off), but I am involved withvarious trade associations. I never had any trouble getting someone to slap a medium or large harvester on a resource that I needed; of course, having all 10 of my lots devoted to a trade association might have something to do with it. ![]()
Second what Zarlor said. I shoudl be able to get within range /stickdrag toggle on and run for the camp to get him out of the Rancors.
Don't know if that should worse with Burst Run though. could you imagine the concussions you'd give your your patient while sprinting down a hill in Dathormir?
Jac
I'll vote for the sticky drag, much nicer than spamming hotkeys to drag someone 500m