Combat Medic Archive

Thread: Petition To Give MCMs Improved Bacta Shot (NEW INFECT PROPOSAL ADDED)

AtreyuuXanth
Wed Aug 10, 2005 1:30 pm
#53



I had an idea for infect that also adds a nice replacement for the DoTs and Debuffs AoEthat we no longer have. Keep the name the same, Infect, but have its effect changed to actively "spread" any Dots/Debuffs that are applied to the target to those arounds them.


The chance to infect would bea percentage based on the CM's Chem War Effciency level. However, even if theInfect triggers on a target that target still has the ability to resist which would be improved by Doc buffs.


The radius or "hot zone" would be based on the level of the Infect (these are just round ideas).


Infect: 10m radius "hotzone"

Improved Infect: 15m radius "hot zone"

Advanced Infect: 20m radius "hot zone" or see "Epidemic" option below


Chance to spread infections to those around the target would be calculatedevery tick.


Infect would only spread conditions applied after the Infect sets in and only applies to debuffs/DoTs for the CM who applies the Infect.


Infect would not spread paralysis.


Epidemic option: Advanced Infect could possibly spread the "Infect" state and be renamedto "Epidemic." If we take this option, it would probably be best to leave the max radius at 15m.


-Atreyuu


Smuggly1
Wed Aug 10, 2005 1:49 pm
#54


I am in favor ofan imporved Bacta Shot skill beingadded into the Master CM box, although I also feel that it should be less effective than comparable Doc skills, to maintain the difference between the 2 profs. I would also be in favor of re-aligning the healing efficiency modifiersto the way it is in the Doctor line now, +10, +10, +10, +15 and +25 for the master CM box. This effectively gives +25 healing efficiency to the Master CM over the 4xxx dabblers, and still maintains the difference in healing efficiency between Doc and CM (+70 vs +65 in the elite prof skill set).

I also thinkthat CM should have a Drag ability, possibly given in the Novice box, since if you don't grab the xx4x line from Medic, you don't get that skill, and I fully believe that CMs should be able to drag...but that's my RL bias showing through.


MCM / MCarbineer

Flurry
MDaniel
Thu Aug 11, 2005 7:39 am
#55

/agree



Ceadric Fa'son (Bria): Elder Jedi / Rebel Ace Pilot
Wyno Fa'son (Bria): POB ONLY SW (Full Suit) / Imp Ace / Blood Gulch Mayor
Bordeaux Fa'son (Bria): Drunken Master Medic / SA Ace Pilot
Wyno Fa'son (Wanderhome): Master Shipwright / Rebel Ace Pilot

Fa'son's Vendors (Bria) located in the Blood Gulch Mall on Talus (4511, 3490)
Leave all Winnings on Fa'son's Loots for Sale (Blue Uniform)
Proper Use of PC & Auction / Instant Sale Threads ***Please Read***
ikotchoo
Thu Aug 11, 2005 8:55 am
#56

i'd be happy just to be able to heal wounds again.
noran_vaz
Thu Aug 11, 2005 10:57 am
#57

yeah I think you guys have a point. It seems everyone recognizes that there is little distinction between MCM compared to dabblers.
I think finding that balance is tough partly because the profession is somewhat of a hybrid between doc and combat professions. So add better healing? better damage? increased debuffs?

While the time differences & percentages of sticking are higher compared to dabblers. To some it doesn't seem to provide the return on invested skillpoints. I can understand and agree.

That being said I think the debuffs are pretty good. although seemingly innefective against certain NPCs (particularly the 30k ham BH marks). as a CM/BH/novice rifleman I can't take them by myself. (fine if it's not a solo job) but then again I'm the only one that can attack. Then again maybe I just need more practice. Sorry for interjecting my thoughts on an different issue. ok moving on...

I agree with a lot of whats been said but think the following.
A. we should be careful where we tread.
I've been an MCM for a long time. Always loved the profession. (not as an uber cm) but just had a lot of fun with it.
Currently CM's are quite powerful. No not with damage and not with healing or debuffs but combine it all & it's a pretty big deal.

B.There are more MCMs/MBH's and CM dabblers than I ever thought possible. There's got to be a reason. the debuffs, the heals and the dots all contribute to this. It's key in keeping their opponents on the defensive.

IMO a CM stands to be pretty hi in PVP. especially on 1 vs. 1. Interestingly enough just like preCU CMs are still feared for their debuffs & DOTs. No it's not much damage but it lasts a long time. & the Debuffs is one of the primary contributors towards an incap/db (not enough action or mind).

I'm not saying it's imbalanced because CM's are far from invincible. I believe that compared to other debuffs the amount put into it (in mind cost) is well worth what you get out of it.

As a jedi I've fought CM's (30 minutes was the duration of my last attack). I lost but no complaints overall it was a good fight. They are by far the toughest I've come across. Maybe it's b/c of my template or maybe it's that I suck in pvp . Quite possibly other people are just better than me. For whatever reason I've found them to be fairly tough.

As an MCM I've dueled non jedi and jedi alike (friendly duels) & found the results for CM to be pretty impressive.
I do think some improvements should be made for master level CMs though. What those improvements are is hard to say based on what I've mentioned above.

I do believe theres a reason so many have flocked to the CM profession. why there are so many dabblers and masters alike.

That being said there should be increased benefits at MCM compared to dabblers I'm just not sure what.

Message Edited by noran_vaz on 08-11-2005 11:02 AM

mmaness
Thu Aug 11, 2005 11:12 am
#58






noran_vaz wrote:
yeah I think you guys have a point. It seems everyone recognizes that there is little distinction between MCM compared to dabblers.
I think finding that balance is tough partly because the profession is somewhat of a hybrid between doc and combat professions. So add better healing? better damage? increased debuffs?

While the time differences & percentages of sticking are higher compared to dabblers. To some it doesn't seem to provide the return on invested skillpoints. I can understand and agree.

That being said I think the debuffs are pretty good. although seemingly innefective against certain NPCs (particularly the 30k ham BH marks). as a CM/BH/novice rifleman I can't take them by myself. (fine if it's not a solo job) but then again I'm the only one that can attack. Then again maybe I just need more practice. Sorry for interjecting my thoughts on an different issue. ok moving on...

I agree with a lot of whats been said but think the following.
A. we should be careful where we tread.
I've been an MCM for a long time. Always loved the profession. (not as an uber cm) but just had a lot of fun with it.
Currently CM's are quite powerful. No not with damage and not with healing or debuffs but combine it all & it's a pretty big deal.

B.There are more MCMs/MBH's and CM dabblers than I ever thought possible. There's got to be a reason. the debuffs, the heals and the dots all contribute to this. It's key in keeping their opponents on the defensive.

IMO a CM stands to be pretty hi in PVP. especially on 1 vs. 1. Interestingly enough just like preCU CMs are still feared for their debuffs & DOTs. No it's not much damage but it lasts a long time. & the Debuffs is one of the primary contributors towards an incap/db (not enough action or mind).

I'm not saying it's imbalanced because CM's are far from invincible. I believe that compared to other debuffs the amount put into it (in mind cost) is well worth what you get out of it.

As a jedi I've fought CM's (30 minutes was the duration of my last attack). I lost but no complaints overall it was a good fight. They are by far the toughest I've come across. Maybe it's b/c of my template or maybe it's that I suck in pvp . Quite possibly other people are just better than me. For whatever reason I've found them to be fairly tough.

As an MCM I've dueled non jedi and jedi alike (friendly duels) & found the results for CM to be pretty impressive.
I do think some improvements should be made for master level CMs though. What those improvements are is hard to say based on what I've mentioned above.

I do believe theres a reason so many have flocked to the CM profession. why there are so many dabblers and masters alike.

That being said there should be increased benefits at MCM compared to dabblers I'm just not sure what.

Message Edited by noran_vaz on 08-11-2005 11:02 AM




Nice post



Bring back the CU or at least Pre-CU... its better that this MMO Third Person Shooter bullcrap
noran_vaz
Thu Aug 11, 2005 1:20 pm
#59

Thanks
-Sojourn-
Fri Aug 12, 2005 7:08 am
#60

I agree with Wild Bill - I'd be happy just removing the animation from bacta toss.



__________________________________________________
|Sojourn Xentius Master Bounty Hunter/Master Combat Medic|
hanli9
Fri Aug 12, 2005 7:44 am
#61

SIGN



Agowe S - Pempo Mc
Special Recovery Division
SRDiv
MSwords/MDoc
DrekithSalerian
Fri Aug 12, 2005 10:30 am
#62


/sign
DrekithSalerian
Fri Aug 12, 2005 10:33 am
#63



/sign
Cpl_Fisher
Fri Aug 12, 2005 1:08 pm
#64

/prepares his soapbox


/prepares asbestous flamesuit


Combat Medics, by there very nature, are the most effective medics on a fluid battlefield.


That's not saying that we can outheal Master docs, that's not our place. Our place is keeping the grunts alive until they can get to a doc.



Things that we currently have that help us in this regard,


ranged heals


area heals


Things that hurt us,


animation stopping movement for a sec <--- backwards in my opinion, we aren't docs in a M.A.S.H unit we are Combat Medics, one of our greatest streanghs should be our mobility


Lack of Drag,


Our job is to get the patients to the doc, the doc is not supposed to be bring patients to us!


One of the greatest battlefield medicin advances in history was the invention of the helicopter medivac system in the korean war, where Medics (CM's) could do first aid to a wounded Marine/Soldier and prep him for transport by air (Much faster) to the Mobil surgical units.


What needs to change,


docs have better single point healing ability than currently


Docs have the movement penalty (they are surgeans more or less, kinda hard to preform surgery while you are burstrunning)


drag moved to CM's witha nice 40 sec drag at master




Pipe dream


CM's get an ability I will call first aid, (diff from current stop the bleeding first aid)


This ability roots the CM and patient for 5 seconds, cost the CM 25% mind.


for 3 mins afterward, and DOCTOR ability (not medic) used on the patient gets a 1.5X increas in benifits


(The theory behind this is that we have done all peliminary work, making the doc's job easier so he/she/it is more effective)




/offers soapbox to next person





Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Marssk
Fri Aug 12, 2005 3:57 pm
#65

Why do you need improved bacta shot? you really shouldnt be taking enough damage to need it with foods and AB sliced armor. Maybe you need a change of tactics if you dont find spray+toss+shot to be enough.



Osskzzi Kussh
Imp-chasing Lizard
Nuke Smedley
Force In-Sensitive MMO Developer
WenBo
Shady Smuggler


Page 5 of 6