Combat Medic Archive

Thread: -Combat Medic Issues List: Discussion-

Ambiguous_Lee
Mon Sep 27, 2004 9:44 am
#53

hi,


Thanks. as someone who has slowly ground their way through med xp by joining group hunts I found this board really interesting. I recognise this is not a voting thang but I would want to strongly agree with a few things already said that I believe would make the cm character stronger/more attractive. I agree with the idea that just as we have to go to the docs for parts it would be good if we made 1 or 2 components that they needed where our skills produced better product. This encourages the whole multi-player aspect of the game.


When we go out in groups we meet up in a cantina having persuaded a doc n entertainers to buff us n then go out to work as a team. I do feel that poisons are a cm thing and it should be us that make n deliver the buffs for them and then we would be needed in the same way as docs and entertainers. Doc obviously philosophically fit with healing disease just as they do in rl. But in rl you ring a special poisions unit if bitten by a poisonous critter (I am English and accept it may be different in other parts of the world) who better than a cm to fill that role in swg?


Similarly I feel thatif we wereable toheal poisons this would emphasise the need to have us along in teams the way I look for entertainers n scouts to be present so i can heal after saving my ppl's minds- and tk's so I have somebody to cower behind . If docs were meant to have been on the battlfield MASH wouldn't have been so far behind the lines! And if anybody knows how I can get hold of the stuff to make decent focus poisons on chimera please, please mail me.


PS first post so if u dont like my format sue me )


Aefich

Chimera



yours

Aefich Anim
Master Pikey/Master Space fodder
Master Sarge and imp grunt
Ambiguous_Lee
Mon Sep 27, 2004 9:47 am
#54


hi,


Thanks. as someone who has slowly ground their way through med xp by joining group hunts I found this board really interesting. I recognise this is not a voting thang but I would want to strongly agree with a few things already said that I believe would make the cm character stronger/more attractive. I agree with the idea that just as we have to go to the docs for parts it would be good if we made 1 or 2 components that they needed where our skills produced better product. This encourages the whole multi-player aspect of the game.


When we go out in groups we meet up in a cantina having persuaded a doc n entertainers to buff us n then go out to work as a team. I do feel that poisons are a cm thing and it should be us that make n deliver the buffs for them and then we would be needed in the same way as docs and entertainers. Doc obviously philosophically fit with healing disease just as they do in rl. But in rl you ring a special poisons unit if bitten by a poisonous critter (I am English and accept it may be different in other parts of the world) who better than a cm to fill that role in swg?


Similarly I feel thatif we wereable toheal poisons this would emphasise the need to have us along in teams the way I look for entertainers n scouts to be present so i can heal after saving my ppl's minds- and tk's so I have somebody to cower behind . If docs were meant to have been on the battlefield MASH wouldn't have been so far behind the lines! And if anybody knows how I can get hold of the stuff to make decent focus poisons on chimera please, please mail me.


PS first post so if u dont like my format sue me )


Aefich

Chimera



yours

Aefich Anim
Master Pikey/Master Space fodder
Master Sarge and imp grunt
Deamondriver21
Thu Sep 30, 2004 10:30 pm
#55

Okay my two cents.

Combat Medics, I have to wonder where the "Combat" portion is.

Sure they can disease andpoison but in a fight they are pretty much useless.

My Idea: Set it so combat medic is tied in with one of the other marksmen skill trees.

Ranged support is useless to a combat medic. Combat medics or feild medics in today's world are issued pistols. I think it should only make sence if combat medics in the game are required to learn a little "Combat". Get rid of the requirement for Ranged Support and put it under Pistol. This will take care of the main weakness that combat medic has (No combat skill). On top of that maybe add a few special abilities involving pistols into the combat medic skill tree, just like smuggler. I think that would make the Combat Medic much for fun and worth the skill points it takes to use it.

I hope i'm not alone here.
Hooster
Thu Oct 07, 2004 6:07 am
#56

Hi CMs,


I started SWG as a Beta tester, and loved the idea of a CM, and worked and worked my way up the tree. As I climbed, I became dissallusioned. We have one of the most difficult professions to gain in points and rare resources, with so little to show for it.


I left the game.


I get the 10-day trial to come back and see how they have improved SWG, and in my opinion, the class has become even less viable. Drs. continue to gain skills and abilities that would seem to be the natural relm of the CM, and CMs continue to become less important.


I rejoined my old guild, and was shocked to see that most people didn't group anymore. I went to a cantina to heal an entertainer friend to finish the last 4K I need for Master CM, but she has a speed buff. Even spamming her specials, she can't damage her action pool.


I hate to give up on something I have spent so much time and effort into, but lets look at the usefulness of the profession. Our only unique abilitys are DOTs and ranged heals that root you, and do not have full range. All other heals, crafting, states, buffs, and reses are done only, or better by Drs. I don't see where DOTs and ranged heals justify a seperate, and more expensive class. Perhaps we would all be better off if SOE admits that they do not have enough seperation and skills tojustify two viable healing classes. Drs are so very much more useful in combat and groups than a combat medic is it's rediculous.Perhaps they should make everyone doctors, and just take all of the two abilities that are spread out over all our entire skill tree, and put them in two orthreeboxes in the Dr tree.


--Hooster CM 4344
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