Combat Medic Archive
Thread: Combat Role fo the CM post CU
SeanBlader
Tue Apr 05, 2005 7:52 pm
#53
And that pretty much sum's up exactly why having pistols as a requirement is wrong.
c-mot wrote:
so if this really goes live like this i will change my profile to Master CM/Master Pistoleer - leaving enough skillpoints for the entire BH pistol tree (with knockdown and dizzy shots!).
noran_vaz
Wed Apr 06, 2005 11:38 pm
#54
Tried the TC today. no elite professions allowed Oh well. In any case it did give me a chance to validate what everyones been saying & my first impressions are quite dissapointing.CM's will no longer craft. I can't believe it's actually true.
As for pistoleer being the new prereq. I don't understand the rational. Pistoleer's always been a close combat skill compared to rifleman & carbineer. This makes even less sense as CMs generally throw from at least 30 meters or more (at least I do unless I use rancor bile). This isn't about change as I think the CU has been a long time coming & on some level I really welcomed it. There just doesn't seem to be a rational (I can see) in these decisions. I encourage correspondance with CM's so that we may better understand what the reasons are for this.
The funny thing is... The only other profession that does less damagein a short period of time than a cm is... a pistoleer. So group up the 2 professions that deal theleast amount of damage? I don't get it. It may not all be about damage but this is getting silly.
On the plus side the new Icons are in color!!! Hooray I feel like I'm in a gay pride parade. Seriously Icon's should be identifiable without having to think too much about what they are. Yes these are new so give it time... But come on... the level of detail is waymore than it needs to be & the colors. Ever heard the saying less is more? If you need some help I freelance on the side... Please redesign them to be easy to look at & not eyesores. Let it match the UI & blend in.
I really liked the UI before its' a shame.
I'm really curious to find out what Dev's responses are from CM's reactions on crafting on area heals etc. (Don't expect to hear from them directly of coruse) but is there anything we can do to push for certain things?It's never too late until its beta
& even then sometimes things change.
D-Ray
Thu Apr 07, 2005 5:58 am
#55
The pistols tree a prerequisite for CM...???
/sigh
It's hard to come up with a decent (ranged) template without having to take (at least) the pistols tree, these days. Unfortunately...
/sigh
It's hard to come up with a decent (ranged) template without having to take (at least) the pistols tree, these days. Unfortunately...
Reaperss
Thu Apr 07, 2005 6:39 am
#56
Wait a sec, heals will no longer require stims at all? I thought they were just moving the crafting to BE, not that they were elliminating stim's completely. What is wrong with this dev team?
MataHairy
Thu Apr 07, 2005 1:40 pm
#57
Reaperss wrote:
Wait a sec, heals will no longer require stims at all? I thought they were just moving the crafting to BE, not that they were elliminating stim's completely. What is wrong with this dev team?
Consumable stims will be required by non-medics to heal themselves only with a major cooldown (1 minute I think). Medics can either heal with consumables or their innate abilities.
Reaperss
Thu Apr 07, 2005 3:07 pm
#58
MataHairy wrote:
Reaperss wrote:
Wait a sec, heals will no longer require stims at all? I thought they were just moving the crafting to BE, not that they were elliminating stim's completely. What is wrong with this dev team?
Consumable stims will be required by non-medics to heal themselves only with a major cooldown (1 minute I think). Medics can either heal with consumables or their innate abilities.
And the hits just keep on coming. God dam these new devs, what are they thinking?
vortexala
Thu Apr 07, 2005 3:25 pm
#59
Reaperss wrote:
MataHairy wrote:
Reaperss wrote:
Wait a sec, heals will no longer require stims at all? I thought they were just moving the crafting to BE, not that they were elliminating stim's completely. What is wrong with this dev team?
Consumable stims will be required by non-medics to heal themselves only with a major cooldown (1 minute I think). Medics can either heal with consumables or their innate abilities.
And the hits just keep on coming. God dam these new devs, what are they thinking?
I take it then that you didn't know that Combat folks will be able to use better, more powerful stims themselves as they get higher combat ranking?
btw, don't blame the 'new' devs. Blame the suits that saw the numbers WoW is tallying and decided to change things to draw those players in...
Reaperss
Thu Apr 07, 2005 4:23 pm
#60
vortexala wrote:
Reaperss wrote:
MataHairy wrote:
Reaperss wrote:
Wait a sec, heals will no longer require stims at all? I thought they were just moving the crafting to BE, not that they were elliminating stim's completely. What is wrong with this dev team?
Consumable stims will be required by non-medics to heal themselves only with a major cooldown (1 minute I think). Medics can either heal with consumables or their innate abilities.
And the hits just keep on coming. God dam these new devs, what are they thinking?
I take it then that you didn't know that Combat folks will be able to use better, more powerful stims themselves as they get higher combat ranking?
btw, don't blame the 'new' devs. Blame the suits that saw the numbers WoW is tallying and decided to change things to draw those players in...
No I didn't. I've been busy getting upset at how Merchant and then DE got shafted and screwed up. I tend to pay more attention to what effects Ugo then Zaane. On the combat side I just don't like all this Level crap and "magic" heals. Someone is taking this game in a new direction and it pisses me off. A Dev posted today that they intend to do nothing about AFK play
Brainplay
Thu Apr 07, 2005 5:21 pm
#61
vortexala wrote:
I take it then that you didn't know that Combat folks will be able to use better, more powerful stims themselves as they get higher combat ranking?
Got my stimB's up to 272 power. StimB's cant use advanced components. I'm scared to think what the healing power forstimC's and stimD's. Those guys will no doubt get to use advanced components. 1minute CHeals (Complete Heals) anyone?
Mild-Breeze-Trooper
Thu Apr 07, 2005 5:37 pm
#62
Levels have allways been in the game, but now they are transparent and give a health bonus. Two things I am gratefull for.
ArlandWayke
Thu Apr 07, 2005 8:09 pm
#63
/sigh well, if we are gonna get shanked might aswell give us something to compete with a doctor. If some of the CM skills are moving down to ordinary medic, I think I saw someone use an area heal before elite trainers were put back in on TC5 (and I couldn't check the skills tree because the descriptions leave much to be desired), who in their right mind would take a CM in their group over a master medic/master doctor?! The doc will have area heal, low sickness rez, superior healing and buffs to boot. What do we get? A pistol and what looked to be basic heals. Can't we atleast get something to compete with doctor? Maybe like an adrineline shot or something to that effect, like a buff (maybe more powerful) but it lasts about as long as a canape or something. I think that would help out, especially if you get to the acklay and miss it by 15 seconds, then it spawns on that 2 hour timer with all its enhanced kliky friends and there you are, encumbed up with the klikys shooting firewads and the acklay eating yer butt. A little boost of energy for your rifleman or carbineer friend (of which you gave him your old guns, for some of us anyway) while you sit there and shoot with a pistol. No offense to the pistoleers, I know its a great profession (for now anyway) but it's just not heavy duty enough for me, and the close range would bug me out. Ultimately, the pistol req might be the downfall cuz we may all fall in love with the new healing system, then you see someone blast a mob away with a rifle or carbine and then you miss it but you can't go back after seeing what a gorg will do to a group of 8.
Message Edited by ArlandWayke on 04-07-2005 10:12 PM
Combat_Medic_to_be
Fri Apr 08, 2005 12:00 am
#64
SeanBlader wrote:
And that pretty much sum's up exactly why having pistols as a requirement is wrong.
c-mot wrote:
so if this really goes live like this i will change my profile to Master CM/Master Pistoleer - leaving enough skillpoints for the entire BH pistol tree (with knockdown and dizzy shots!).
The template would still be possible if the requirement was ranged support 4 instead of pistols.