Combat Medic Archive
Thread: Putting the combat back into combat medic-suggestions for CM support line (LONG)
As it is now, the reqs for CM Novice provide no more than a bloody gruelling grind through Combat XP, which takes forever if you dont also push points into a weapon spec. At least if the pre-req was Exploration Specialist, it would fit with the supposed role of a Field Healer.
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That's the whole point - you need to spec weapon to help in combat, to deliver blows while healing/poisoning.
I have to admit that most of my move suggestion were to dela with issues in PvP,
In pvp people will get in your face and fast...Right now the only way to prevent anyone from getting into ur face is KD and the ability to KD ordelay the from attack before they can KD u. Atthis point,with thecrazy amount of moves that KD from range, even if we had a PB knockdown it wouldnt matter...
fact is you cant move away from squat if we are onour backs and if u dont think you get KDed very much, I dont think u have pvped before...SeemsI'm always gettting knockeddownwith a AOE KD...
no supression is broken...they are supposed to fix it tomorrow..
if it works well we will see if we can get away withoth a knockdown...
but considering almost everyone other combat class gets one...
dont think its unfair that we do...
im just happy they are changing disarming shot...in the pistoleer line makes me feel a little better about not having a KD...
No, but it would not matter because there is suppression effect on ActionShot2 (not intended), does not do us much good against anything ranged though, because they can KD from knee/prone just as well.
"I spent 22,000 combat experience and all I got is this lousy t-shirt"
It is only high for low level mobs and low level poisons.
With Cs I miss with my weapon as much as I miss with my poisons.
I actually posted a whole thread on this. The problem with combat medic is that in order to be a good combat medic you need these basic skills.
Assume master combat medic. SP's investerd: 169 (81 remain)
Assume Explore 3 (to get the movement of explore 4). SP's invested: 24 (57 remain)
Assume a spec weapon. SP's invested 14 (43 remain)
Now, 43 sp's remain to buy elite weapon class for more damage dealt. this alone gets you pretty far into an elite profession - 3 advanced branches, 1 sp left. However this forces the CM to be dependant on doctors for the very best subcomponents - or at least schematics. This also forces the CM to depend on surveyors at the very least for locations to set up harvesters, or more realistically pay top dollar for rare resources.
IF a master CM decides to actually guarantee they have the best components and can harvest their own resources (and still not even get any bonuses when harvesting from creatures) they are at NEGATIVE 6 sps for survey 4 and doctor med crafting 4. We're not forced into player interdependance. We're forced into player DEPENDENCE.
I see three ways to improve CM.
- Give the combat medic a total of +30 terrain negotiation. +10 is a joke. I don't want to surrender scout as I feel completely gimped without terrain negotiation - but then, perhaps I'm alone. Please comment.
- GiveCM a _very_ basic survey. Allow medics to survey at 64m.AllowCM's to sample in a logical fashion - one unit at a time, but with a short timer like 10 seconds. This allows us to find out what's out there, and compare resources in a short time.
- Fix medicine crafting. Either give combat medics morebasic medicine crafting, allow medics to master stim and component creation (and give doctors their OWN medicine craft line with, say, large stim packs), or something else.
Or at least some of the above. If CM doesn't have to buy any scout or artisan, they do have enough sp's left over to master an elite weapon profession. Which is probably TOO many left over. I'd like to see at least one of the above adopted. If we don't have to buy support skills like doctor, artisan, or scout, it does let CM put combat into the Combat Medic by adopting a weapon profession.
I'd even go so far as to require Scout Explore as a requisite of CM, but then give /harvest bonuses, +hit to humans (like hunting II bonus), and address our component creation. +5 experimentation is not enough for subcomponents.
There are, however, a lot more solutions.I'm just realizing how little sp's are leftover after combat medic and think that the reason we're seeing less effective combat because we can't spend enough on combat skills after addressing support skills for our profession. I'm all for player interdependence. But when I'm told by master doctors that they want to charge me 10,000 credits to make a schematic from my own components (!) or that rare resources cost, often, in excess of 10cpu, I find the need to be a little more self-reliant since we don't have a LOT of ways to make money other than missions. Who would buy ranged/area stims or poisons other than a combat medic -which can already make their own. Now, some CM's have support 4 without the med crafting 4 and this is an opportunity to make some credits - this is such a niche market one or two vendors should be able to handle the entire server's demand. But now I'm ranting.