Combat Medic Archive

Thread: The Top 5 I posted....err make that 10

DedMnWlking
Wed Oct 15, 2003 12:05 am
#53








Gallion wrote:

Combat Medic Poison is superior to Doctor Cure Poison. Doctor's cannot cure an area like


If a Doctor could cure areas there would be nothing a combat medic would be good for. Since it takes almost 1/2 MORE resources to make my posions as it takes a doctor to make a cure posion. AND while I have to worry about someone resisting my posions a Doctor has abolutley no worry about that cure posion failing. Plus from what I read of the new patch a Cure Posion B will now cure our strongest Single posion C before it even ticks.


if it weren't going to be mind damage anyway), and in my experience, master crafted poison single or area is not cured by master crafted cure poison. Further, while cure poison C requires


Then you are useing the wrong ingredients for your cures because I have witnessed a Cure B posion cure my Master Crafted Posion C with the best resources available at the time.


97-ish medical use (Master Doctor), poison C packs, even the area variety, require less than 75 and thus are available at master combat medic support tree. A 4,0,0,4 combat medic costs 140


This is already being addressed and should be fixed in the future. The reason for this is because currently the ONLY way to increase the potency of the posion stims is to experiment on the ease of use? Not sure how an easier use of a stim pack equals it being stronger? let's hope this get's fixed.


In your list of advantages for combat medic you forgot to list terrain negotiation. While it only got to be really good recently, its a tremendous advantage to the class, and allows you to save 24


We are left with 81 points after we level up and who are we really helping? Rangers? Bounty Hunters? Commandos? Squad Leaders?


All of these classes save the Commandos have Master Scout or at the very least Exploration 4 as a prerequsite. Before the patch I have been on the sending end of


/follow target


/healdamage target


(target starts to run away from MOB because of low HP and panic)


System Message "Target is out of range for this action"


/say Sorry man you out ran me I can't run up hill that fast


points from novice scout/lvl 3 exploration tree which is inferior to the TN a combat medic has.


So US being a Combat Medic (ie Good healer in combat) even with a ranged area still have problems healing by being out run by the healee. And you are saying that we should spend yet another 24 of our 81 points on exploration 3 leaving us with 57.


You also don't list warning shot, or supression fire. There are some rewards to the ranged combat support tree after all.


I didn't add them because they are crap. I get suppression to work MAYBE 1 in 100 times. It USED to be good but a patch that happened about 3 weeks ago made it crap. and Warning shot only really works against creatures of level 20 or below. And because they are creatures there are usually more than 1 attacking the party and you don't have time to shot a warning shot only to MAYBE make it work before you have to throw another healing stim to keep you party healed.

when you ask about the /register command and then list how your combat medic is only effective in combat, you're right to a degree. All of a combat medics skills are adapted to the combat medic environment, although a CM is a busy cantina's dream come true with area cure.


With the amount of Doctors and Medic that camp in our local cantina's it would be #1 Rude of me being a master combat medic to take the experience away from them and #2 not worth it becasue they heal them faster than I can through a stim.


Doctor's are more versatile than CMs. They have abilities for preperation for combat (buff), during combat (state cures/revive), and after combat (wound treatment). In combat a CM is capable of more robust healing (when things go south, nothing beats an area stim C), crowd control (warning shot, supression fire), and offense (poison and disease -- although poison isn't very useful considering its cost in pve, and disease is useless in pve).

So you are saying that Doctor's giving only 140 skill points are better than CMs who give 169 skill points. You have Buffs, state cures, REVIVE, wound treatment. While we have area healing. yes that is it are healing. Warning Shot isn't viable if you want to keep your party alive because of the delay. Supperssion SUX. And Disease isn't worth ANYTHING in thei game. And lastly posions are no good as you said in PvE and IF a Combat Medic suicides him/herself is good in PvP. And after the CM is dead waiting for a respawn watches that Doctor watlz over to the posioned team mate and cure the posion before the first tick. Hmm yea that's worth it.


The ideal of both the doctor and the combat medic are about equal to me, but the current execution of CM is terribly flawed though, and make the less broken (but still flawed) doctor seem more appealing. I do have faith now, since the last patch that the devs will take (slow, small, stumbling) steps towards resolving some of those issues.


I agree that the CM is flawed BIG time and I hope in time they fix it. The reason that I am sticking with it is because everyone that was a CM in my guild are now Doctors. They didn't want to wait. They wanted the best for the amount of points spent. I watch them in combat and I have to tell you we go out in a group and5 people in the group. 1 Doctor, 1 Combat medic, 2 BHs, and a Commando. That Doctor was healing people before my stims landed was cureing states and healing pets. I spent my time healing the bigger pets (which I don't get exp for anyway) and watching the system message "You fail to change the position of your enemy". Any watching my action bar drop like a bucket with a hole in it because I believe they changed the action cost of suppression as well.







I'm not saying that a Doctor should not have revive player or even have the craft to do it. I also am not saying that they should not have posion of disease cures.


What I am saying is that a Doctor is Equal to a Doctor in real life and and Combat Medic is equal to that Paramedic. Last time I checked a Paramedic can also bring people back to life in the field with the shock paddles (sorry don't know the name of them). And They can cure posions as well. Or at least slow them down.


Here is my idea.


A doctor has a revive that brings someone back to life. They have about 1/3 their HP/Action/Mind in damage but they are alive and with a quick /healwounds are back in battle.


What if a CM had a revive that not only brought them back to life via the revive BUT instilled 1/4 health/action/mind WOUNDS on the person that got revived? They would be alive and beable to battle but after that fight they would have to see a doctor to get wounds healed and an Entertainer to get mind wounds healed?


And give the CMs the ability to cure posion NOT disease. This I think will balance things nicely. We will beable to be of come other asset in a fight other than a area heal battery. Please with that type of revive it wouldn't be long before the wounds would be bad enough that a trip to the hosiptal and the cantina will be manditory.

Gnuut
Wed Oct 15, 2003 12:47 am
#54






DedMnWlking wrote:


Oh I am sorry Gnuut the all and wise. Can you please then explain to me why I had to spend 29 extra points then in MARKSMAN if i'm not a COMBAT class?



Sarcasm will get you nowhere asshat....






And as far as measureing points spent IS the point!!!!!!! And a valid one. If I use more points to get to Master Combat Medic than to Master Doctor why is a Master Doctor better than a Master Combat Medic?


Oh and don't even tell me they aren't lets compaire:


Master Doctor


HUGE Heal stims, Poison Cures, Desease Cures, State Cures, BUFFS!, Rez Kits, and HUGE Wound cure Packs


All for the bargin price of 140 skill points


Master Combat Medic


Area Heals, Ranged Heals, Ranged posions (that are only good as Master), Area Posions (again that are only good at master), Ranged Deseases(used only as greiving tool otherwise useless), area Desease(used only as greiving tool otherwise useless)


All for the price of 169 skill points


So a Doctor gets 7 benefits from being in his profession and all seem to work. A combat medic, who spends MORE points on his profession, only get 6 things 2 of which are worthless (ranged diseases and area deseases)



We also get 50 TN and 10 BRE that saves us oh hmm 29 points? 140 + 29 = 169


Add to that the interbalance between applying disease and poison vs not being able to cure it. Yes there is a little imbalance between Doctor and CM but not between other classes IMHO.






Think about the pros and cons of BOTH your Master Classes before you post. There are pros and cons to BOTH classes but the Pros of a Doctor equal the Cons of a Combat Medic and the oppisite is NOT true.


I don't have to think about inbalance between CMs and Docs as I chose to Master both. As you can see, as far as healing goes, I am the most balanced template in the game. I chose to spend my points this way. Yes I have no Elite combat skills or Survey skills but healing wise I am balanced. Why you ask? Because I paid the points to achieve this balance that's why.


I'm not going to go out and petition for Elite combat skills to fight BHs singlehandedly or solo PVE because if I play it right the skills I have are sufficient to handle both. For surveying I can contract an artisan to sell em the supplies I need. Now that is balance? Yes because although I have alot of skills in some areas I am lacking in others so I am not totally self-sufficient. If self sufficiency is what you are looking for in a game, go play Sim-City.




Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Vendette
Wed Oct 15, 2003 2:47 pm
#55

i think a good bonus for CM would be Immunize and/or Antidote for self and group. this would add some level of protection to the CM and his/her group, against poison/disease attacks by other CMs.



Vendette
Master Combat Medic
Master Pistoleer
Gatica, Dantooine
awthtem-xour
Thu Oct 16, 2003 12:42 am
#56

good list... i guess the other obvious thing that absolutely needs tobe fixed is the adv resilience compound. the other issue i would have liked to see on the list is: because the materials required are so hard to get, why not include some sort of survey/sample instead of /medicalforage. i sawin the list the idea of making the materials a bit more general... which is good, but are we still gonna need to hang on to 15 pts for Artisan just to freakn survey/find resources?? i guess if its generalized, like dath meat, or endorian hide, etc.. would be kinda cool. just get some buds, hunt for a few hrs, and ask them to collect for u. I have a few friends that would do that, as long as i provide them w/some stims at some pt.


also, money for me has not been a problem. I usually log on for 2 or 3 hrs every 2 or 3 nights. I'm able to hang around the 100K mark... thats w/travelling,weapons, armor upgrades, droids, harvesters, etc... I usually try & save money by, say, staying a on an expensive planet to get to for 2 or 3 nights instead of travelling all around. also, i'm only CM 2, 2, 2, 3, Doctor 0110, pistoleer 0131, some scout & some artisan... i can macro sample most adv things i need. except for hard to find stuff like TI Aluminum, eleton gas, etc... which i stockpile like a mofo when i do find it... also, selling materials that u dont needmakes great for extra cash. just put a few personal harvesters (even mediums), all together/same placeon your home planet, like next to your house/factory.. and sell the crap at 2.5 to 3 creds per unit. who cares if the resouces shift, just mine whatever... ANYTHING SELLS eventually. but usually steel, copper & ore go quickest. it takes about a month or so for things to even out.. but it is absolutely worth it.


we'll see what happens. also, anyone notice that poisons are effective more often? maybe, its just been what i've been hunting/where... but they seem to work better.





Awthtem-Xour
Lowca Rebel Jedi
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