Combat Medic Archive

Thread: Putting the combat back into combat medic-suggestions for CM support line (LONG)

CilianT
Fri Aug 15, 2003 12:05 am
#66






JoeyMojo wrote:

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.





1. I TOTALLY argee. I have to keep exlore 3, or its a joke trying to move around in mountainous areas. This is a must have skill since a CM by nature must be mobile. I'd like to see something like +10 CM support 1, +10 CM support 3, +10 master. I could deal with +30, plus you'd get more if your with a SL.


2. Idisagree here, this goes against thewhole maintaining a player ecomomy thing. My suggestion is make some good artisan friends and they will be more then willing to help you out with resorces, plus PAs are good for this too. Furthermore, there should be more resource stores opening up and being know once player cities are in. Another plus is medic schematics are lessed resource stat intensive so you can use a wider ranger of goods and still have good results.


3. I have a big problem with this issue. I just made a new thread about this morning, mainly to see if there are a lot of people who consider this a big deal too. Be nice to shoot some ideas around in there our correspondent could give to the dervs.


I'd also like to see some new novel CM commands. Curently docs are:



  • Damage healers (close range but just as powerful)

  • Best wound healers

  • HAM buffs

  • Cure poisons and states

  • Revive

Whereas CMsare only:



  • Best ranged damage healers

  • Poison and disease applications

  • Get a few decent support skills from marksman support line

The way I see it, docs get the better deal. Besides terrian negociation, other things to make us better then a doc in the field (which we should be hands down) are:



  • Apply states (stims to cause dizzy, stun, idemidation, blind)

  • Heal over time stims

  • Damage mitigation stims (think AC buffs or runes from other games like EQ)

  • Ressetate (small mind heal on mind incap player only)

  • Sever tendion (would have a snare effect, similar to the trap but only works on humaniods)

Any other ideas out there?


Sheido
Fri Aug 15, 2003 6:08 pm
#67

I am sorry but I simply cannot sit here reading through all of these completely out of line suggestions for ways to "improve" the combat medic class any longer. Before reading this and stumbling across things that might upset you, I did not write this post to be nice, I made it out of anger of reading through most of the garbage that this thread contains.


#1: Elenora, Combat Medics are NOT in ANY WAY a combat class. They are a healing/support class, and the best healers in the game. You want to know why we spend 29 more points than doctors do? We can heal from 50+ meters away. If 29 points aren't worth being able to heal anyone from almost anywhere, being able to poison anyone from almost anywhere, being able to heal everyone in the area from almost anywhere, and being able to poison everyone in the area from almost anywhere, something is seriously wrong with your opinions. If Doctors had an AE stimpack,AE poison cure, or AE disease cure, I would see a reason to complain about 29 points. But not right now.


#2: Who ever suggested that Combat Medics need some form of survey is a fool. Ever heard of the Bazaar? (Yes that was a rude rebuttal) "We're not forced into player interdependance. We're forced into player DEPENDENCE." (JoeyMojo) The entire point of a community is that the help each other. Support your artisan friends who deticate all of their time to finding good resources and bringing them into the market.


#3: Combat Medics do not in any way need or deserve a Knockdown skill. Knockdown in itself is already overpowered. There is no logical reason which is not easily explained away that supports giving Knockdown to the CM class, as detailed below.


- "We need to have a way to escape from battle." You should not be directly involved in the battle to begin with. Your job is to heal your friends, no matter where they are located. If you wish to fight do so sparingly. Throw a DOT, and if it sticks, immediately use peace. The mob will stop fighting you and forget you existed (if it did not aggro you as a result of the dot). No need for knockdown to escape.


-"Everyone else has one! Why don't we?" (paraphrase from elenora)We are not intended forclose quarters combat in which a knockdown proves effective.


-"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." (Elenora) KD doesnt prevent anyone from getting in your face. It prevents them from doing anything at all and is completely overpowered in PVP already. Relying on KD as the only means of PVP is silly and only fuels the fire (the fire of KD being overpowered). There is a reason they nerfed KD against NPC's. People were killing the hardest mobs taking no damage. What do you think KD does to PVP? You kill hard opponents while taking no damage. Combat Medics should not, and will not ever recieve a KD skill. I will personally make sure it stays this way.


#4: "Sever tendion (would have a snare effect, similar to the trap but only works on humaniods)" (CilianT) What in the world does snare do for us? Kiting? Do you have any idea what flames would open up if we got a snare and could kill anything without a ranged attack by dotting it and walking around aimlessly as it slowly fails to catch up to you?


There have been some good points made which I will reiterate:


Jatr: "The 'combat' in combat medic, does not mean we're good at fighting, it means we're designed to heal in combat situations. We're support, not the active fighters."


sprout1973: "If we were made to take Nov Scout and the Explore line, it would have real usefulness in a field setting..." While the rest of this quote is partly wrong and partly silly, switching from Ranged Suport to Exploration would be a welcome change as it actually helps us do our job. (Note that our job is to heal and not to fight.) Exploration provides Bonuses for Terrain Negociation, which is extrememly useful for the environment in which we ply our trade. I personally have Explore 4 and don't plan on every giving it up. Being able to run up hills at speed is an invaluable tool for everyone who finds themselves outside of town.


CilianT:



  • Heal over time stims: I completely agree with this and think its a great idea.

  • Damage mitigation stims (think AC buffs or runes from other games like EQ): Good suggestion, but I'm not sure if this is more suited for a Doctor or a Combat Medic.

  • Apply states (stims to cause dizzy, stun, idemidation, blind): Again I agree. Doctors seem to made be to be the antithesis of Combat Medics. We cause poison, they cure it. We cause disease, they cure it. We cause states, they cure them.

Now that the Area Stimpacks have been fixed (and they completely OWN now) we should see less complaining about the CM class. As I have not personally used any form of Dot or Disease I cannot comment on their usefulness, or lack of. I am pleased to see that Area Stimpacks work, and that they are extremely good. An Area Stimpack C can be experimented by a Master CM to heal for 520. Thats more than a Ranged Stim D. If anyone dares complain about that, (I will let you finish this sentance as its point has already been made.)


So far the only good things that have come out of this thread is the suggest to switch from Ranged Support to Exploration, and CilianT's suggestions which I have listed above. I would push to getting CilianT's suggestions more so than the Explore <-> Ranged Support battle. Of those, I would really like to see heal over time stims and Apply State stims.


Can we please stop argueing for pointless additions to our class, like knockdown, and surveying? Or that we are a combat class? I'm tired of reading people trying to find ways to prove we need them, and more tired of saying the same things over and over in response to them (this applies to KD and the Combat Class issues).


Dr. Sheido - Expert Combat Medic (2,2,3,4)

PeanutButterCoffee
Fri Aug 15, 2003 8:21 pm
#68

I don't support the idea of changing ranged support specialist to exploration 4. I think terrain negotiation was supposed to be in the CM support line (it says it aids you in getting to your healing target faster... and I don't think they intended a run speed increase heh).


I honestly love ranged specialist now that supression fire is fixed. With it and pistol specialist, I'm quite good at supporting a PvEcombat group. That's all the 'combat' I want in my CM. And it's just plain effective if you know how to use the skills you've got.


I think all the other ideas for CM abilities are great though.




Evai
Novice Pikeman
Master Doctor
ORA
+Never Knows Best+
Elenora
Fri Aug 15, 2003 10:41 pm
#69

Dr. Shiedo,


I kind of laugh at your post considering that you yourself have mentioned that you have not even used dots and have no idea about 1/2 of the class, yet your come and try to everyone how combat medics are supposed to be in combat? Make a C AOE mind poison then toss it into a group of enemies and see if we are not combat oriented...


As for the KD issue, this is now less of a probelm because suppression fire is working as intending and making pursuers take a knee alowing us to maintain some distance in combat...


as for people not getting into ur face, I dont know anyone that any good at pvp that will not go after the medic first. Trust me if I see you throw a ranged stim or see someone get healed by a ranged stim, you can be ur arse that Ill be on u in a sec and so will the rest of the grp. So people will get in your face if they know u are a healer...


as for the special moves i asked for pre patch, I think they pvp reduction has effectively made getting those a none issue. But I do think that we deserve defensive bonuses such as ranged and melee defense as well as posture down/KD in our combat support tree. Those will help us stay alive and on out feet and getting heals to out grp.


So shiedo, before you start lecturing people on CM, go use the other 1/2 of our abilities before you start talking about how combat oriented we are...just the fact that you admit that you have never used dots and have no idea how effective they are just proves how onesided ur opinion of CM really is...




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Risc
Sun Aug 17, 2003 7:35 pm
#70

I am a bit confused. Perhaps you all can help.

I have had no luck with either Area Disease Units or Area Poison Units. Both types are C's. I am a master CM.

When I attempt to use the poisons in PvE .. they have no effect that is discernable.

When I attempt to use the Diseases in PvE .. it says I don't have enough Combat Medicine Usage skill. 100/866 or 100/804..

I have bugged it.

Is there something I am missing, because it seems like some of you are having success with poisons and or diseases.



-----------------------

"I am not unmindful that some of you have come fresh from horrible grinding experiences. Some of you have come from areas where your quest for jedi left you battered by storms of frustration and staggered by the winds of sheer boredom. You have been the veterans of creative suffering. Continue to work with the faith that unearned suffering is redemptive."
Happymob
Sun Aug 17, 2003 9:20 pm
#71

I've always considered combat medic a combat support class. However, prior to the big patch, you had to kill things with marksmanship or brawler skills to become a combat medic (though you never had to actually train in a weapons skill, just ranged support).


This all changed with the big patch. You still need ranged support, but now you get combat exp for healing people who do damage in combat. So, you can sit back and heal the brawlers and marksman and rack up the combat exp faster than you previously could by shooting. Now, you can truly become a combat medic without firing a shot, which I think is the true intent of the class.


It's a support class. If you want to shoot things, spend the skill points on weapons skills. In an ideal situation though, you will be so busy during combat throwing ranged heals, AOE heals and poisons that you won't have time to actually shoot at anything (and thus won't need any specific weapons training beyond novice marksman).




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


MycroftTHan
Sun Aug 17, 2003 11:41 pm
#72

i got ~3k combat exp per ATST killed last night ,)
Kinsei
Sun Aug 17, 2003 11:58 pm
#73

If we're the anti-thesis of Doctors shouldn't we be able to cause some deaths as well? Since they have revive packs.



Anyway, I like the whole HoT ideas and the damage mitigation AE stims and all that bunch of stuff that causes states.




* * *
- Slowly taking over the Universe, one profession at a time.
Former Musician, Dancer, Swordsman, Creature Handler, Combat Medic, Pistoleer, Bounty Hunter, Tailor, Architect, Rifleman, Pikeman, Fencer, Teras Kasi Artist, Image Designer, Carbineer, Smuggler, Doctor.

Currently a Spy.
Good bye, choices. We will miss you!

- "Don't feed the animals."
Nagorak
Fri Aug 22, 2003 8:19 pm
#74






Nohup1 wrote:
I like the 2 combat moves, they're purely defensive, and I can't see anyone pwning the battlfield with a point-blank knockdown.


You can't? Don't you see a problem with having a point blank knockdown when two of the melee classes (Swordsman and Fencer) don't get one? I sure see a problem with it... a BIG problem.
Elenora
Sat Aug 23, 2003 8:31 am
#75

its a moot point now suppression fire is working...and does a smiliar effect to KD...also KD timers will porblem remove the need...



--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Hydrotricithline
Mon Aug 25, 2003 4:35 am
#76

Long winded.. lengthy.. and boring .. get to the point.


Adding a delay shot.. and an AREA KD at that.. would unbalance the class.. even if it was pointblank.


As for modifiers.. you know ranged support 4 tree you had to get in marksman .. might wanna take another look at it.. there are yer modifiers.


if anything I would push for +20 vs +10 terrain negotation .. combat medic is a healer for combat.. not a tank healer.. mobility would be thekey.. and combat avoidance.. we're a passive combat/indirect combat class as is.


And the 2 new 'moves' you suggested completely ignored the possibility that perhaps the person playing the Cm wanted to not use a pistol/carb/rifle. I know melee CM's aswell. you want resists.. pick it up with the second class.


Master Combat Medic





My thoughts;

Not yours.


-Tumblak Illumanaki-
"Spreading lies and misinformation since 04/15/2003..."
Elenora
Tue Aug 26, 2003 12:40 am
#77

sure u could have a melee Cm..but why?


its like having a sword BH...


ranged support is for ranged weapons...


terrain negotiation is ridiculous for the class. it makes zero sense...


how does combat experiencemake u run up hills faster?


and everyone needs to be mobile just not CM..in fact CMs have the luxury of not being mobile...


terriain negotiation is given to use for zero reason..we dont even have scout as a prereq...


but we get zero combat bonuses from having to master ranged support?


im srry that makes zero sense...the only what that would make sense was if scout was the req for CM and not marksman




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Mort
Wed Aug 27, 2003 3:00 am
#78

Ok here is one thing to support the fighting part of our class if you have ever bothered to see the games message about what a combat medic is. where you hover the mouse over the skill tree for novice combat medic, it says.



"Combat Medics are invaluable to any fighting unit. Not only can they heal injured combatantsin the field, they can also hold there own in a firefight. They continue to gainimproved crafting skills, and bonuses to healing large amounts of damage."



Ok by saying a Combat medic is not supposed to fight and is just there to heal and just use stims is contradictory to what they claim a combat medic is. What is lacking is the whole point of "holding there own in a firefight"



Just incase you try to imply that a poison or disease stim is to cover this i looked up Firefight and here is the definition


Firefight. An exchange of gunfire, as between infantry units.


Now do we all understand what is lacking here. its not the dots that is not present its the ability to Hold our own pistol to pistol or carbine to carbine or rifle to rifle. The true problem occures with this, what do we need to hold our own in a firefight without becomeing over balanced. We dont need much as far as i can see so it doesnt have to be a drastic change. But to throw the arguement that we arnt fighters.


when we clearly are otherwise why would we have poisons and diseases, and why would we be required to get ranged weapon support specialist?


we just arnt a main tank not even a carbineer or a rifleman is a main tank they're but 2 ranged support classes. the most beneficial effect i can think of to make us more resilient in ranged combat isa plus to dodge andand we are definatly supposed to be running around half the time like a headless chicken since we are theonly rangedhealers in combat situations but our sole job is not just healing. Every fight we are in we have to ask ourselves which benefits the group more dealing damage or healing or a mix of both. there is times where i have had to run up and deal mass damage to mobs to save the groups backside. than there is other times where im not even shooting at all. we balance between the 2 at all times. So if you look at our total role its more of damage prevention and damage dealing. Regardless of which path we choose to take besides being a CM we have to stay true to our foundation which is essentially being balanced between damage dealing and healing.One way to achieve this is adding defensive skills and or specials to the class or even increasing the amount of things we can craft but in the end we have to be able to last a while in a firefight.Or LikeElenora has stated. Buffs but not stat buffs.what would be more in flavor with being a combat medic is Fogs. blanket area effects that make everyone on both sides have harder times seeing each other or just singular it down to just theother side. it can be used both defensively and offensively. Oreven haveing an aoe effect that actually shuts down radar for a brief period of time like oh say15-20 seconds surethats not much time but if you use a fog effect than the radar it will give youand your team enough time to fall back andregroup and would give the medics and the docs enough time to drag the incompacitated players away. Does that skill even work i havent yet seen it work.



Ok ran out of ideas its late. im tired so im stoping there.





Squishy Go SPLAT!!! Mind not standing on my spleen?
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