Combat Medic Archive
Thread: I'm Dissapointed in the Combat Medic Class...
I'm a novice combat medic with 3 skills up each branch on the tree on the Lowca server... Now here are my gripes:
Poision/Diease grenade range: Sux. The furthest I can throw a B-type grenade is 19 meters. This could be due from the really really bad resources I'm using, 22 conductivity and 24 overall quality for the adv. invection amp, but they are my only choice, and the rest of the sub components are non-advanced, because the resourced don't exist in the galaxy. I try to experiment as best I can, but fail half the time (I don't even use thoes). Don't you think a Master Grenade Throwing Professional Classed Character should be able to throw at least as a novice scout can throw a trap (45+ meters)? That is really lame. I'm tired of being the support person that is forced into the front lines because my class is broken.
Poision/Diease grenade damage: Sux. A and B grenades get resisted 9 out of 10 times. Not sure about C, haven't been able to make thoes yet. But when they do work, nothing happens. The first tick takes affect maybe 45 seconds after throwing it. By then I'm dead or the fight is over. I think these grenades shouldhave an effect on the 0 tick, not on tick 1, so there is some instant advantage, just like every other item/object throwing class gets. Again, the low damage may be due to the resource pool raping the combat medic class on Lowca.
Healing Range Branch: Broken. I learned I and II at the same time and saw no increase in ranged stims. Still stuck at 21 meters for A type and 24 meters for B type. This branch should also increase poision/diease grenades.
No natural defences or resistances: The combat medic shoud have it's name changed to something like "Medic that can throw stims and gets to waste a whole skill tree's worth of points doing it". Other classes get things that help them fight, like Dodge for the pistoleer.
Faction Points: Being a Zabarak playr and only getting a fraction of the FPs humans get from the empire is bad enought. But being a Combat Medic at the same time really bites. I don't get any FPs when using only grenades that help kill the enemy.
Crafting: Broken. Half the descriptions for experimentation are wrong. Like when you put points into lowering the required combat medic medicine use, that doesn't happen, instead it increases the potency of the item. You can not load the schematic from your data pad to make advanced resilance compounds... but hey the resources have never existed for that anyway. I wonder if they ever will. WHY oh WHY should a doctor be able to make better combat medic subcomponents that he can't even use than the combat medic himself? I don't think I should have to pay docs to make me combat medic sub-components to be effective.
Group Support Bonus: Every other support class has group bonuses. Combat Medics don't have jack. The only thing I can do to help the group I'm in is use ranged stims... at very little range. It's not worth an entireskill tree.
There are a lot more things about the Combat Medic class that I haven't mentioned, but I'm sure most combat medics know about. My big concern is now that I have put so much time into it, (and I'm quite mad now that I'm finding out it's soo weak), will the DEV's ever do anything about it? It seems their weekly patch only fixes a couple very general game play items, and I haven't seen any signifigant attention to my class since the game came out (other than nerfs... we used to be able to fight back with grieving, now we can't fight back at all...) PUT THE COMBAT INTO COMBAT MEDIC! Give us somthing special that our title suggests we should have!
P.S. Does anyone else agree with me that it's not right that the Bounty Hunter's single pistol branch gives him more pistol bonus than the entire Pistoleer tree (and carbine)? Isn't the title "gunfighter" supposed to mean you are good at pistols?
... You fixed the commando (overly powerful now... common, 1500+ damage per hit with a flame thrower????!) Now fix the combat medic?!!!
i agree but you get a big jump at master.
LOL 1500 dmg fore a comando is a joke, my friend is a comando and i saw him do 18 756, in ONE shot, im not joking, almost 19K dmg in a single shot, lets just say we are plowing our way thrue missions.
im sorry if you feel this way maybe combat medic is not for you. Yes various parts are broken of the crafting chain but that doesnt stop me. You say put the COMBAT in COMBAT MEDIC. I say learn to play your class. I am a CM a Doctor and i do not have a weapon skill above the levle four pistol in marksman line. YET i still take on bounty hunters rangers rifleman and win those battles a majority of times. So i ASK you. Play the combat medic and then talk about disappointment. Personally it sound like you want you swg career handed to you on a platter. Get over yourself and choose something else to whine about.
Tactics are your friend. Experimentation is your friend.
Dr Poxx Gostavv
MM MCM MD
Sorry Pox, but what you are saying isn't really addressing the issues that Slek mentioned. All the things that Slek said have already been mentioned numerous times by many other CMs. So while it may be redundant, that doesn't mean they are wrong.
Also, you are a CM and a doctor (as am I currently, though I was master CM for quite a while before I picked up Doc skills) and Slek was talking about just CM skills. I agree with Slek that having Doc skills should NOT be a requirement in order to be an effective CM. No other class has to pick up another elite skill to make their original one effective.
Also, Slek uses examples of ineffective range/damage for the poisons (A and/or B obviously, since Slek isn't a Master CM) and the issues brought up are pretty much agreed upon by most CMs. A and B poisons/diseases aren't effective enough to be worth using. You say that you can take on a variety of classes in PvP but don't mention a thing about PvE. Sure, I can drop a mind poison on just about every class and win. That doesn't negate any of the issues that CM has. Once they come up with a reasonable way to handle mind damage or nerf mind poisons (I hope not, but it is possible) you will lose a lot more often.
Try killing people using A and B action or health poisons and see how well you do. Again, Slek has brought up many of the things most CMs will agree is wrong with the class. I hardly think commenting on them means Slek wants CM to be a freebie. Try dropping your Doctor skills and see how effective your CM equipment is. If you had been a CM first, you would probably not be soquick to pick on Slek.
Pox the only reason why you own anything is because of mind damage...
the only class i cant own upfront is a BH cuz they can do mind damage faster and easier than myself...
now granted that makes us powerful but everyone knows that mind damage has screwed up the game...
id love to see u try to own any class with a H or A poison....good luck...
right now the only reason to be a CM is AOE mind poison...not exactlyall that of asuper thing for a class that has so much possibility...
basically i have spend all those skill points to toss a ae mind poison...
its very disappointing...
Myranged B's are effective out to 36-40m and I can make my ranged D's go to 65+ if I want to, but its a nasty reduction in healing power(yes, I'm a master combat medic/doctor). I would ask if you are experimenting on the charges, this leads to an increase in base distance for the stim. Also, I would say hold on until you get to master level to judge the class, combat medics are unbeatable as group healers, I've even managed to take care of 2 full groups by myself...but that was earlier days when medics were rare.
Naen
I have to agree with most of the critisisam here. Why should you have to get all the way to master of an elite profession to get your one effective attack? There are many things that are poorly done with CM, that could use improving.
Naenaen wrote:
Myranged B's are effective out to 36-40m and I can make my ranged D's go to 65+ if I want to, but its a nasty reduction in healing power(yes, I'm a master combat medic/doctor). I would ask if you are experimenting on the charges, this leads to an increase in base distance for the stim. Also, I would say hold on until you get to master level to judge the class, combat medics are unbeatable as group healers, I've even managed to take care of 2 full groups by myself...but that was earlier days when medics were rare.
Naen
Sorry everyone seems to have a misconception of what i was pointing out. Irarely use mind poison I use action poison followed by action disease. I never said i straight up own people. Every fight has been a long battle. And for you information yes i did use a and b poisons. Sorry there is things wrong about our class. Their is things wrong with every class. So adjust yourselves to it.
Elanora, I hardly think our ONLY purpose is AOE poisons. And i rarely do combat in the city. For your suggestionf for me to dump my doctor line. I say no. I worked hard for my three titles and if you dont like it I dont care.
Its how you play your class that makes the game, not how you whine.
Dr Poxx Gostavv
Wanderhome
MM MD MCM
Why does everyone forget the fact that we're the best healing class in the game?
Oh right. There's no reason to be in a big group. ![]()
But re: the original poster, CM is lackluster till you hit master, yes. It's very anti-dabbler, and I like, that, unlike a lot of classes that actually encourage dabbling (like there being no reason to hit master BH, from what I hear).
Use poisons for supplementary damage or pulling (they are GREAT at getting single pulls) but don't expect them to be awesome. Obviously in pvp mind damage is currently king, so there you go with that. I don't think very much needs changing with the class itself (except for the obvious bugs, like the crafting ones) that isn't a medic-in-general problem (like getting no FP, etc).
Some of your points may be valid, but most are spit out before really putting your character to the test the way it was ment to be. This game is completely made on going in to battle with a variety of characters and a big party. This is how I usually hunt, unless it is by myself doing missions(I really think you should get bonuses for doing missions in partys, not enough people do it cause they can make cash/xp/fp faster alone...but that's for a different thread). When I'm in a party, I can use my area stim pack C's and heal the entire party, it has a base range(what it says on the item) of 24 meters, with all the pluses I get for being Master I can heal people up to 50 m away, and that is healing a radius around them of 29m.... So basically if you do the math and have the right placement of people, I can heal someone that is 70m+ away from me if I have a target that also needs healing at 50m(50m + radius of healing). This seems to me to be very good. I went to the tusken fort after they nerfed healing pets(which they didn't nerf healing AT ST's which are **edit** pets....) and made 100,000 of medical Xp in 1 hour of play. All I did was say "guys, go to town on every Warlord you see, I got your backs" and they did, and I did, and I went back to Anchorhead needing to be trained in 2 top end skills. So if you use the right stuff you have really good results for healing.
As for poison packs, let's ask the audience. How many here have heard from someone somewhere that they should be nerfed??? I'm sure about 90% of the people out there that aren't CM's would say that to you. I can take out someone with an AT ST if they aren't fast with their commands. Now I won't tell you how I do it, but it's not an exploit of any kind, it's just the element of surprise and good game tactics... Ganondorf on Kettemoor knows how I do it /grin....
Disease packs still need work, simply for the fact that area diseases can't be used by CM's .... 900 Combat Medicine use... HAH
Anyway, yes, there is 1 schematic that is wrong.... can you tell me where you got "half"? ok, a hyperboli that's fine(don't know why I remember that word from highschool...). And I have been waiting for Tolium gas to come out on Kettemoor for about 1.5 months. I agree that resources needs to be reworked some how. You don't want to have good stuff out all the time, I see where they were going with the whole resource thing, it just needs to be worked on a bit more.
YES, their should be more bonuses to poison and disease packs....when it comes to ranged healing skills.. But you can't say it does nothing. I personally saw a difference from no skill to top skill. Not a huge difference but you really want to be healing people or poisoning people from 100m away? You think that's fair to your target that a poison pack can hit them from so far away that a pistoleer couldn't even walk that distance to shoot you before he falls down?
Hmm, I don't mean to be rude or flame you, but you really have to experiment more with this class to see what you can get out of it. I'm having alot of fun with it, and I only see it's potential in the coming months to be very high. It is a support character but it can survive on it's own in a difficult battle... I have many times
Martin, Mik, you can vouche for that
Good luck on whatever profession you wish to pursue next, but I would suggest make it to Master and test everything out, it's expensive to craft the best, but they do work alot better.
Jintar Tamara(Master Combat Medic)
Kettemoor
I'm a Master CM...one of the first in the game...been here a while...
seen dots pre big patch post big patch and now post LOS nerf...
CM is totally disappointing...
its pretty much a given that I will run in and drop a AOE mind C and pretty much end any PvP...
Ranged healing is still pretty useless in this game for the express reason that mind damage has become the determining factor in any PvP fight...
Doctors can buff H and A for 1500-3000 points to a pool...that is a one time mind pool investment which is much more effective then any heal we can drop. Thats basically 3 free heals worth of extra pool for one application. Doctors have a heal range of 20m if you consider that they can drag incap if any of their guys go down but even in PvP with doctor buffs there is a lot of time to get to a person now especially with KD timers in...
so that leaves use with dots...and if u drop a dot and a disease on a doc buffed player and its not mind its a joke...
so we are left with mind damage...one trick pony...
removing LOS really changed what this class was about....
I guess whats most disappointing is that the devs broke the class as soon as they fixed it...