Combat Medic Archive
Thread: Combat Medics in DIRE need!!!
First off, let me start my first post on this forum with... THIS GAME IS AWSOME!! That being said, it's also not perfect. I am a master Combat Medic/Pistoleer on Kauri and Ihave a serious bone to pick with the devs. My problem lies withn the combat medics crafting abilities. Why is it that as a master combat medic the RangedStim PackA - D is weaker than the Small Stim A -D thata Novice Doctor makes? I'll tell you why... 5 lousy experimentation pts and sub-par Medicine Crafting Abilities. Basically one that has chosen the Combat Medic profession must also work up through the Doctor's Knowledge branch just to gain the ever so valuable +5 experimentation points (for a grand total of 10) in Medicine Crafting. In short a Novice Doctor can heal someone for more damage than I can as a master CM. Sure we have poisons and disease which are great in combat, when they work.... (on higher level stuff where these really matter my success rate for application is about 15-20%), but we are Combat MEDICS. Medic being the largest portion of what we do. I would say the developers at Lucas Arts feel the same way about this being that we need to master the medic field with only one branch of combat to qualify for this profession. I think that there is potentially 3 solutions for this problem:
1. (easiest) make schematics for componentsthat were introduced in the medical profession cap off at 10 experimentation points, and unrelated to any knowledge gained during other elite professions (Just like all other proffessions) or somewhere along these lines. ei: the things that were introduced to me as new schematics(like components for poison/disease) as a novice CM, I now have 10 experimentation pts for as master CM... go figure
2. (medium) create new components for Ranged /Area Ranged Stim Packs exclusive to the CM Professionand make them required instead of the same ones used to make regular Small Stim Packs
3. (Hardest) Create a new profession that allows only the crafting of pharmaceuticals completely separate of either of the three existing medical professions. Kind of like the weaponsmith.... he can make a Scatter pistol but can never use one himself. (Definitely an undesirable solution for us medics)
In closing, it just isn't right that we have the only profession that can make an item exclusively but we can never reach that items full potential with out dumping more skill pointsinto another profession that most CM otherwise don't want.
Let me know what ya fellow CMs think!!!
P.S. Don't even get me started on the Ranged Stim - E Chemical Release Duration requirement of 13 identicle factory components(ridiculous). LOL, maybe if they choose option 2 they will fix that typo in the process, someone clearly screwed up there.
actualy, yes this has been discussed and has made several lists passed on to the devs in the past 6 months.
some points:
- just because we only require the ranged support line in marksman doesn't mean, medic is the dominating factor of our profession. in fact, this was only changed to it's current form in late beta 3, prior to that we required Master Marksman but they dropped that in favor of us beeing able to choose to specialise in one of the weapons.
- capping Master Medic crafting at 100 assembly and 100 experimentation requires a revamp on Doc crafting skills, since they continue to improve the Medic skills instead of starting over like every other crafting profession (incl. CM) but actualy this is the way it should work.
i disagree with a new profession of med crafting.
i like to make my own meds. i like to know what resources are used and i trust my items made.
last thing i want to do before a big raid is go look for a stim vendor.
and adding more components? are you kidding?
a heal stim is a heal stim! why should they create entirely new components
that will require new resources i must stock (or by your suggestion, an artisan
med craft class would need to stock) on top of all the million other things that
fill up my inventory.
leave the med side to our side. no need to make artisans even richer.
Look I realize that a new pharmaceuticle profession is BAD.... hence in my previouse post the comment about this idea being highly undesirable. The component idea is just that... an idea, but would allow for a Combat Medic to make what has been commonly referred to on other forums as super Stims with the extra 5 pts experimentation. The bottom line... we get a measly 5 experimentation points to craft our ranged stim packs. I was reading forums today where Master Doctors were crafting stim B (super Stim B) with stats in range of 600 heal and 40 - 60 charges with good resources and advanced components. With good resources and advanced componentsmine comeclose to thisbut we're comparing ranged Stim - D to a **edit** Small Stim - B. Not to mention the advanced components aforementioned are better as well when made by a master doctor. EI: Master Docs were saying on other forums that their ALSC had 150 - 170 some odd charges with OQ resources at around 900. I have also used Talusian water with 900 OQ and Dantooine Berries with the same only to have my highest charge ALSC come to about 120. I personally wouldn't mind having to use differentcomponents/resources for a ranged stim due largely in part to those who have doctor buffs, which are becoming ever so popular,and a doc can heal their whole HAM/w buffyet we could heal only about half, thereby making our profession less desirable to begrouped with in battle. If we had components introduced to us as novice Combat Medic alot like we do with the poison/disease this would ensure that we would get the full experimental values to work with. Unless they can fix as is, I am looking for ways to help the devs of this gamearrive at a solution that would be benificial to all. On a final note.... I don't even want to hear how we are combat medics and should be primarily fighting.... if this were the case then everyone should have some novice medic skills and heal themselves, as many are doing... and field Doctor LOL,adoctor running between 5 people in a hunting party on Lok like a chicken with his head cut off is one of the most comical and ridiculous things I've seen in this game since the Tatooine Squill. And running TO the doc is not as feasable when you're a brawler in the mix and have to runtoward thereby drawing the fire/mob to your medic andCarbineer, Rifle and LaserCannon are lacking therun-and-gun ability that a Pistoleer has from what I've seen and experienced.Lets be realistic Poison/Disease are great for PVP(revenge TEF)... PVE is another story... about as useful as a bleed shot(great when your lying on your back about to die when thatTusken Leaderkeels over right before he slays you). We are out in the field to toss a heal in between every 3 maybe four shots. Doctors get MAD wound treatment bonuses and better wound packs, pet stims, player buffs, curestates and revive(all but wound packsuseful in battle) but in the long run they are not as well geared for /healdamage in the field. It would be great to be both but................