Combat Medic Archive
Thread: Combat medic fix & reworking suggestions (Feedback/additions welcome)
Firstthing;I don't believe the LoS needs to be fixed.. as that is a definatiive advantage of the combat medic.. as with LoS coding for buildings only .. it's difficult and buggy at best.. I won't hold my breath to see that.
Reguardless of the changes in pvp with the latest patch..knockdown.. Dizzy.. Panic shot .. attack delays.. gurrecks .. AT-ST's .. and 4+ faction troopers; pvp is still a first shot wins game.. more than half of the time.
Combat medic is excellent as they are one of the only passive combat classes I've seen and it suits my PvP (player killing) styles well. Add to that the max range on weapons is 64m. I suppose theoretically you may beable to craft a posion or disease pack to go that far.. But not likley.
The no LoS is the classes only saving grace at the moment as is the only reasonable way to beable to apply poisons and such. Combat medic also has a counter class. The Doctor. Where as most other classes do not have an exact 'counter' for them. Combat medics I believe are well balanced in pvp as soon as players bend their head around that a doctor isn't just something that sits in the medical facilities healing wounds all day long. I think we'll be seeing more doctors in the future .. as this is becoming a more and more popular class.
At the moment there is a serious TEF problem with combat medics. I'm not sure.. and have had no official dev responce if this is intentional .. or an exploit. (where you can disease and poision on a TEF w/o retaliation)
PvE however I find combat medics seriously lacking. Where as the poisons simply do far too little damage.. and are resisted far too much to be realistically useable. Myself I just use a blaster and stims. A 'fix' for it .. I might suggest a +50% increase in Dot damages for the combat medic.. Then a 50% damage reduction in pvp on poison and disease (effectivley raising PvE damage without unbalancing PvP)
Which brings me to one of my major concerns; the mind poison.
I have tried to use health and action poisons out of all fairness. but everyone and their dog has stims .. and usually any orginized group just uses stims to heal the damage. Where as mind poison is pretty obviously (in pvp anyhow) superior to action/health poison lines as it cannot be healed. I don't have any immideate suggestions or fixes for this.. I think the problem doesn't lay within this class.. but perhaps a second look needs to be had at the game mechanics of the mind pool.
Which brings me to disease.
Disease I have found little use for .. aside from just a griefing tool. Two well skilled players pitted against another.. one being a combat medic.. you will get no chance to use a disease. And they are far too prevenatable.. and avoidable .. Dots in general on any pets can be 'cancelled' at any time by simply storing them and recalling them. A player can suicide himself into mobiles. or have a doctor cure (which is the least likley at present time) In pvp if you incap a player .. the disease ceases to 'tick' and if you death blow.. or they somehow die.. they respawn.. without the disease.
These new mods .. Would *not* stack with another. (ie. can't use health and mind disease at same time)
My disease modification suggestion is as follows.
Cut disease 'tick' time .. to equal the poisons tick time. Half the effect on the diseaseand to perhaps help effectiveness.. and stop players from completely 'blacking out' pools.. Discard the current Health/str/con/action/quick/stam/mind/focus/willpower disease lines into 3 new neat ones. Health disease. Action disease. Mind Disease. Where as each tick (same speed as poison) would randomly hit either a primary, secondary or tertiary stat of the same pool grouping. (somewhat akin to how a 'body hit' with a range weapon has a chance to randomly wound health/str/con on that hit) For example (numbers fictitional) Lets say this disease does 5 ticks for arguements sake .. and does 100 even wounds per hit it might look like this for a 'health disease'
-100health, -100 health, -100 con, -100 strength, -100 health
Or something similar to that.. Usingstr/con/stam/quick/focus/willpower and secondary diseases at the moment isn't really plauseable as the actual pools themselves are more ideal for pvp and pvereasons to use. (I have excluded mentioning Disease in PvE situations. In my opinion, Disease is not currently viable in PvE.)
The end result of this change would be faster disease damage.. allowing for use of disease realistically in pvp.. and would 'stop' future exploitations of 'suicides' or other ways to avoid disease without legitimatley getting a 'cure', this would also stop combat medics for the most part of beingable to completely 'focus' on one stat for the disease.. and instead spreading the 'effects' of the disease over one general area or set of stats.. vs one specific stat.. which works and makes disease a little more so dehabilitating without allowing for too much 'grief play' (ie just tossing mind disease after mind disease .. then continually one shotting them with any weapon that does any mind damage) I would also suggest something similar for PvE as I mentioned previously about poisons above.. Disease wound increase 100% .. then a reduction of the same amount to pvp (so effectivley it would do double wounds to monsters.. but still same old wounds to players.. compensating for the abnormally high ham pools of npcs)
Lemmie know what'cha think guyz.
hard to call a reworking of disease still..
dont know how far PvP will evolve...
i think SOE invisioned some PvP would be over factional bases where a number of players would be bunkered in a defensive position and disease would be a way to basically weaken and break the defenses of a base....hence it was gonna be used as asiege weapon...
but since PvP hasnt developed that far, we have seen must use for disease in the typical pvp setting which is mostly raiding in cities
However still .. disease of a single stat is over powered and too complex .. the use of secondary and tertiary diseases aren't releveant .. and would think it a good change if they could 'tidy' up the aresenal and compact the disease line into 3 health/action/mind .. and damage randomly from the 3 stats attached to the specific pool associated with the disease type.
Any comments on the rest of it?
At Int. Combat Medic support, I should be able to use items at Int. Combat Medic crafting; not items that are severely experimented down... and by a higher level Combat Medic. At Advanced Combat Medic crafting, I still can't make a Ranged Stim B that I can use, and I have Int. Combat Ranged Support - and a Stim B is an Int. crafting skill.
It doesn't make sense to have the schematics far outpace your abilities when the skills are trained to equal levels.
Kamileon wrote:
Added in, I think the requirements for Combat Medicine use need to be relaxed. The items we get at first and second level Combat Med crafting require Expert and Master Combat Medic Support.
At Int. Combat Medic support, I should be able to use items at Int. Combat Medic crafting; not items that are severely experimented down... and by a higher level Combat Medic. At Advanced Combat Medic crafting, I still can't make a Ranged Stim B that I can use, and I have Int. Combat Ranged Support - and a Stim B is an Int. crafting skill.
It doesn't make sense to have the schematics far outpace your abilities when the skills are trained to equal levels.
I think that this is a bug.. just like conductivity is a factor in.. I believe it is disp. mech's.
And at the moment .. 'ease of use' increases potency with experimentation.. I hope these get looked at
I think disease is fine for now...really need to see if PvP develops into faction vs faction base wars in which case Disease as it is now is very powerful...
still way to early to make a call on diseases...
You seem to make calls on everything.. blindly.. all the time.. I asked for constructive ideas.. suggestions.. not flames.. I want flames.. I'll goto burger king.. till then plz keep yer negative unwanted comments to yourself. You make me feel bad. and you make you look stupid.