Combat Medic Archive
Thread: More combat in combat medic? -Not going to happen!
There has been some discussion about getting some combat or defensive bonuses or skills besides those gained in the support line of the marksmantree.I think the following should be taken into consideration:
1: Combat medic is a highly variable profession, basicly you can do pistols, carbines, rifles, bowcasters, even TK-CMs are around, all with fighting capabilities like other combat professions and the healing skills from CM. If knockdown- or panicshot-like skills were to be implemented (the examples posted in other threads) they would, like any other special attack in the game, be linked to a specific weapon type ie. pistol or carbine or whatever. This would require all combat medics to use the same weapon, the option to make your character unique would disappear. Do we want that to happen?
2: Balancing and experience,Getting skills in a combat oriented tree would have to run on combat experience and not healing experience. As known combat experience is earned as10% of weapon experience. The path to master a supportline in combat experience for a combat medic who doesent wish to specialize in a line of weaponry (like a Doc/CM) would be extremly difficult to obtain, enough people are already complaining about the actual requirement for CM (22.000 xp to expert-specialist), imagine having to earn level 1: 60.000, level 2: 85.000, level 3: 120.000, level 4: 150.000 witch is what the requirements are like in professions with a combat exp tree (example from pistoleer profession), without certificates for advanced weapons and while healing the team, this will in fact be nearly impossible to complete. At the same time this would require CMs who are already doing a side-profession in a combatprofession to earn twice as much combat exp, talk about grinding!Is this really what we want? Even defensive bonuses (knockdown defence or melee def or whatever) are skills obtained through combat experience and not healing experience, if you want them you can get them from other professions, but please keep combat experience out of the CM tree!
3: Combat medic is not apure end-profession. A master combat medic has enoughskillpoints left to master another carrer too, be it doctor, pistoleer, carbineer, chef or what you feel for. The amount of combat you put into your combat medic is really up to you. If you choose to master doctor, naturally you will be going along the defensive line, there are no defensive skills or combat related skills besides the DoTs (broken yes, but thats beside the point) If you want more combat skills or bonuses you can easily get what you like by taking another line.There is nothing stopping you from doing a pick-and-mix from different professions if you want some middleground, do a bit of doc, a bit of pistoleer or whatever else suits you. The people currently claiming they get in trouble fighting and that they need some knockdown attacks or similar abilities are the people who chose not to take up a combat line.You should stop shooting at the mobs and focus on healing alone,(you chose not to wield a weapon effeciently and you have no need for combat exp!)this wayyou wont get agro from mobs, and if you do you should rely on your team to get it off you! A /shout Medic under attack! macro could be a solution for you. The only thing keeping the combat out of combat medic is your own templates!
You made the choise not to get the abilities to stand your ground in combat yourself. Play your character the way you designed it to be, or reset and get the skills to suit your playstyle, either way everything you are posting you want is already in the game. We cant get all skills, we cant be the master of all professions, still the nature of the CM professionleave countless options for us. I have quite a few suggestions for a CM template with a lot of defensive or offensive capasities, but thats not the subject of thispost.
comments?
95% Agreed! ![]()
Obvious bugs aside, CM certainly isn't perfect but what you make of the combat part, is almost completely up to you. I'm going Carabineer myself.
1.) you can not master any other non-marksman profession with Combat Medic.
2.) Master Medics are currentlyat least asefficient than Combat Medics at damage healing. if you went for CM for the Damage Healing, you can just drop it and stay with Master Medic.
3.) the problem is not, that you can do other things besides Combat Medics but that CM has one of the highest pre-requisits with very little reward currently.
i don't want any combat moves in the CM tree either, i just want the broken stuff fixed and the bad designs improved.
making poisons/diseases viable would only require one thing: reducing the pace of combat in PvP
The post wasn't asking for anything spectacular. And I thought the things asked for were quite reasonable.
With things like eye-shot, panic-shot, flame-shot, 1750 point mind-shots, I really don't think the things the post asked for were too "unbalancing". It's not like I'm going to be killing anyone with my poisions anytime soon.
MycroftTHan
1:True, i got carried away on the chef thing, but i was trying to make a point, not lay outan accurate statement about a template, sorry for the mistake. Point remains valid none the less.
2:Not entirely true, but yes for the most part, in confined spaces youre right on, but hunting in the wild in a big team CMs have a huge advantage. depends on how you like to play really.
3: Agree, but the rewards are there, theyre just broken.
On the subject of PvP id like to see damage reduced to 50% in player vs player. Duels would last longer and not be about who hits first. Greatly increasing Poison effects to the extend of making them usefull against 10k+ HAM mobs would make them usable in PvP even with damage halved, without too much trouble in balancing. no reason why 1 hit from a Poison-C shouldent kill a Nuna when any level 3 Stances and grips pistoleer (among others) can one-shot it.
Fix whats broken, save the crying for more stuff untill we know what the profession actually has to offer.
Nohup1
yes some of the things asked for were quite reasonable, however as i stated combat-dependent bonuses or skills run on combat xp, not healing xp. bummer. try convincing the Devs to make it different, -i dont think so.
besides that most of the defensive skills on the other professions are broken too, the pistoleer correspondant tested the dodge bonus on a master pistoleer vs a marksman, both dodged 0 out of 100 attacks on repeated tests (see pistoleer forums for this). Knockdown defence and defence vs dizzy is also broken.
Lets get our profession skills working before we shout for more broken abilities.
And I'm convinced that if they haven't fixed the 13 component error in our stim-E's then they're not going to fix anything anytime soon.
Another thing I was thinking about... Didn't I read some change somewhere, were we were going to get combat xp for healing in fights? Something sticks in my mind about that. My memory's just not that good anymore. Anyone else remember this?
If they fix our poisions/diseases, I'm cool with what we've got, (a little more terrain negotiation would help).
But if they don't, then we need some way to compete. I see a little more defense as a great way to let us do our job, and not be the end-all in PVP fights.
warning shot only works on animals. for npc's you have to use a posture change, which surpression fire is supposed to be, but that is currently broken.
the only advantage we currently have is that ranged heals are a realy powerfull tool. but they are only 25% of our abilities. i know how good that is, i saved multiple asses at the Volcano on Lok or on Endor before.
i disagree on the power increase for poisons/diseases.
there are 2 problems with that:
1.) currently both assembly and experimentation on the subcomponents is borked, using Master Medic skills of 50 instead of 100. if this gets adressed, expect both to be a lot more potent than they currently are. add to this the broken yavin_fiberplast
2.) the problem with poisons/diseases is not, that they don't do enough damage/wounds in general but that they take way more time to do so, than a current battle takes to end. reducing the pace of combat (PvP)will allow poisons and diseases to work to their full potential and make the difference in the ongoing fight.
this still leaves the problem of PvP vs PvE, maybe a PvEdamage multiplier needs to be implemented to resolve that for the poison part but adiseased NPC/Animal will either be dead or DB you and it has no effect on the outcome of a PvE fight. If you have to return to the site because you got DB'ed, the wounds willnot beon the NPC/Animalanymore.
to make diseases viable in PvE they would have to have a totaly different effect, like the mentioned states (dizzy, blind, etc) so they effect the current battle, becausein PvE there is no "later"
and i don't think this would bea bad thing in general for PvP either.
Posted this in another thread, but here goes again
The "combat" part of combat medic does NOT mean we're supposed to be a l33t combat profession. It means we specialize in combat HEALING. Or for those that dont understand, we're good at healing during combat situations.
Take a master medic and have him try and keep 5 people alive at one time during a combat vs some aggro red enemy.CM truly outshines in that situation. Its not that we heal better than a master medic, Its that we dont have to be on top of the players to heal them. Anyone complaining that we dont get special attacks or defences does not understand the concept of a combat medic. WE ARE NOT FIGHTERS. We are healers on the battlefield. Big difference. Perhaps the name "combat medic" is confusing to some. Maby it should be changed to "battlefield medics", but then that sounds lame.
The poisons and disease add a unique touch so that we can provide offensive SUPPORT. Not take out creatures solo. Tho currently they are next to useless, SoE already has mentioned changes to make them better.
We do not need any special attacks, we do not need any special defenses. We need functioning poisons, and thats about the only change.
oh com'on, if the only difference between Master Medic and Master CM should be the range of our heals and some neat little toys that don't make any real difference, i want my titles changed from
Chemical Warfare Expert and Toxicologist
to
Pyrotechnic Expert and Novice Bioengineer
because that is all that's left if the only realy important thing for CM's are ranged heals.
and i tell you what, you can do any healing you do at Master CM at Master Medic just as efficient - combat wise and even more efficient - resource wise if you get your group to do one simple thing:
don't run around and don't spread out.
and you know what? you need to teach this to them anyway to make any use of AoE Healpacks at all.
I've healed groups of 20 people on Lokand Endor without Ranged packs in Beta and the only thing that has changed since than is that mobs DB right away now.
P.S.: i appologise to all BE that get upset by this post.