Combat Medic Archive

Thread: New CM ideas Defense

Hooster
Mon Sep 08, 2003 9:07 am
#1

Shug posted on the Doctors forum a question to Dr.s why they left CM. There were a lot of very valid reasons. I posted some of my own, and when I was thinking about it, tried to think of how to improve the class without just getting a copy of the Doctor skills. Then we might as all be Doctors. Here are my ideas that I posted:


1. Instead of area poisons and diseases for every individual stat, how aboutpoisons and diseases that effect all 3 bars ofeach group? Health disease and poison that effects all 3 stats, Action D/P, and Mind D/P? Area and individual, that's 12.


2. How about adding individual and area State Effects?


Pepper Spray - individual blind


Tear Gas - Area blind


Flash/bang grenade - dizzyindividual attack


Concussion grenade - area dizzy attack


Lube grenade - individualslow (so they don't slip and fall)


web grenade - group slow


Itching powder - individual slow attack (you can't pull the trigger and scratch at the same time)


Itch Gas - group slow attack


3. How about Defensive modifiers?


Reflectance powder- covers your group in a reflective powder, reflecting energy damage.


Charcoal Powder- covers your group reducing poison damage


Retardant - covers your group reducing heat damage


Dramamine - reducesdizzy attacks


Innoculation - reduces chance of disease attacks


These skills would add defensive capabilities to the CM class. They would help the group by reducing the damage the group takes. Dr.s add stats, CMs reduce damage. Both professions heal, both professions add value to groups by making them last longer in combat, they just get there through different methods.


Please add other ideas.


Booster O'Kelly - CM 4-0-2-4


TAG - Lowca Server


Kursal
Mon Sep 08, 2003 9:11 am
#2

Sounds good Hoster



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Elenora
Mon Sep 08, 2003 10:20 am
#3

So you are asking for even more crafting for a class that is already crafting heavy?



--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Kumi
Mon Sep 08, 2003 10:23 am
#4

I like this idea !!

KaitlynAscas
Mon Sep 08, 2003 10:27 am
#5

my crafting list is long enough already, thank you. How about just making them group abilities like a Squad leader. would eliminate crafting all those extra componentsand could be added to that empty combat support line.




Rawr
Chilastra
KaitlynAscas
Mon Sep 08, 2003 10:30 am
#6

forgot something.


we have plenty of offensive power with the posions/disease, so we probably wont get the state effects that you were talking about, although they are an interesting idea.


the defensive ones are good too. could be shifted to just +save modifiers in the combat support line along with maybe +4 or 5 to Terrain negotiation every other skill level


/shrug


just an idea on how to fill that empty line without adding more crafting




Rawr
Chilastra
KarlaceEQ
Mon Sep 08, 2003 11:05 am
#7

i like it



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Hooster
Mon Sep 08, 2003 11:13 am
#8






KaitlynAscas wrote:

forgot something.


we have plenty of offensive power with the posions/disease, so we probably wont get the state effects that you were talking about, although they are an interesting idea.






My point in the CM going to DR post is that All the Combat Medics disease and poison line is pretty useless for an advancedclass ability, until we get to Master Combat Medic. Many CMs are leaving the field because for one of the most intensive professions, we really can't do much with our 'skill'. Let's face it, how much fun is it being a suicide bomber?


I want to add something else useful offensivly to theCombat part of Combat Medic. Skill box for skill box, Drs can out heal us, but we don't really add any power to out toon for the same experience. Our healing skill is really the only advantage we get, ranged and area. Pretty lack luster for all that work.


I would like to see the crafting line streamlined. Reduce all the special components we need, make some of the resources common. It would be awesome if the CM components were CM, not DR components. Have the 50 experimentation points we earned as medics ADD to the CM experiment points. Both the DRs and the CMs use Advanced Biological Controllers for all our medicines. Drs. experimentation points continue to accumulate, while ours start over, for making the same components!


All the grenades, traps, and similar weapons in SWG are based on a crafting basis. This would keep our skills in line, and in the same 'flavor' as other similar weapons. As long as the components are the same ones as we already use on our stims, we don't add extra work to collect resources, we just add flexibility to our class.


I see the defense skills as being an area that SWG has neglected as a player role. Additional buffs have been addressed with DRs and Spice. Lets be different and have our classbring defensive additions to the team to make our class unique.


One area of concernhere isthat these skills still do not directly add to our being credited for helping with the kill, and being rewarded Faction Points, and Experience. We are usually in the back keeping away from aggro, so we do not get the loot.


If these area defenses get aggro from a group of critters, we again become suicide bombers. 4 Giant Kimogillas get knocked down with the CM concussion grenade. 1 keeps attacking the leader, and now the 3other Kimosplay tug-of-war with the CMs body.


I was thinking kind of along the shaman/enchanter lines in EQ. Healing, defensive buffs, and crowd control. There really isn't effective crowd control in this game.

Hooster
Mon Sep 08, 2003 2:03 pm
#9

#3) If set as 'Shouts' or group skill abilities... I think this would greatly hurt the Squad Leader Profession... as gimp as they are now i think they above any class should get these abilites.


As i understand, Squad leaders have group leading and group enhancements. This includes group notify, group target, rally, and I think a group run ability. If memory serves, the developers are working on some additional skills to allow other group buffs that add ability, accuracy, and coordination.


Again, like with Drs, I am talking about their buffs adding stats or abilities to the group. I am suggesting our skills allow the CM to take away abilities from our enemies (state attacks),and add defences to our groups. This is not taking away from Drs, and it's not taking away from Squad leaders, it's a valuable addition to the skills they have, making the Combat Medic more valuable to a group.


As far as spamming knock downs, they are on a 30 second timer now, and usually last a very short time.


ArcX
Tue Sep 09, 2003 12:20 am
#10

Nice idea however these are the probelems i see with them.


#1)Agree with several other on the crafting part, i cannot afford, nor stand to gather anymore resources than i currently do now, god knows SoE wouldn't let use use the components we do already.


#2) Everything in your list can be used in an 'Offensive' way as well, you would see cm's spamming Dizzy, Blind, all over the place, then while 20 people are hindered drop one ae mind disease and drop em all with a good possibility to walk away from a 20 vs 1 fight.


#3) If set as 'Shouts' or group skill abilities... I think this would greatly hurt the Squad Leader Profession... as gimp as they are now i think they above any class should get these abilites.


Hooster
Tue Sep 09, 2003 7:30 am
#11

Further thoughs on the defensive stratagies....


I am not familiar with Dr buffs very much, do they add 50%, 100% to a persons stats for a certain duration?


I was thinking that the CMs defensive buffs subtract arelative amount of damage from an attack. If Drs add 50 %, assuming your health was 1000 points, it's now 1500 points. You could withstand 6 - 250 point hits.


If the CM reflectance bounced 1/3 of the energy away from the character, the 250 point attacks would have (250 x .66 = ~167 points)about 83 points of damamge reflected away. This would also have the effect of boosting the characters staying power up to 6 hits.


Combine a CM and a DR to a group, and you could get 1500 points, and take 2/3 damage. Your character can now take 9 hits before being incaped. A good grouping combination.

Elenora
Tue Sep 09, 2003 7:38 am
#12

Master Dr bufffs can add 1500-3000 points to ur pool and 500-2000 points to ur substats....





--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Sedriss_Demorte
Tue Sep 09, 2003 8:42 am
#13

I gotta say, I really like those ideas, these state "poisoning" are great. isn't "Chemical Warfare"one of our main titles? (or supposed to) this could really be a good idea. The question is, will SoE allow it...


About those crafting complaints, comon! it's not that difficult and some pepole like it (I'm not too crazy about it) , just pay for resources and don't go surveying. If the resource cost bothers you, make some good Stim Cs and sell 'em, I earn 1k cr for every stim I make.




Sedriss Demorte, Clan Demorte
Master Combat Medic, Master Surgeon, Trickshot
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