Combat Medic Archive

Thread: An Idea I posted in GCW, you guys might want to look at it.

PyscoJuggalo
Sat Jul 31, 2004 3:23 am
#1


Yay, poison & disease no longer rule PVP combat..........


Uh oh there is now no point to being a CM(Crap!!!). Hmmmm mesa already thought of a solution, Okieday, it's a long long otello but mesa wasa thinking of it while mesa being banished from the forumellos.



How many combat people like being novice medics?(see's 90% of the combat player population raise their hand)


How many combat people like being Master Doc?(See's 50% of the combat player population raise their hand)



Well you 2 are going to maybe want to relook things cause this is gonna hurt:


1- Docs/Medics can no longer heal HAM damage outside of a Med Center/Camp or the range of your medic droid. Docs you can still heal States anywhere, just not Combat Damage(See's 90% of the forums rushing me with Pick Axes, Tourches, Pick Forks, and Baseball bats) Well Guys you aint Combat Medics, I'm sorry but ya aint.


2- Combat Medics can Heal HAM damage anywhere.





Why this is a good Change?


1- CM has an important role as a healer now.


2- Get's rid of Cheapo I'm a Master TKA/Rifleman/Novice Medic Templates.


3- Since no more Cheapo novice medic templates can exist, Group play becomes more essential to combat.



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Legoril
Sat Jul 31, 2004 4:09 am
#2

I agree for the most part. I would like to change your idea a little bit though..


Docs and nov medics will still be able to heal with medical droids, correct? So I say they should be able to go into combat with their medical droids...and be able to heal using them..but the droids will become targetable by enemies..and can be destoryed.


That way, in pvp, you could just knock off peeps droids if they are trying to bring doctors to pvp combat..where they shouldn't be..


And also, if they don't want their droid destroyed, just use during down time, not combat..so youc an't really grief someones medical droid..


Point being, they shouldn't be totally absent from healing in combat..but should be able to use droids, which should also be able to be destroyed..just to balance things out..


They CAN heal in combat..but CMs will still be better because of AOE and healing in combat..


I also want to hear about what other people are saying about this idea...is it flawed in anyways that I may have overlooked??


Anyway, I think its a neat idea..


~Legoril


<I got a leg up on ya>
HanDrexel
Sat Jul 31, 2004 4:36 am
#3


/slap JarJar


mesa tink you is bomba dumbaaz


yousa tink Comba medik mussa be da uberjedi.....cough


meesa tink you wasa too far unda da wata when u does tink about dis.


Mee rodieen feend tod meee to telz U dat he beez loookinz fow youz

Message Edited by HanDrexel on 07-31-2004 06:42 AM



Drex'l
PyscoJuggalo
Sat Jul 31, 2004 6:29 am
#4

@ Legoril, I thought droids went under the same rules as other pets(ie when in combat you can't store them and also they can be targeted if you are overt/teffed).



& @HanDrexel



"yousa tink Comba medik mussa be da uberjedi.....cough"



No, mesa tink Doctor mussa not be uberjedi boss healer dey already are


Mesa see doc wit:


Buffs, State Heals, and Rez.


CM hasa:


Disease & Poison, that now can miss by itself and can be buffed against.



Dat not worth poodoo



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Pahdbacca
Sat Jul 31, 2004 6:34 am
#5

Sorry, But I dislike JarJar enough to not be able to find anything constructive in these posts.....just saying



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
PyscoJuggalo
Sat Jul 31, 2004 6:53 am
#6






Pahdbacca wrote:

Sorry, But I dislike JarJar enough to not be able to find anything constructive in these posts.....just saying






Yousa gonna besa mighty upset when Gung is da second species



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
neutrineaux
Sat Jul 31, 2004 1:45 pm
#7






PyscoJuggalo wrote:


Yay, poison & disease no longer rule PVP combat..........


Uh oh there is now no point to being a CM(Crap!!!). Hmmmm mesa already thought of a solution, Okieday, it's a long long otello but mesa wasa thinking of it while mesa being banished from the forumellos.



How many combat people like being novice medics?(see's 90% of the combat player population raise their hand)


How many combat people like being Master Doc?(See's 50% of the combat player population raise their hand)



Well you 2 are going to maybe want to relook things cause this is gonna hurt:


1- Docs/Medics can no longer heal HAM damage outside of a Med Center/Camp or the range of your medic droid. Docs you can still heal States anywhere, just not Combat Damage(See's 90% of the forums rushing me with Pick Axes, Tourches, Pick Forks, and Baseball bats) Well Guys you aint Combat Medics, I'm sorry but ya aint.


2- Combat Medics can Heal HAM damage anywhere.





Why this is a good Change?


1- CM has an important role as a healer now.


2- Get's rid of Cheapo I'm a Master TKA/Rifleman/Novice Medic Templates.


3- Since no more Cheapo novice medic templates can exist, Group play becomes more essential to combat.






this is a pretty cool concept, but it misses half of the combat medic equation. the poisons, one side of the combat medic coin, are still rendered pretty much useless, relegating cm to a heal-only role. not palatable to many of us.



no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


Datchery
Sat Jul 31, 2004 1:56 pm
#8

I believe the key to the coin argument is that we should no longer regard combat medics as simply "ranged area healer/ranged area poisoner" but instead look for 'other' abilities that could complement what there is now. The poisons/diseases aren't worthless now, they are just REALLY GOOD bleeds at this point, and if you think about it, the ability to heal people at range in an area is pretty damn good, perhaps petitioning for stimpacks to add on 'mind healing' after the revamp when there will just be a 'special ability bar' and it won't USE mind pool points to heal people.
Anti-Thug
Sun Aug 01, 2004 11:48 am
#9

I would say right now...if combat medics were the only class that could heal outside of hospitals, camps or whatever...that would be well on the way to making us useful again...



____Jaylando_________________________________________
RESPECJEDI APPRENTICE

Pimpin' In Space, Yo! -- I am Evil....I am.....Sith!
Changed my mind...the NGE Sucks AND SOE threw the VETS Under the bus....CANCELLED!
Gungeun
Sun Aug 01, 2004 3:58 pm
#10

You just single handely changed my views on being a Combat Medic, i originally wanted to be one, now i am for sure going to be one. Thanks for the lift of inspiration.



About time someone posts the GOOD of Combat Medics.



FONT-FAMILY: Papyrus\"> Fizzek Decimator
FONT-FAMILY: Papyrus\">
FONT-FAMILY: Papyrus\">-SWG Sucks, only forums are fun-
FONT-FAMILY: Papyrus\">If you see this, im not playing Joint Ops

SolSpur
Sun Aug 01, 2004 5:39 pm
#11



Yay, poison & disease no longer rule PVP combat..........


Uh oh there is now no point to being a CM(Crap!!!). Hmmmm mesa already thought of a solution, Okieday, it's a long long otello but mesa wasa thinking of it while mesa being banished from the forumellos.



How many combat people like being novice medics?(see's 90% of the combat player population raise their hand)


How many combat people like being Master Doc?(See's 50% of the combat player population raise their hand)



Well you 2 are going to maybe want to relook things cause this is gonna hurt:


1- Docs/Medics can no longer heal HAM damage outside of a Med Center/Camp or the range of your medic droid. Docs you can still heal States anywhere, just not Combat Damage(See's 90% of the forums rushing me with Pick Axes, Tourches, Pick Forks, and Baseball bats) Well Guys you aint Combat Medics, I'm sorry but ya aint.


2- Combat Medics can Heal HAM damage anywhere.





Why this is a good Change?


1- CM has an important role as a healer now.


2- Get's rid of Cheapo I'm a Master TKA/Rifleman/Novice Medic Templates.


3- Since no more Cheapo novice medic templates can exist, Group play becomes more essential to combat.




Shudap JarJar befor mesa slap da Jamaica out of you.


In pve, cms poisons and diseases are only effective against mobs like elders, kryates, and the death watch. The reson being the insane amount of resistance. This is the same reason why cms appear to be overpowered in pvp. If armor was balanced and buffs lowered to a reasonable lvl, other professions would be able to pvp. The innoculations and area cures are the quick fix as apposed to taking the time to do it right.


CMs among other professions were poorly implemented during launch. The problem is deeply rooted in the core of swg. In most rpgs its easy to identify the healer, the fighter, and the tank. Each has their own defined group role. The fighter is nothing without the tank, the tank is nothing without the healer, ect. The problem in swg is a single person can become all three. Theres several ways to bring balance back to swg at a cost, "If you want to make an omlet you have to break some eggs"


Docswhen first implemented were designedto prep combatants and patch then up afterwards. Docs should be limited to single target close range heals and cures. The front lines is no place for a doc, this is where the cm steps in. Highly trained in ranged and area healing a cm should play an major part in group support, weather it be area stims and area cures or offencive medicines such as poisons. Poisons should not determine the outcome of the war but still be felt in the long run. CMs should be the only class capable of healing while engaged in combat. This will give cms the role as true combat healers. Docs and CMs will both have their roles.


One thing I would like to see is less dabble friendly professions. A simple way to fix this would be to spread the mods to other tiers instead of one collum and a greater bonus in the master lvl box . A dabbler will have to spend more skill points to get the same effect. A master of a profession should always be stronger then someone who dabbles. Though not completely cm related it would further balance the game.



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
PyscoJuggalo
Sun Aug 01, 2004 11:41 pm
#12






SolSpur wrote:



Yay, poison & disease no longer rule PVP combat..........


Uh oh there is now no point to being a CM(Crap!!!). Hmmmm mesa already thought of a solution, Okieday, it's a long long otello but mesa wasa thinking of it while mesa being banished from the forumellos.



How many combat people like being novice medics?(see's 90% of the combat player population raise their hand)


How many combat people like being Master Doc?(See's 50% of the combat player population raise their hand)



Well you 2 are going to maybe want to relook things cause this is gonna hurt:


1- Docs/Medics can no longer heal HAM damage outside of a Med Center/Camp or the range of your medic droid. Docs you can still heal States anywhere, just not Combat Damage(See's 90% of the forums rushing me with Pick Axes, Tourches, Pick Forks, and Baseball bats) Well Guys you aint Combat Medics, I'm sorry but ya aint.


2- Combat Medics can Heal HAM damage anywhere.





Why this is a good Change?


1- CM has an important role as a healer now.


2- Get's rid of Cheapo I'm a Master TKA/Rifleman/Novice Medic Templates.


3- Since no more Cheapo novice medic templates can exist, Group play becomes more essential to combat.




Shudap JarJar befor mesa slap da Jamaica out of you.


In pve, cms poisons and diseases are only effective against mobs like elders, kryates, and the death watch. The reson being the insane amount of resistance. This is the same reason why cms appear to be overpowered in pvp. If armor was balanced and buffs lowered to a reasonable lvl, other professions would be able to pvp. The innoculations and area cures are the quick fix as apposed to taking the time to do it right.


CMs among other professions were poorly implemented during launch. The problem is deeply rooted in the core of swg. In most rpgs its easy to identify the healer, the fighter, and the tank. Each has their own defined group role. The fighter is nothing without the tank, the tank is nothing without the healer, ect. The problem in swg is a single person can become all three. Theres several ways to bring balance back to swg at a cost, "If you want to make an omlet you have to break some eggs"


Docswhen first implemented were designedto prep combatants and patch then up afterwards. Docs should be limited to single target close range heals and cures. The front lines is no place for a doc, this is where the cm steps in. Highly trained in ranged and area healing a cm should play an major part in group support, weather it be area stims and area cures or offencive medicines such as poisons. Poisons should not determine the outcome of the war but still be felt in the long run. CMs should be the only class capable of healing while engaged in combat. This will give cms the role as true combat healers. Docs and CMs will both have their roles.


One thing I would like to see is less dabble friendly professions. A simple way to fix this would be to spread the mods to other tiers instead of one collum and a greater bonus in the master lvl box . A dabbler will have to spend more skill points to get the same effect. A master of a profession should always be stronger then someone who dabbles. Though not completely cm related it would further balance the game.









Man people don't like Gungans, but ya I agree with you 100% and that is why I came up with this concept.


Once Armor/Buffs are balanced Poison and disease in it's former nature would be a joke compared to weapon damage. Whatever happens though, developers are vain people and never will admit they made a mistake.Hence it is my belief that this Poison/Disease nerf will never be reversed. The reasons I go after Doctor and Medic are 2 fold.


1) The very nature of medic makes templates that are overpowered. People who should be pure warriors get the skills of an expert healer.


2- Doctors can still survive and prosper without the ability to heal damage. They have many buffs, the ability to remove all states, and Rez, missing out on damage healing is not a big loss.



My hope is that CM will not become the next CH, it is very unhealthy to just nerf a profession into worthlessness because they were the best use of Skill Points.




I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
neutrineaux
Mon Aug 02, 2004 12:21 am
#13






Anti-Thug wrote:

I would say right now...if combat medics were the only class that could heal outside of hospitals, camps or whatever...that would be well on the way to making us useful again...






useful, but still just medics. the poison and disease aspect really makes it a lot more fun. without that, it is not nearly as cool for some of us.



no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


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