Combat Medic Archive

Thread: Suggested additions to Combat Medic

Mannee
Fri Jul 02, 2004 7:12 am
#1



I have a Master Doctor / Master Combat Medic character on Bloodfin. I participate with this character rather regularly in red-eye PvP. The Imperial Guild my character is in by far presents many opportunities to explore Combat Medicine. Due to the proximity of factioned cities, the battlefield is never far away. I do understand that although Combat Medic does not appear in LucasArts, the role in SWG is rather apparent; i.e. Doctor / Medic are far too inefficient for large-scale combat to be useful without Combat Medics.


As one of a few Combat Medics, I do find lobbing poisons and diseases rather wasteful and secondary to keeping comrades viable while on the battlefield. With the recent Jedi revamp but remaining skill loss when cloning, healing is more of an important factor when Jedi show in force to support PvP.


I am finding countering Combat Medics on the battlefield extremely difficult when 20 v 20 and higher PvP is regularly engaged. I must go through 3-5 poison / cure disease meds each containing about 15-20 uses. I thoroughly enjoy the area and ranged applications of Combat Medic though. I would like to see changes occur to bring further balance. Far beyond nerf cries, viable applications to counter a seemingly overpowered form of combat should be considered that incorporates what I view, in my opinion, as viable for implementation without overbalancing.


One suggestion is area mind heal and more efficient mind healing in general. I do not agree that Doctors should have the ability to area cure since that will break the bank for Combat Medics. In my opinion, combat medicine applications should have great efficacy on the battle wounded toward healing and comfort. Thus I propose that area mind heal “mist”, quite possibly a menthol vapor, that is soothing and whose components are crafted by Chefs, Doctors, and Combat Medics. This heal is delivered the same as area stims except the wounding affect isn’t present as it is during normal, single mind heal. This can also have the affect of reducing the impact of poison and disease.


For Doctors, I would like to see triage units established giving all members of a group waypoint(s) to a physical M.A.S.H type tent or salon that is bound and similar to typical camps but not restricted as to placement. This way the wounded will simply return to it for regroup efforts and healing by Doctors. Master Doctors will influence treatment speed and factioned opponents can attack and destroy it.


Having experienced both professions, I can agree the Combat Medic profession is overbalanced in the DOT, negative healing area. Then again, so are players using DOT weapons like looted Nightsister lances with mind poison, fire application Tusken gaffis, double DOT janta knives, etc. However, I am sure effective methods of reducing DOT, negative heal, combat can be and have in ways been found with more and more Doc templates riding on players.

Brainplay
Sat Jul 03, 2004 7:12 am
#2

Combat revamp rumors are saying that the MIND will be healed easily but that the MIND wont be as vulnerable as before. As Combat Medics we've been asking for a number of things to counter all DoTs in the game including limited area cures. Currently since the MIND is extremely vulnerable to attack and the only way to heal it is for a Combat Medic to use a self damaging /healmind ability which only heals 1000 points instead of a full bar, the MIND pool is the real game mechanic that needs to be adjusted. Luckily come the revamp it will be.


If MIND is going to be healable easily....what are they going to give us in exchange for our then redundant /healmind ability?





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

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