Combat Medic Archive

Thread: Combat Medics and skill points

Pahdbacca
Tue Jun 29, 2004 2:48 pm
#1

Seems like we are now the profession which requires the most skill points to master...................






JustG wrote:


We want to help out your profession as soon as possible. So that being said, as soon as we can get it through test ...


We are going to remove the Trapping, Hunting, and Survival Scout lines from the Bounty Hunter prerequisites.


This should give you and additional 48 skill points to add to the 33 you had left over for a total of 81 additional point to spend as you please.


This is something that we have been considering for a long time, and wanted to do as part of the CB, but we need you to be as effective as possible against Jedi as soon as possible. This is a start.


Your other issues are known, and in varying stages of development, but we want you to know that things are going to get better. Hopefully rapidly.


This change will be hitting Test Center tomorrow afternoon, and should be Live by Friday.


/salute


- g










-----------------------------------------
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
Caijian
Tue Jun 29, 2004 3:04 pm
#2

Bad for us CM's in the new title ..... but what a great thing for the BH's .... and they need some added punch against the jedi



Caijian

MASTER
~ Rifleman ~

jfang
Tue Jun 29, 2004 3:09 pm
#3

Drat. 5 minutes too slow. I wanted to break the news (with the same implications of course).


Anyway, for those interested (because I've presonallygrown skeptical myself of "the devs said" posts when I can't see the post in question), the post in question is:





Edit: And Caijian, I would disagree with your statement. BH's didn't need more punch against Jedi, they needed more punch, period. After using 200+ SP, BHs were remarkably less effective than they needed to be... Then again, I could say a similar statement of commandos, and I hope they get some attention soon.


And for that matter, the pikemen, and riflemen, and... wait a second, that's the point of the combat revamp right?

Message Edited by jfang on 06-29-2004 06:14 PM

jfang
Tue Jun 29, 2004 3:25 pm
#4


I just realized something rather nasty:


Master medic

Master marksman

4404 combat medic (or even a 4004 CM)

4000 scout

xxxx Bounty hunter.


I think there might be an influx of "I'm dabbling in Combat Medic" questions, and that a new FotM might spring up soon...


I hope the devs know what they are doing with the SP changes...
vortexala
Tue Jun 29, 2004 3:37 pm
#5

On it...already posted on the Corre Board about this.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
vortexala
Tue Jun 29, 2004 3:58 pm
#6

For the record, this brings BH down to the same skill point expenditure level that CM and Commando have been at all along.


So now all three are tied.


Doesn't mean I won't try and get whatever I can out of this, even if it's simply a promise to look into it post-JTL.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Gnuut
Tue Jun 29, 2004 3:59 pm
#7





Pahdbacca wrote: Seems like we are now the profession which requires the most skill points to master...................





Actually with this change MBH now costs the same amount of points that MCM and MComm do.


One tree of a Basic profession = 29 points

Mastering one Basic profession = 77 points

Mastering an Elite profession = 63 points


Personally I wouldn't mind if they changed CM to only require Medic 4440 and Marksman 0004. Medic Crafting is pretty much useless to us anyway since we need to buy better components from Doctors for use in our stims. Then again maybe I'm just a selfish **edit** who would like to Master his melee profession.

Message Edited by Gnuut on 06-29-2004 04:08 PM



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Brainplay
Thu Jul 01, 2004 5:18 am
#8






Caijian wrote:

Bad for us CM's in the new title ..... but what a great thing for the BH's .... and they need some added punch against the jedi







Jedi Padawan vs my Fencer/Doc and psg = Fencer/Doc with "the win." The much needed lightsaber damage addition gave them a good boost but currently most Jedi only have block as their defense. Get a KD/dizzy on them and they go down as fast as anyone else. When they actually get high enough and obtain their nice defensive robes that might be a little different. But do you realize how much work you have to put in just to get to Padawan?


Knight and higher are supposed to be really tough. Think about it though, Jango couldn't take Obi-won, got his head removed by Mace (knight and master) Do you really think he could survive solo against someone who's supposed to be at the level of Yoda?


Besides, come the revamp and the MIND vulnerability issue has been resolved many non-Master CM's are going to either be dropping it or going full master. Store bought MIND poisons wont be anywhere as powerful in the hands of a dabbler as they currently are.


p.s.- I...hate...dabblers....

Message Edited by Brainplay on 07-01-2004 05:21 AM





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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