Combat Medic Archive

Thread: CM revamp idea to look at...

Pappi
Tue Feb 17, 2004 3:30 am
#1







Cooter_Scylla wrote:


but why healing at all? Why not turn ranged stims AND make ranged cures part of doctor?





well, it's probably because we're called combat medics. some peoplelike this class because it can be tailored to both offensive and defensive gameplay, and it's not reasonable to take out an entire aspect of a profession. it makes very little sense to me why doctor should get CM healing abilities, when they can already remove most types of damage/states fairly efficiently.


poisons and diseases are a big part of CM, but it's not the only part of it.





stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
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FatesTheatre
Tue Feb 17, 2004 3:50 am
#2

I agree with the person above. CM is a Support profession. They have Terrain Negotiation so they can reach across the battlefield quicker to throw a quick stim your way from XX away. Alot of CM dig it for that sole purpose. Its a huge skill point dump but to be an invaluable role on the battlefield is worth it. The Doctor should be the one in the camp afterwards healin ya up. CM gets no bonus to crafting better wound packs for healing, healing wounds any faster, or even curing their own stuff. Both need to rely on each other for proper balance.


CM on the field doing damage and healing away. Docs on the field curing the damage the CM does and after the fact patching up your massive wounds.



Just my 2c





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DoctorGriggs
Tue Feb 17, 2004 8:01 am
#3

Originally the only reason I became a CM was for the ranged and area stims. It wasn't until I got into it I discovered the joys of poisons and diseases. Even with poisons and diseases, I think I spend more time throwing stims because getting good resources for poisons and diseases has always been a pain.




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Cooter_Scylla
Tue Feb 17, 2004 8:46 am
#4

I understand that as it stands now it's Combat Medic. What I don't understand is why so many people think it should be primarily a ranged stim tosser class. 68 schematics are for offensive weapons and 8 schematics are for defensive healing, this kind of hints at the opposite.


I was just thinking about making a pure 100% counter-class that would even use the same amount of skill points if our pre-req was master marksman instead of medic. It would clearly define a role for both classes, as it stands now not even the developers will state what we are supposed to be. People are going to continue to bombard posts as long as they can fall back on "it's a medic class"vs "it's a combat class." The simple truth isthere is no clarification available to make either arguement a footholdat the moment, so we're all left guessing what our own view of our class is. I say make it definitive and distinct, remove that one actual healingtier in the combat medicelite and replace it with defenses. With all of the weapons master marksman would have instead of master medic we could target whatever pool we are poisoning/diseasing for added offense. We would be the exact same skill cost as a doctor as well in that setup.


I'm fearing the nerfers, people without any understanding at all, and those that are trying to spread ignorance all across the forums. We all know if people are whining loud enough, no matter how unfounded the source of the whines are we will get nerfed. If we could think of alternatives that make logical sense before we get nerfed, please don't point at the '75% reduction not likely' response. The developers have no spine whatsoever when it comes to theintegrityof their statements.



- Cooter, Scylla
(Master Pistoleer/Master Smuggler/0400 Squad Leader)
vortexala
Tue Feb 17, 2004 9:56 am
#5

A profession is simply a gathering of like skills and abilities. It's defined by what the players use those skills for.

Some CMs(disregarding fotm for the moment) regard CM as the ultimate group support role via the area and ranged stims. They love that healing aspect and use those abilities almost exclusively.

Some CMs(again, disregarding the fotm crowd) regard CM as a great asset in PvP combat AS a combatant via use of their area and ranged diseases and poisons. They love that particular aspect of the profession and use those abilities almost exclusively.

And still others enjoy a mixture of the two.

By turning it into a 'pure' combat only profession, you're essentially telling the first and third groups that their playstyle isn't valid for their chosen profession.

Some folks don't want to become Docs and actually like the profession as is, changing it won't stop the nerf cries at all. It will simply tick off those who enjoy the profession their way...



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Pappi
Tue Feb 17, 2004 12:23 pm
#6






Cooter_Scylla wrote:

remove that one actual healingtier in the combat medicelite and replace it with defenses.





... wait, remove our "healing distance", or "healing speed"? all the lines of CM are tied to healing in one way or another. your request is no different from the people who want to take away poison/disease from CM. most people seem to think it's a poison toss class (which is not true, we're a hybrid class), which is why i see all these "nerf CM their poison is too powerful" post. as someone mentioned before, i have yet to see someone who want to "nerf" our healer part... well, until now i guess.


i thought the roll of CM as both a healer and a combatant is pretty clear in the two titles we get that in the first two CM lines, "medical tactician" and "chemical warfare expert". i agree that there *is* no answer to the "combat class" vs. "support class" argument, but the solution isn't to take out either aspect of the class. CM is defined by how each individual play, and how we take our skills and apply it during PvE and PvP.


i'm glad that you made a constructive post, but the concept in this post just isn't feasible. i for one would NOT let half of my class go down the crapper because of some silly combat-support argument. let them argue... i know very well why i'm a CM and what roll i play, and so should you. i'm a combat medic, and i'm damn proud.





stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
Cooter_Scylla
Tue Feb 17, 2004 1:04 pm
#7

I was in a post earlier arguing points about CM's and then it hit me. Why do CM's even have the healing line?

I mean I can see speed, use and range... but why healing at all? Why not turn ranged stims AND make ranged cures part of doctor?

I know, I know, doctors get so much already some will argue. Why not truly make them the healer class though in all aspects?

People who truly want to be a support class can go there as their defining role, CM's can truly be called an offensive class with no arguements to hold water otherwise (well there's that pesky medic mastery.)


CM's do not have very good defense when people go after them, why not take the healing tier remove itand make it adefensive tier? Switch the pre-req of master medic to master marksman (same point cost which makes better ranged offense.)

Our poisons could be countered effectively if the opposition has a doctor then, but we'd have more defense and actual base offense to fall back on. I realize this falls really close to how commandos operate, but commandos are short range heavy hitters, this would make us longer range assaulters which can be countered if the defenders were not prepared.


Just thoughts though...

This is meant to be an honestlyconstructive post, if you don't have anything constructive to say please post in one of the million other nerf CM posts.



- Cooter, Scylla
(Master Pistoleer/Master Smuggler/0400 Squad Leader)
Marsupial-DREAD-
Wed Feb 18, 2004 1:30 am
#8

Good idea IMO. Give the most effective offensive class in the game uber defenses also! While we are at it, why not make them just totally invincible as well.
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