Combat Medic Archive
Thread: Combat Medic Issues: Vote! (Voting Ends April 9th at Noon Central)
5) Faction Points
3) Resources Requirements
10) Increased Usefulness of Mindheal
4) No Incap/ +1 Change
6) PvE Damage Output
1) - 3) Resource Requirments
2) - 4) No Incap/ +1 Change
3) - 10) Increased Usefulness of Mindheal
4) - 1) Inter-profession Crafting Interdependency - Others dependent upon us
5) - 7) Usefulness of Disease
6) - 8) DoT Tick Intervals
7) - 9) Damage Mitigation/Resists
8) - 12) Flamethrower/On Fire Cure
9) - 5) Faction Points
10) - 15) Line of Sight/Z-Axis Issues
- 4) No Incap/ +1 Change
- 5) Faction Points
- 6) PvE Damage Output
- 7) Usefulness of Disease
- 8) DoT Tick Intervals
- 9) Damage Mitigation/Resists
- 13) Healing While Mounted
- 14) Range
- 15) Line of Sight/Z-Axis Issues
- 16) Drag Range
1. Stop trying to be "pc" and change the titleCombat Medic to "Terrorist", give usthe certif. forthe as of now POINTLESS "Beam Rifle", reward ranged mitigation1 at noviceand poison/disease mitigation at Master level ![]()
2. I can make awsome disease(246 a tik at master level with no venom, yay!)but whats the point if they have 4k mind, the disease takes almost a minute to take effect and wont wound base their base? I mean it is DISEASE, it shouldnt be fun/ignorable. We DUMP skill points into CM, we cant cure/heal anything, we make no $ at all but thats cool because we are terrorists, that cant incap..
3. WE CANT KILL ANYTHING PVP OR PVE, HELLO!!!! Give us a gun OR make combat meds contraband and then you could un-nerf us?!
4. Mind Heal sucks!
Stop trying to be PC, its starwars, stuff dies.
Im new and dont know how to edit so, four should read
"4. Mind Heal sucks!!! Remove the wounds and replace it with another illeagal combat drug!
"
5. It would be cool if we could make it so that for 15min. once and hour, when people clicked on a group that a CM is in, the CMdid not appear aspart of the group. CM's would "mask" their grouping just like mask scentworks with a roll vs detection whenevera player characterenters the predetermined "detectable range". Make the detectable range smaller as you increase skill would be nice too. I do honestly feel that CM should be setup like rifleman though... Useless untill Master level
6. Give us one sellable item and make it work against ourselves, gasmasks...(make3 types, poison, diease and a combintion of both but makethe latteronly usable in someting like a composit armor helmet or maybe you could make it take up those useless sockets in the backpacks?..
8) DoT Tick Intervals
4) No Incap/ +1 Change
7) Usefulness of Disease (Fix A & B)
9) Damage Mitigation/Resists (Fix B * maybe A)
3) Resources Requirements (Fix Part 1)
1) Inter-profession Crafting Interdependency - Others dependent upon us (Fix A, B, C & D)
5) Faction Points
13) Healing While Mounted
14) Range
10) Increased Usefulness of Mindheal
vortexala wrote:
If I were to simply ignore the feedback of everyone who is a part of the community, then I cease to be a voice for the community. I can easily send in a top 10(it's actually a Top 5, Tsu) but it would have a personal slant.
By opening it up to the community and taking everyones votes, it makes it a fair and even process. Everyone gets a say as to what I pass along to the Devs.
THAT is my job. That is why I'm correspondent.
Texxie,
By now I'm sure you already know what's on most our mind. So, forward 5 that were talked about the most in past 2 months and get it resolved, then move on to the next 5.
I would rather see something get resolved than reading these voting threads and wait another 3-4 weeks before resolution.
Basically here are what everyone want.
More power, less nerf.
I'm sure you see the trend.
It would be nice to be able to make money off our profession instead of spending it. Maybe I should charge to heal people in groups to help pay for the maintenance on my food factory thats cranking out the identical components needed to make the ranged and area stims. I mean a big chunk of the cash we get from doing missions is going to go towards making more stims and maybe even poisons (for that extra big mob).
Would it be ok for if poisons other than mind ones could be effective in pvp for once?