Combat Medic Archive
Thread: CU post
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noran_vaz
Wed Mar 23, 2005 1:24 am
#1
Haven't seen much traffic in the way of combat medics in the CU update post. So I decided to post one myself. the questions are relevant to docs & cms which if someone responds might help resolve some questions you may have about the CU. We've been told stuff will change with our prof but not how.
to read the complete post it's on page 128 (don't know how to do clicky's) so I pasted the link & pasted the questions below.
It doesnt cover everyones concerns & it wasn't designed to I'm pretty curious about this stuff though.
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=63147&view=by_date_ascending&page=128
My main questions are on the Crafting of medics & Combat Medics & the resources.
1. Will the resources (especially avian meat) change for stim enhancers & heal/cure/state packs?
2. Will Docs be reliant at all on BEs for better stats of their heals/enhancers/cures?
3. Will CM's be able to craft their own items?
4. Will CMs be reliant at all on BEs for better stats of their poisons/disease areastims etc?
(that is... assuming disease and poison are still usable & Relevant.)
5. Will disease & poison still be part of a CM's arsenal?
6. Will CM experimentation tapes have any effect?
I really enjoy my professions as a CM/Doc. However it is silly to have a NS at 1 Health and 1 mind only to chase her around with a D18 for 10 minutes to get that final killshot.
(*I understand soloing NS may not be something anyone may be able to do in the upcoming CU) I was just citing an example.
As for the new sp requirements. It seems to be more even among all profs the only drawback is it pigeonholes certain professions (maybe all of them) allowing for less flexibility. Maybe that's the point. ok then I'm over it. CMs having mastery of another combat profession is limited to a marksman skill I guess. Oh well I like shootin' stuff .
to read the complete post it's on page 128 (don't know how to do clicky's) so I pasted the link & pasted the questions below.
It doesnt cover everyones concerns & it wasn't designed to I'm pretty curious about this stuff though.
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=63147&view=by_date_ascending&page=128
My main questions are on the Crafting of medics & Combat Medics & the resources.
1. Will the resources (especially avian meat) change for stim enhancers & heal/cure/state packs?
2. Will Docs be reliant at all on BEs for better stats of their heals/enhancers/cures?
3. Will CM's be able to craft their own items?
4. Will CMs be reliant at all on BEs for better stats of their poisons/disease areastims etc?
(that is... assuming disease and poison are still usable & Relevant.)
5. Will disease & poison still be part of a CM's arsenal?
6. Will CM experimentation tapes have any effect?
I really enjoy my professions as a CM/Doc. However it is silly to have a NS at 1 Health and 1 mind only to chase her around with a D18 for 10 minutes to get that final killshot.
(*I understand soloing NS may not be something anyone may be able to do in the upcoming CU) I was just citing an example.
As for the new sp requirements. It seems to be more even among all profs the only drawback is it pigeonholes certain professions (maybe all of them) allowing for less flexibility. Maybe that's the point. ok then I'm over it. CMs having mastery of another combat profession is limited to a marksman skill I guess. Oh well I like shootin' stuff .
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