Combat Medic Archive
Thread: Slight restructering of combat medic Ideas
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PsionicHawk
Thu Jan 22, 2004 10:44 am
#1
I've been thinking about the combat medic alot and some ideas have come to mind. The following is one idea of how the combat medic could change.
Master Combat Medic:
Healing Range +25
Combat Med Effectivness +25
Ranged Healing Speed +25
Combat Medicine Use +25
Terrain Negotation +10
Thrown Weapon Speed +10
Thrown Weapon Accuracy +10
Certification: Proton Gernade
Defense against Knockdown +30
Dodge +30
Ranged Defence +5
Melee Defense +5
Combat Med Effectivness +25
Ranged Healing Speed +25
Combat Medicine Use +25
Terrain Negotation +10
Thrown Weapon Speed +10
Thrown Weapon Accuracy +10
Certification: Proton Gernade
Defense against Knockdown +30
Dodge +30
Ranged Defence +5
Melee Defense +5
4th Tier
Master Ranged Distance:
Healing Range +25
Combat Med Effectiveness +15
Throwing Accuracy +10
Ranged Defence +5
Ranged Migitation 1
Certification: Thermal Detonater
150,000 Combat Exp
Master Ranged Speed:
+25 Ranged Healing Speed
+10 Thrown Weapon Speed
+5 Melee Defense
Melee Migitation 1
150,000 Combat Exp
+25 Ranged Healing Speed
+10 Thrown Weapon Speed
+5 Melee Defense
Melee Migitation 1
150,000 Combat Exp
Master Combat Medic Support:
Combat Medicine use +25
Terrain negotation +10
90,000 Medical Exp
Combat Medicine use +25
Terrain negotation +10
90,000 Medical Exp
Master Combat Med Crafting:
Assembly +20
Expiramentation +20
50,000 Crafting Exp
Assembly +20
Expiramentation +20
50,000 Crafting Exp
3rd Tier
Expert Ranged Distance:
Healing Range +15
Combat Medical Effectiveness +15
Thrown Weapon Accuracy +10
Ranged Defense +5
Certification: Proton Gernade
100,000 Combat Exp
Expert Ranged Speed:
Ranged Healing Speed +15
Thrown Weapon speed +10
Melee Defense +5
100,000 Combat Exp
Expert Combat Medic Support:
Combat Med Use +15
Terrain neogiation +10
65,000 Medical Exp
Ranged Healing Speed +15
Thrown Weapon speed +10
Melee Defense +5
100,000 Combat Exp
Expert Combat Medic Support:
Combat Med Use +15
Terrain neogiation +10
65,000 Medical Exp
Expert Combat Medic Crafting:
Assembly +20
Expiramentation +20
37,500 Crafting Exp
Assembly +20
Expiramentation +20
37,500 Crafting Exp
2nd Tier
Advanced Ranged Distance:
Healing Distance +15
Combat Medical Effectivness +15
Thrown Weapon Accuracy +10
Ranged Defense +5
Certification: Glop Gernade
70,000 Combat Exp
Advanced Ranged Speed:
Ranged Healing Speed +15
Thrown Weapon Speed +10
Melee Defense +5
70,000 Combat Exp
Ranged Healing Speed +15
Thrown Weapon Speed +10
Melee Defense +5
70,000 Combat Exp
Advanced Combat Medic Support:
Combat Medicine Use +15
Terrain Negotation +10
40,000 Medical Exp
Combat Medicine Use +15
Terrain Negotation +10
40,000 Medical Exp
Advanced Combat Medic Crafting:
Expiramentation +20
Assembly +20
25,000 Crafting Exp
Expiramentation +20
Assembly +20
25,000 Crafting Exp
First Tier
Intermediate Ranged Distance:
Healing Range +15
Combat Medical Effectiveness +15
Thrown Weapon Accuracy +10
Ranged Defense +5
Certification: Cyroban Gernade
Combat Exp 30,000
Healing Range +15
Combat Medical Effectiveness +15
Thrown Weapon Accuracy +10
Ranged Defense +5
Certification: Cyroban Gernade
Combat Exp 30,000
Intermediate Range Speed:
Range Healing Speed +15
Thrown Weapon Speed +10
Melee Defense +5
30,000 Combat Exp
Range Healing Speed +15
Thrown Weapon Speed +10
Melee Defense +5
30,000 Combat Exp
Intermediate Combat Medic Support:
Combat Medicine Use +15
Terrain Negotiation +10
15,000 Medical Exp
Combat Medicine Use +15
Terrain Negotiation +10
15,000 Medical Exp
Intermediate Combat Medic Crafting:
Assembly +20
Expiramentation +20
12,500 Crafting Exp
Assembly +20
Expiramentation +20
12,500 Crafting Exp
Novice Combat Medic
Healing Range +5
Ranged Healing Speed +5
Assembly +20
Expiramentation +20
Combat Medicine Use +5
Combat Medical Effectiveness +5
Thrown Weapon Speed +10
Thrown Weapon Accuracy +10
Melee Defense +5
Ranged Defense +5
15,000 Medical Exp
I honestly feel that CMs need a way to incap otehr then the bugged poison/disease. I have given it a great deal of thought and I have come to the conclusion that gernades would be the perfect fit without creating a CM only cert. If we (and commandos) were given specials that we could use with them it would be even better, as it stands I have never actually seen someone seriously use gernades and as such I don't feel that giving us gernades would be stepping on the toes of commandos. I have put alot of work into the skill tree listed above and I hope that it is something that will be considered by many. Things like the expirience required to reach each level may need to be tweaked and I am open to suggestions. Some defences are needed but nothing along the lines of what riflemen/tkas recieve and this is reflected in the above tree. For simplicity sake I did not list the schematics, apply poison, apply disease.
Gnuut
Thu Jan 22, 2004 8:02 pm
#3
PsionicHawk wrote:
I've been thinking about the combat medic alot and some ideas have come to mind. The following is one idea of how the combat medic could change.
Certification: Grenades This would make us further dependant on another class. The majority of CMs are poor enough as it is.
Defense against Knockdown +30 This would be a bit much I'd think. +10 would be fine. Heck TKAs only get +20 defense
Dodge +30 I don't think our class should get dodge at all
Ranged Defence +5/Melee Defense +5
I'd say +10 max onranged defense. The mods you listed would total about +30 which is even more than Carbineers. If I remember correctly (I'm at work) Pistoleers only get +7. I don't think we should get any melee defense at all. Reasons below...
Ranged Migitation 1/Melee Migitation 1 I could see CMs getting RDM1 at Master only, but MDM1 wouldn't belong in our skilltree at all imho. We have ranged abilities so it stands to reason we should stay at range.
150,000 Combat Exp While I wouldn't mind having to work up combat XP, this would hurt the newbie CM. Personally I'd say the only tree that should be based on combat XP is the support tree.
Thrown Weapon Speed/Thrown Weapon Accuracy Basing ourprimary weapons on accuracy as well as resists would only hurt the CM class. The way I have always thought of CM isthat we are tossing a packin the area of our target. Whether or not it actually hits them is moot. That person has to resist or be affected by tyhe gas or splash damage.
Speaking as a CM that both does both PVP and PVE I would have to say I do not like this idea for the most part for the reasons I have stated. It seems to me too many players would suddenly Master CM to get all these defense bonuses along with healing ability and long range dot ability. While I feel we do need some defenses, I don't think we should be better than other professions at dodging, defending vs KD etc. We should be royally screwed if we try to melee.
Personally I'd like to see CMs have a form of Chemical Weapon Mitigation or inherent resists. It stands to reason that we work with poisons and diseases on a daily basis, we should have some form of partial immunity to them.
PsionicHawk
Thu Jan 22, 2004 9:26 pm
#4
The throwing bonus are not for the poisens/diseases, they are for the grenades(see Commando profession).CMs were getting lots of combat exp from thierpoisens and genades would givethem similiar benefits. Doing this would slightly shift the focus of the profession to slight more of a combat role then it currently is. However apparently they are removing the combat exp given from posiens so this would have to be rethought. As it stands now the base idea still stands, exp would need to shift though. I actually agree with you and that i should be screwed if we try to melee, and i believe we still would be,and the bonuses i gave are MUCH smaller then the combat professions get, they are just enough to help us surive a bit longer on the battlefield, as our class is described.
Gnuut
Thu Jan 22, 2004 10:28 pm
#5
PsionicHawk wrote:
and the bonuses i gave are MUCH smaller then the combat professions get, they are just enough to help us surive a bit longer on the battlefield, as our class is described.
How exactly are the bonuses you gave smaller than other combat professions? Smaller than most maybe but still not enough.
Like I said I'm at work but from what I remember Pistoleers get +7 to ranged defense. Carbineers get about +27. Riflemen get about +70. TKAs get like +45. Fencers get about +70. However none of these professions can heal themselves. You really can't justify giving us those kind of bonuses. They would need to be scaled down alot to be balanced.
PsionicHawk
Fri Jan 23, 2004 1:35 am
#6
I'm curious, what are peoples thoughts on this? Good idea or bad? If people think this would be a bad idea then I'll drop the topic but at least it is something to consider
RhenGordon
Sat Jan 24, 2004 1:52 am
#7
Honestly I am not sure I like the idea of grenades. It seems to take the "chemical" or "medical" part away.
I like some of your skill tree ideas, ranged mitigation being one of them. I am not sure that handing grenades to a Combat Medic fits in with our character scheme. I guess it could.
I think grenades should actually be available to any combat class. After all everyone in the military get the use of grenades. In the case of the combat medic I just don't think it should be an underlying point.
Of course we are talking about opinions here. This is just mine, take it for what it is worth.
I like some of your skill tree ideas, ranged mitigation being one of them. I am not sure that handing grenades to a Combat Medic fits in with our character scheme. I guess it could.
I think grenades should actually be available to any combat class. After all everyone in the military get the use of grenades. In the case of the combat medic I just don't think it should be an underlying point.
Of course we are talking about opinions here. This is just mine, take it for what it is worth.
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