Combat Medic Archive
Thread: Current usefulness of the profession
As one who is currently grinding his way through the necessary combat xp to become a combat medic, I have become concerned over some of the posts that I see on this forum. I have seen several posts to the effect that the main skills and abilities of combat medics (area stims, ranged healing, poisons, etc.) are all either bugged and/or completely non-functional at the moment.
Is this actually the case? If so, what if any advantages are there to becoming a combat medic at this time? I'm just wondering if when I (finally) qualify for CM if I should begin to train as such, or just remain focused on the doctor path until CM gets ironed out.
Thanks
hmmm i just like the idea of the CM..CM isnt totally bugged...
there are just certain majo bugs that have reduced the true potential of the CM...
AOE heals are non functional...in fact i do believe at this time everything AOE is bugged
Poisons and disease pretty much crap until level C when they have a minimal usage...
fortunately ranged stims are functioning normally and they are awesome...not only does the animation make it complete work getting CM, its nice heal with stim D level heals at 30m
So if you want to be the ultimate damage healer, go CM
hopefully they will address some of the CM issues as the game goes on
yep, Ranged Stims iswhat defines CMs.
- Area packs of either kind have limited use anyway (i was getting area of effect ~15 meters in Beta, that's not much)
- diseases are pointless, working or not, resisted or not in almost any situation
- poisons are currently too weak compared to weapon damage (well ok, not compared to CDEF heh) and get resisted way too much
I'll second that =) It is a fun animation.
fortunately ranged stims are functioning normally and they are awesome...not only does the animation make it complete work getting CM, its nice heal with stim D level heals at 30m