Combat Medic Archive

Thread: CM abilities in the CU

Migan
Sat Apr 16, 2005 7:33 am
#1

So the TC-EP3 server was finally frogged, and i got CM, so i figured I'd go out and try some of the new toys, like paralyze, Thyorid Rapture etc.. and i find.. they are all Point Blank(same range as bacta shot) now I ask, is it just me who finds this makes no sense? and sorta makes those abilities less than useful, rather pick up conussion shot from smuggler to root from 35m range, than get in melee range with the target in order to paralyze it.
Tuocs_Repoort
Sat Apr 16, 2005 7:38 am
#2

I too have been doing CM in the CU. I found that I never use anything that is point blank, I rarely am that close.
One queestion I do have is if the enhancers are automaticly used if they are in you inventory, hard for me to test it as I seem to crash after only 5 mins after this last patch.
OMGStarsiderisdownagain
Sat Apr 16, 2005 7:41 am
#3

It makes perfect sense, we get poison / disease throwing to 35m, but to give status effects that will basically destroy an opponent we gotta get a little closer, its within 10m we have to be actually. I mean come on did you really think they were gonna let you snare, root, attck spd slow, paralyze, etc etc from 64m so you could stand there with rifleman and blow their head off. As far as I am concerned these changes still make combat medic an excellent profession but you may actually have to think when spamming now. I think with the 30% enhancers we will do just fine, I don't like the single target only for poison and disease but I can live with it because of all the other excellent effects they have added.



Syn the Beast
Migan
Sat Apr 16, 2005 7:55 am
#4

I wasn't asking for a range of 64m im prefectly alright with it being pistol range on healing and poisoning etc. and i mean, snare and paralyze, at 10m range? why is cm abilities so overpowered compared to pistoleer/smuggler that it has to be 10m whereas if you get stopping shot or concussion shot its ok for it to be used at 64m range with a rifle?
TheBlacknight15
Sat Apr 16, 2005 9:54 am
#5

I am concerned with the healing abilities... I can get a StimD from the frog and heal 1200 damage in one use, or I can try and heal myself for about 500-600 damage with Bacta Shot/Bacta Toss/Bacta Spray. Now, at level 80 TKM w/ MCM, Hurton Howlers (lvl 80) hit me for 750-800 damage, and my armor generaly absorbs about 350. That means I am getting hit by 400 every time that thing attacks me, and I have to heal myself instead of attacking back because I can only heal for 500 damage. I think our bacta toss/spray should be a little more powerful than a StimD that anyone can use without medic/CM/doc training.

Now to the TKM forum to complain about our roll in combat...



Ritter Adelskap - Treue Fey'hade - Tienda Adelskap
[ Jedi - Spy - Merchant ]

Retired Elder Jedi
Beta 2 Tester

Emulators will win because they are developed out of love, not money.
Taallyn
Sat Apr 16, 2005 9:36 pm
#6

I believe all of the stims have a 1 minute reuse timer, whereas the medic/Doc/CM abilities are much quicker. So, in the same time that a non-medical person is waiting for their stims to refresh, the medic person is able to get several off for more total health healed. At least, I think that's the way it's supposed to work.
TheBlacknight15
Sat Apr 16, 2005 10:24 pm
#7

Right, but in a jam 1200 once can be a life saver whereas 500 just means you die. As most of you know, a lot of mobs hit for much more than 500 damamge, so if you try and burstrun out, the stim will help much more than a combat medic. This should not be the case because a combat medic is supposed to keep people alive until a doctor can do more healing. If a stimpack can do that, what is the point?

Also, we were told w/ in the CU docs that stimpacks that non-medics could use would heal for about 10%. My ham @ level 80 w/ the frog doctor buffs is just over 4000. That means a stimpack should heal for 400, and be on a long timer. A combat medic should heal more than a stim, and faster. A doctor should be able to heal an insane amount, and at about the same speed as a combat medic. That is the way it has always been in this game...

Current system:
- Doctors use Stimpack E's and heal for 1500+
- CM use ranged / area heals for less than a stimpack E
- Non-medics either get a medic, or die (or use Aurillian fruit, but not many people do that outside of PvP)

Post-CU:
- Doctors heal for a strong amount fairly quickly.
- Combat Medics heal for a smaller amount, a little slower.
- Non-medics use 25-30% heal stimpacks once a minute, which is generaly enough to get them by.

I never was happy with non-medics being granted the ability to heal... That is what our profession does! We heal people who can not heal themselves. Now, if we give everyone the ability to heal themself, why not also give them the ability to apply the buffs without us to... Oh wait... They are doing that. Well, then why not give doctors/medics/combat medics the ability to... i dunno... shoot a flame thrower. But wait a second, flame throwers are for Commandos, and non-commandos should not be using them.

I just do not like the new "everyone can use everything" idea that seems to dominate some of the recent changes. If I can use any pistol even though I dont even have novice marksman, then I sure as hell should be able to put on ANY armor I like. The new system is inconsistant and does not make any sort of logical sense to me... Oh well... May 25th is my accounts renewal date. I guess we will see if Ritter turns out like his sister (my alt - Tienda - canceled one hour after the HoC Chat / Lie session).

Message Edited by TheBlacknight15 on 04-17-2005 01:26 AM



Ritter Adelskap - Treue Fey'hade - Tienda Adelskap
[ Jedi - Spy - Merchant ]

Retired Elder Jedi
Beta 2 Tester

Emulators will win because they are developed out of love, not money.
Matsai
Sun Apr 17, 2005 8:38 am
#8


I am hoping that the high level creatures are just bugged, as I had the same issues...got pounded for tons of damage and could not keep up with the heals.


And to add insult to injury, once I killed them I only got just over 3k weapons exp. Which is better than the 1 point I am getting from any lower level creatures. If this goes live, then getting high level/Jedi experiencejust got ultra hellish.


I should note that I was MBH/MCM when I was attacking.. fighting level 79 creatures as a level 80 character.

Message Edited by Matsai on 04-17-2005 11:39 AM



Thaddeo Sharpe - Imperial Citizen of dubious nature
mcorey
Sun Apr 17, 2005 8:53 am
#9


TheBlacknight15 wrote:
I can get a StimD from the frog and heal 1200 damage in one use


The froglick stims are more powerful than the user crafted ones, and have many more charges.

I posted a stim analysis along with my enhancer analysis here.

There's also the fact that you can only stim once per minute or so - that makes them emergency use only, not health maintenance. If you're getting hit for 400 every few seconds, you'll be dead before you can use the second stim.

And yes, I observed the same phenomenon - when going solo against a mob of the same level, you can either stop yourself from getting incapped/killed or you can fight back, but not both. At MDoc/MCM, I'm a little better off than most of you (my heals hit for around 700), but it's not that big a gain considering I have much less ability to deal damage.

MC



--
Four accounts cancelled effective December 8, 2005. So long, and thanks for all the fish!
Eskie
Sun Apr 17, 2005 1:33 pm
#10

Actually, I took the time to experiment a little and wrote down some numbers. Then I tried to extrapolate from my datasets to the 0% and 100% experimentation values, and an Instant Stimpack D fully experimented for power is 1240 power with perfect resources (things given from the frogs tend to be close to perfect). There wont be that many perfect resources, so take 85% of that, and you still have a heal of roughly 1050 - which is way above all reported doctor or CM heals so far.



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
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