Combat Medic Archive

Thread: Compiled CM CURB issues.

Attichetcuk
Wed Apr 06, 2005 11:58 pm
#1

1. Pistols as rereq instead of range support.

Yes, from a roleplaying prospective, medics carry pistols mostly. But by forcing this line it limits the choices of a profession that already costs more than its counterpart, doctor. CM prereq 58, Doctor 43. By changing to range support, it adds 25 range defense 10 melee defense and gives us overcharge shot. This is an acceptable tradeoff for the higher SP cost.


2. Not able to craft.

I know this is a dead issue, but maybe a middle ground could be met by allowing "basic" items to be crafted by the CM and "advanced" items to be crafted by the BE. Then skill tapes would still be of some use to the current owners.


3. Ubber pistol at master.

If this is a loot item, loot schematic or some other special item that will end up costing millions to obtain, then its just not worth the trouble in having it. I would prefer a decent everyday pistol and a decent attack special.


4. Magic spells. No item use abilities.

I have seen this a few times so I added it, but personally I prefer to have inate abilities. I dont want to have to keep a crate of resusitation kits in my bag, I know how to perform CPR.


5. No terrain negotiation given.

It would make sense from a battlefield role perspective to have a bit of help getting around a battle zone. This stands for doc as well.


6. Limited range for actions.

Not sure what they are but I have seen concern that the range is lowered somewhat.


Think that sum up the major CURB concerns from what I gather on the boards.
Praecor_Loth
Thu Apr 07, 2005 3:59 am
#2






Attichetcuk wrote:

1. Pistols as rereq instead of range support.

Yes, from a roleplaying prospective, medics carry pistols mostly. But by forcing this line it limits the choices of a profession that already costs more than its counterpart, doctor. CM prereq 58, Doctor 43. By changing to range support, it adds 25 range defense 10 melee defense and gives us overcharge shot. This is an acceptable tradeoff for the higher SP cost.


Yup, I dont think we should be too worried about that... CM's get a weapon and defences now.


2. Not able to craft.

I know this is a dead issue, but maybe a middle ground could be met by allowing "basic" items to be crafted by the CM and "advanced" items to be crafted by the BE. Then skill tapes would still be of some use to the current owners.


This suits me though, I have 4/0/0/4 CM and 4/0/0/0 Doc on live so buy all my stims, it looks like on TC-5 my "Combat Doctor" template will be 4/4/0/0 CM and 2/4/0/0 Doc, with 4/4/4/0 Medic... all those skillpoints freed up by not crafting are great.


3. Ubber pistol at master.

If this is a loot item, loot schematic or some other special item that will end up costing millions to obtain, then its just not worth the trouble in having it. I would prefer a decent everyday pistol and a decent attack special.


Give you something to do though eh? I've had a fun time putting DE-10's together.


4. Magic spells. No item use abilities.

I have seen this a few times so I added it, but personally I prefer to have inate abilities. I dont want to have to keep a crate of resusitation kits in my bag, I know how to perform CPR.


I guess that you have to assume that, as a medic with a certain skill, you carry this bacta stuff around with you and have the ability to deploy it in various ways. If anything, we could be asked to carry a "Bacta Tank" container in our inventory that you have to refill with bacta from BE's.


5. No terrain negotiation given.

It would make sense from a battlefield role perspective to have a bit of help getting around a battle zone. This stands for doc as well.


It is quite worrying, probably going to rely on chef buffs for terrain negotiation from now on.


6. Limited range for actions.

Not sure what they are but I have seen concern that the range is lowered somewhat.


All CM healing is limited to "Medium Range", there is no "Long Range", medium range from what I have seen is 35 metres,


Think that sum up the major CURB concerns from what I gather on the boards.




Hope that sheds a bit more light on things...




Colonel Praecor Loth
Chimaera
Combat Doctor / Speed Capped Master Pistoleer / FS
gamin
Thu Apr 07, 2005 4:40 am
#3




Attichetcuk wrote:

1. Pistols as rereq instead of range support.

Yes, from a roleplaying prospective, medics carry pistols mostly. But by forcing this line it limits the choices of a profession that already costs more than its counterpart, doctor. CM prereq 58, Doctor 43. By changing to range support, it adds 25 range defense 10 melee defense and gives us overcharge shot. This is an acceptable tradeoff for the higher SP cost.


Yup, I dont think we should be too worried about that... CM's get a weapon and defences now.


I think the argument of medics mostly carrying pistols is still debatable..however I think forceing us to have Pistols is forceing us into a certain "template" and takes away some of the diversity of being a CM.


2. Not able to craft.

I know this is a dead issue, but maybe a middle ground could be met by allowing "basic" items to be crafted by the CM and "advanced" items to be crafted by the BE. Then skill tapes would still be of some use to the current owners.


This suits me though, I have 4/0/0/4 CM and 4/0/0/0 Doc on live so buy all my stims, it looks like on TC-5 my "Combat Doctor" template will be 4/4/0/0 CM and 2/4/0/0 Doc, with 4/4/4/0 Medic... all those skillpoints freed up by not crafting are great.


Alot of the player base like to craft, alot do not, if you don't then choose not to craft, but if you do by takeing it away you do not even have the option to now without the BE line. So for those that want to craft it furter limits your template, makes it imposible say for a Doc/Swordsman to have the same template, craft, keep the combat prof and have a vendor. Unless you get another account. I myself am not a big crafter, but I was very excited about being able to sell my area stims to make a little money.


3. Ubber pistol at master.

If this is a loot item, loot schematic or some other special item that will end up costing millions to obtain, then its just not worth the trouble in having it. I would prefer a decent everyday pistol and a decent attack special.


Give you something to do though eh? I've had a fun time putting DE-10's together.


If it is a loot item, or something like the DWB DE-10's then it will cost millions and be very difficult to obtain and really not worth all the trouble. However I think a much better idea would be for this to be a quest reward (or the schem for it) obtainable only by CM's.


4. Magic spells. No item use abilities.

I have seen this a few times so I added it, but personally I prefer to have inate abilities. I dont want to have to keep a crate of resusitation kits in my bag, I know how to perform CPR.


I guess that you have to assume that, as a medic with a certain skill, you carry this bacta stuff around with you and have the ability to deploy it in various ways. If anything, we could be asked to carry a "Bacta Tank" container in our inventory that you have to refill with bacta from BE's.


I wish I didn't have to carry anything in with me on a call as a Paramedic (my RL job), but I do..yes I know how to do CPR but that doesn't save anyone. It takes numerous drugs, a monitor..ect ect ect... I think its reasonable to require some tools/equipment to do your job and also goes into my feelings about being able to craft things for your proffesion. Some docs work in the ER some work in research/development, should have the same options here (and is one of the things that made this a deverse game). They seemed to have done a great job cutting down on alot of the craftables required in the game. But takeing away the option to craft those few things they left I think is a big blow.


5. No terrain negotiation given.

It would make sense from a battlefield role perspective to have a bit of help getting around a battle zone. This stands for doc as well.


It is quite worrying, probably going to rely on chef buffs for terrain negotiation from now on.


The terrain negotiation was one of the most awsome and unique things about being a CM, yet another thing they've taken away lol. Totaly in support of having this put back in.


6. Limited range for actions.

Not sure what they are but I have seen concern that the range is lowered somewhat.


All CM healing is limited to "Medium Range", there is no "Long Range", medium range from what I have seen is 35 metres,


My only complaint is that the area heal is point blank. One of the great things about the area stims was that you could chunk them and the area effect was from the target, I'm not sure why they changed that but I guess thats just one of the things we're going to have to live with.


Think that sum up the major CURB concerns from what I gather on the boards.


Just some of my thoughts


Tamin

MD::EMT-CM








TavinArmor
and -TV- Droids products of GaminInc., on Kettemoor,"to keep you safe"
- I support people addicted to swg [wp -4650,-5870 Wisdom Point, Talus]
Attichetcuk
Thu Apr 07, 2005 4:48 am
#4






Praecor_Loth wrote:





Attichetcuk wrote:

1. Pistols as rereq instead of range support.

Yes, from a roleplaying prospective, medics carry pistols mostly. But by forcing this line it limits the choices of a profession that already costs more than its counterpart, doctor. CM prereq 58, Doctor 43. By changing to range support, it adds 25 range defense 10 melee defense and gives us overcharge shot. This is an acceptable tradeoff for the higher SP cost.


Yup, I dont think we should be too worried about that... CM's get a weapon and defences now.







Hmm, combat medic master with pistol line is melee defense 50 range 50. It would cost 28 points for someone who wants to master either rifles or carbines.


With range support as the prereq, combat medic master is melee defense 60 range 75 with overcharge shot and +20 general range accuracy. It would cost 14 points for someone who wants to master either rifles or carbines.


So yes, I think people are worried about it and, I feel, this the the most important issue at hand forCM's in theCURB.


Pseudopd
Fri Apr 08, 2005 6:40 pm
#5








Attichetcuk wrote:


1. Pistols as rereq instead of range support.


Yes, from a roleplaying prospective, medics carry pistols mostly. But by forcing this line it limits the choices of a profession that already costs more than its counterpart, doctor. CM prereq 58, Doctor 43. By changing to range support, it adds 25 range defense 10 melee defense and gives us overcharge shot. This is an acceptable tradeoff for the higher SP cost.







But, what if you wanted Pistols? Now you have twice as many skill points to spend! What if you wanted another weapon? Still twice as many points to spend. At least if you wanted, lets say carbine, you would have carbine AND pistols. Two weapons lines to choose from! But now, for the same skill points, you only have one. Not many people use Overshot charge and almost no one uses the kit up and roll to kneel.


And what about the Master CM pistol, the Alliance Disrupter? Now you cant use any of the marksman pistol specials on it, UNLESS you pick up the pistol line as well as the ranged support! And you'll be less effective witht athat master pistol without it.


But, the whole issue is moot: The Devs changed Pistol to Ranged support...


Baz Pseudopod



Attichetcuk
Sat Apr 09, 2005 4:45 am
#6






Pseudopd wrote:








Attichetcuk wrote:


1. Pistols as rereq instead of range support.


Yes, from a roleplaying prospective, medics carry pistols mostly. But by forcing this line it limits the choices of a profession that already costs more than its counterpart, doctor. CM prereq 58, Doctor 43. By changing to range support, it adds 25 range defense 10 melee defense and gives us overcharge shot. This is an acceptable tradeoff for the higher SP cost.







But, what if you wanted Pistols? Now you have twice as many skill points to spend! What if you wanted another weapon? Still twice as many points to spend. At least if you wanted, lets say carbine, you would have carbine AND pistols. Two weapons lines to choose from! But now, for the same skill points, you only have one. Not many people use Overshot charge and almost no one uses the kit up and roll to kneel.


And what about the Master CM pistol, the Alliance Disrupter? Now you cant use any of the marksman pistol specials on it, UNLESS you pick up the pistol line as well as the ranged support! And you'll be less effective witht athat master pistol without it.


But, the whole issue is moot: The Devs changed Pistol to Ranged support...


Baz Pseudopod








Your point makes no sense. If you wanted pistoleer under the way they had it, you just pick up range 14 points. Now if you want it, you just pick up pistols - 14 points. What it hurt was everyone else who didnt want pistols, they would have to pick up the line they wanted AND range 28 points, AND they would be stuck wasting 14 points on a line that they didnt want. As far as the pistol at master...you still get overcharge shot at range 4 with an additional +20 general range accuracy and can useANY range special you get from the line that you wanted to start with. Also you gain the 10 melee and 25 range defense as well, very nice for a medic line that will play most of its time in battle. This change made too much sense to not happen, the developers heard our reason and agreed. I applaud them and any rational player should as well.
SeanBlader
Sat Apr 09, 2005 8:07 am
#7






Pseudopd wrote:


But, what if you wanted Pistols? Now you have twice as many skill points to spend! What if you wanted another weapon? Still twice as many points to spend. At least if you wanted, lets say carbine, you would have carbine AND pistols. Two weapons lines to choose from! But now, for the same skill points, you only have one. Not many people use Overshot charge and almost no one uses the kit up and roll to kneel.




Um, no. On TC,if you wanted pistols you now need to spend exactly the same number of points as you did last week. You obviously haven't been on TC to see the skill pre-req's nor have you read enough posts here regarding it to make an informed opinion. The pre-req for pistols is 2 trees in marksman, one being ranged support. The ONLY template this new change affects isCombatMedic/Smuggler, they are now adding 14 points to pick up ranged support to get Combat Medic in their template. The number of professions that benefit from this change far outweighs the number of CM/Smugglers out there. On top of all that, with the new skills and bonuses in the marksman lines, there is absolutely ZERO advantage to having more than one of the marksman tree's. It is likely that you'll never see another master Marksman again.





________________________________

Experience the greatest Star Wars saga ever told -- yours.
________________________________


SeanBlader
Sat Apr 09, 2005 8:20 am
#8






Attichetcuk wrote:
I'm replying:


1. Pistols as rereq instead of range support.

Fixed.


2. Not able to craft.

I seriously hope everyone know's a BE who will supply them with free enhancements for their heals, because Combat medics just lost their primary source of income. Beieng a CM has been very expensive for me. If it wasn't for havinng good friends with good contacts to buy loot from us, I'd have been destitute from throwing all my funds at people in the form of stims.


3. Ubber pistol at master.

It'd be nice if like squad leaders there was a choice of weapons at the top of CM so you're still not pigeonholed into having a pistol, but whatever, I'll just never pick it up.


4. Magic spells. No item use abilities.

This will be very nice. More opportunity to carry armor. And less opportunity to carry multiple suits of it since if you're carbineer you're locked into Battle armor. So instead of having 2 suits of composite and one suit of padded, I'll probably have one padded and one rebel. I think Riflemen luck out here, having a choice of Assault or Battle armors.


5. No terrain negotiation given.

This may very well be the last make or break topic for me. Most of my SWG career I've had either Ranger or Combat Medic, and losing Terrain Negotiation is a HUGE deal for me.


6. Limited range for actions.

Please say it's more than 35 meters. I do have a few sets of stims now that reach past 40, and I usually craft them to go farther than 35, rather than focus on higher power.


Think that sum up the major CURB concerns from what I gather on the boards.

Yeah I can't think of any others at the moment.






Nice summary. Five stars for you Attichetcuk.




________________________________

Experience the greatest Star Wars saga ever told -- yours.
________________________________


Pseudopd
Sat Apr 09, 2005 10:29 am
#9






SeanBlader wrote:





Pseudopd wrote:


But, what if you wanted Pistols? Now you have twice as many skill points to spend! What if you wanted another weapon? Still twice as many points to spend. At least if you wanted, lets say carbine, you would have carbine AND pistols. Two weapons lines to choose from! But now, for the same skill points, you only have one. Not many people use Overshot charge and almost no one uses the kit up and roll to kneel.




Um, no. On TC,if you wanted pistols you now need to spend exactly the same number of points as you did last week. You obviously haven't been on TC to see the skill pre-req's nor have you read enough posts here regarding it to make an informed opinion. The pre-req for pistols is 2 trees in marksman, one being ranged support. The ONLY template this new change affects isCombatMedic/Smuggler, they are now adding 14 points to pick up ranged support to get Combat Medic in their template. The number of professions that benefit from this change far outweighs the number of CM/Smugglers out there. On top of all that, with the new skills and bonuses in the marksman lines, there is absolutely ZERO advantage to having more than one of the marksman tree's. It is likely that you'll never see another master Marksman again.






Thanks for the info! Exactlly what i was asking...


'cept for the part of the, "nor have you read enough posts here regarding it to make an informed opinion". I was asking FOR an informed opinion, wasn't making a conclusion, because no one was stating WHY, just that it "made sense to". Just wanted to know why people wanted this. Some people might not want ranged support, just wanted to pick your mind on that.


And i Agree, Master marksman will be a thing of the past. Might be a good thing!


Baz Pseusdopod



Pseudopd
Sat Apr 09, 2005 10:33 am
#10






Attichetcuk wrote:





Pseudopd wrote:








Attichetcuk wrote:


1. Pistols as rereq instead of range support.


Yes, from a roleplaying prospective, medics carry pistols mostly. But by forcing this line it limits the choices of a profession that already costs more than its counterpart, doctor. CM prereq 58, Doctor 43. By changing to range support, it adds 25 range defense 10 melee defense and gives us overcharge shot. This is an acceptable tradeoff for the higher SP cost.







But, what if you wanted Pistols? Now you have twice as many skill points to spend! What if you wanted another weapon? Still twice as many points to spend. At least if you wanted, lets say carbine, you would have carbine AND pistols. Two weapons lines to choose from! But now, for the same skill points, you only have one. Not many people use Overshot charge and almost no one uses the kit up and roll to kneel.


And what about the Master CM pistol, the Alliance Disrupter? Now you cant use any of the marksman pistol specials on it, UNLESS you pick up the pistol line as well as the ranged support! And you'll be less effective witht athat master pistol without it.


But, the whole issue is moot: The Devs changed Pistol to Ranged support...


Baz Pseudopod









Your point makes no sense.


Thats pretty rude, was just asking for an informed opinion. What if someone for whatever reason didnt want ranged support, thats all. No need to get personal.


All you had to say was:


If you wanted pistoleer under the way they had it, you just pick up range 14 points. Now if you want it, you just pick up pistols - 14 points. What it hurt was everyone else who didnt want pistols, they would have to pick up the line they wanted AND range 28 points, AND they would be stuck wasting 14 points on a line that they didnt want. As far as the pistol at master...you still get overcharge shot at range 4 with an additional +20 general range accuracy and can useANY range special you get from the line that you wanted to start with. Also you gain the 10 melee and 25 range defense as well, very nice for a medic line that will play most of its time in battle. This change made too much sense to not happen, the developers heard our reason and agreed. I applaud them and any rational player should as well.


...The exclusion of one line made this a more informative and plesant reply.







Baz Pseudopod

Attichetcuk
Sat Apr 09, 2005 11:24 pm
#11






Pseudopd wrote:





Attichetcuk wrote:





Pseudopd wrote:








Attichetcuk wrote:


1. Pistols as rereq instead of range support.


Yes, from a roleplaying prospective, medics carry pistols mostly. But by forcing this line it limits the choices of a profession that already costs more than its counterpart, doctor. CM prereq 58, Doctor 43. By changing to range support, it adds 25 range defense 10 melee defense and gives us overcharge shot. This is an acceptable tradeoff for the higher SP cost.







But, what if you wanted Pistols? Now you have twice as many skill points to spend! What if you wanted another weapon? Still twice as many points to spend. At least if you wanted, lets say carbine, you would have carbine AND pistols. Two weapons lines to choose from! But now, for the same skill points, you only have one. Not many people use Overshot charge and almost no one uses the kit up and roll to kneel.


And what about the Master CM pistol, the Alliance Disrupter? Now you cant use any of the marksman pistol specials on it, UNLESS you pick up the pistol line as well as the ranged support! And you'll be less effective witht athat master pistol without it.


But, the whole issue is moot: The Devs changed Pistol to Ranged support...


Baz Pseudopod









Your point makes no sense.


Thats pretty rude, was just asking for an informed opinion. What if someone for whatever reason didnt want ranged support, thats all. No need to get personal.


All you had to say was:


If you wanted pistoleer under the way they had it, you just pick up range 14 points. Now if you want it, you just pick up pistols - 14 points. What it hurt was everyone else who didnt want pistols, they would have to pick up the line they wanted AND range 28 points, AND they would be stuck wasting 14 points on a line that they didnt want. As far as the pistol at master...you still get overcharge shot at range 4 with an additional +20 general range accuracy and can useANY range special you get from the line that you wanted to start with. Also you gain the 10 melee and 25 range defense as well, very nice for a medic line that will play most of its time in battle. This change made too much sense to not happen, the developers heard our reason and agreed. I applaud them and any rational player should as well.


...The exclusion of one line made this a more informative and plesant reply.








Baz Pseudopod





Sorry, I read this as an implication not a question. I always try to be the voice of reason and didnt mean to upset you.


/hug


SeanBlader
Sun Apr 10, 2005 11:31 pm
#12






Pseudopd wrote:


Some people might not want ranged support, just wanted to pick your mind on that.




If you don't want Ranged support don't pick up a ranged profession, and Combat Medics are a ranged profession.


One thing I would like to test out is how effective at healingis master CM vs.the new CM4000 It might be better to just pickup somedoctor with the points you'd save.






________________________________

Experience the greatest Star Wars saga ever told -- yours.
________________________________


Migan
Mon Apr 11, 2005 7:14 am
#13


From what i have tried out so far, basic bacta toss is range 35, im not sure if it inreases at improved toss but i will get there soonish, bacta spray is a point blank area heal yes, but it has a fairly large range from what i have experienced and is not hindered by most LoS rules.

I dont see why people who wants to be a medic crafter are so annoyed about the new changes, seeing as you only need to spend 29 points on medic to get CM instead of 72.. or whatever it takes to master medic (yes i know you still need ranged support4 but that hasnt changed)


the only problem i have with CM atm is the fact that neurotoxin is useless at my novice cm level, i tried it out yesterday, im CL 21, and novice CM as noted.. took me 7 tries to land poison on a lvl 2 nuna, 9 tries to land it on a lvl 7 spineflap and i gave up after 25 tries on a lvl 9... and with a 15second recast delay that's just not good enough, most fights i dont get to try a second time..
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