Combat Medic Archive

Thread: DEV's, Please Notice ---> Two things a Combat Medic should get for better balance

Sleksheea
Wed Oct 08, 2003 2:34 pm
#1

Two things a Combat Medic should get:


1.) Drag - If combat medics are supposed to be in mingling with the troops in combat and saving their sorry butts, the drag ability to bring them safley out of harms way (or to a doctor) is a no-brainer.


2.) Dodge - Combat Medics are the guys running around from trooper to trooper, supporting, healing, etc. usually more so than fighting. They should be naturally inclined to dodging bullets and attacks while keeping their heads low. Their speciality is keeping themselves and others alive during a firefight. DODGE ability for the combat medic is a no-brainer. +5, +5, +5, +5in the support branch would make good sense.


3.) (bonus reason why the above two abilities should be added) --->164 skillpoints to reach master CM (only 2nd to master Bounty Hunter) <---


Not to mention the Combat Medic tree has no bonuses of any kind whatsoever as it stands...


This is not a cry for more power, just a reasonable balancing idea that I believe makes perfect sense.





I TOLD them they should have made our spherical space station out of the same magnetically shielded walls as the garbage compactor! -Sleksheea
Ecnalyr1
Wed Oct 08, 2003 3:08 pm
#2

/dragincapacitatedplayer ... it comes with medic bro (which you are a master of)...
Sleksheea
Wed Oct 08, 2003 3:12 pm
#3

Ya, I knew that, but could never get it to work, so figuered it wasn't really there... hmmm



I TOLD them they should have made our spherical space station out of the same magnetically shielded walls as the garbage compactor! -Sleksheea
Zarlor
Wed Oct 08, 2003 4:49 pm
#4

/dragincap most definitely works. I use it all the time. (Well, when I need to use it, anyways.)



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Agent001
Wed Oct 08, 2003 5:13 pm
#5

I believe you must be grouped with the person, and within 21m range.


I use the /drag command all the time to pull dead players so i can Rez them

Gnuut
Wed Oct 08, 2003 6:16 pm
#6

30m range for Master Doc, that's pretty messed up a CM has lower drag range than a Doc. Drag definitely works, you have to be grouped or have consent from that player you are dragging though. Hell I've even dragged some smuggler buddies while they Feign Deathed.



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Sleksheea
Wed Oct 08, 2003 7:31 pm
#7

Ok, I think it is the having permission thing that was getting in the way of dragging a player...


Now what do you think about the DODGE bonuses to the line? I mean, it's really hard to argue against that...




I TOLD them they should have made our spherical space station out of the same magnetically shielded walls as the garbage compactor! -Sleksheea
GottVerdammt
Wed Oct 08, 2003 7:43 pm
#8

Well, it's already on live. We get an extra +10 to terrain negotiation at each level of combat medicine support and +10 to burst run efficiency at CMS IV.


I really think they should also add longer range for us to drag inapacitated players. Maybe stick it in the crafting line.




___________________________________


You apply poison to Dylof.
Gott Furdamt'Sek says, 'Gott Insurance?'
Dylof is no more.
Dylof tells you, 'you misspled gott idiot'.
Cocomono
Thu Oct 09, 2003 4:12 pm
#9

Quick tip on Drag, I've been praised many times for this.


You can drag an incapped player into a building. Which means you can drag your faction friends into a private building to avoid DBs from other PCs. I've saved many a rebel doing this. Sometimes that extra 20m is a long way and will save someone's life. You can also make a looping macro to drag a player while running, the ultimate retreat.


Then ofcourse you can mess around with your friends and drag them into a group of rancors. Back when there were corpses you could play hide and go seek with /corpse. They later updated it so the wp moved with the body, took out all the fun.




Kru'gar
You might be a Red-Neck Jedi if......you hear "Luke I'm your Father, and your Uncle too."
R3dj4ck
Thu Oct 09, 2003 6:04 pm
#10

cocomo you nut!


/dragincapcitatedplayer and /drag work well. They've helped me save friends from deathblows many times.


Unfortunately you can only /dragincap /drag group members, or those that have given you /consent. Sadly, most incapp'd players that i run accross ungrouoped either don't know how to give /consent, or don't do it quick enough for me to be of help.


Lucreel
Thu Oct 09, 2003 7:04 pm
#11

Well, while I'm not really against giving longer range to Combat Meds when it comes to /drag, I can see an argument that /drag is more important for a Doctor than a combat medic. . . combat meds can use ranged stims to heal their group mates from a distance, therby avoiding incap in many situations where a Doctor can only wait for the player to go incap and then drag the body to themselves for healing/revive.

Personally, I use drag all the time as a Master Doc (I have no combat med, just lurking here on the combat med forum tonight hehe). I don't really have the ability to keep players healed during battle very well, because they tend to split up and run around, and I can only be in one place at once. Additionally, if I *do* try to keep players healed before they get incapped, I usually just end up getting agrod on. So I've resigned myself to just waiting for the player to go incap and /drag them to my feet for a heal. Really works pretty well in PvE (doesn't work so well for PvP lol).
Atradie
Fri Oct 10, 2003 12:32 am
#12

in the old days you had to make your own macro for the /dragincapacitatedPlayer. However, now if you look under your action menue (Ctrl+a) You will see the button there now.





Rebel Col. Atradie Särono - ELDER Smuggler
Faction Transfers 100 c/FP
Vendor "Galactic Import/Export" (-2702 -7060) NEW Circinus Tatooine
Zariell
Fri Oct 10, 2003 1:32 am
#13

I acutally extremely like the dodge idea.


A +5 dodge for each line of the support wouldent be too shabby.


(giving us +20 dodge total, which, as said before, isent much as were the second highestclass for required skill points)




Corbantis
Zariell Lentanis - Light Jedi Knight
Master Powers FTW


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