Combat Medic Archive

Thread: An Idea to make combat medics more medic-y

TusserkSuurg
Thu Jul 22, 2004 6:43 am
#1

My idea

Remove:
-Poison from the game because its not really a medic thing. Players really hate not being able to do anything about poisons and YES, CM's can area poison and area disease and bring down a party of people with 600+ mind ticks stacked with headshot and mind disease.
-Remove the ability for medics to heal in combat.

Give:
-CM's the CM only ability of healing while they are in combat, with area heals and the like.
-CM's the ability to use rez packs, even if they can't craft them.

Docs can be in the field for rezzing, buffing, and even healing, as long as the doc is not in combat.

Cm's can be in the field for healing while in combat (hence combat medic) and using area/ranged heals.

This will also prevent people from dabbling in medic to keep the dmg that leaks through their 90% comp form actually hurting. I know people who go out pvp in their uber armor w/ uber buffs and if they are in any danger they just heal themselves with novice medic (or if its their mind pool, a muon).

I want feedback from combat medics, please don't flame me, would you like this idea, yes/no?



I HAVE QUIT
Reaperss
Thu Jul 22, 2004 6:59 am
#2

Well it would make master medic completely useless. It also changes CM to much. Having offensive power within CM is vital because of the amount of points invested. A Master CM has very few points left (81) to dabble in other proffesions. Even Doctors have more points left. No, we need our poison disease.



Ugo Deathbringer
-X Master Droid Engineer, X Master Merchant, X Master Artisan,
Don't hate da playa or da game, hate the Devs
Warn you we did, listen you did not, now screwed we all are
911gt198
Thu Jul 22, 2004 7:31 am
#3

very very bad idea
Swerve99
Thu Jul 22, 2004 8:18 am
#4

We could also get our female CM's in like Nurse's Uniforms, cant get 'medicky' than that



Swerve
SDTech Armor
R.I.S Certified
Braxis on Naboo
Starsider
(1130, 6090)
SolSpur
Thu Jul 22, 2004 8:27 am
#5

My idea

Remove:
-Poison from the game because its not really a medic thing.


Poisons and diseases are a major part of our profession as we do have titles like toxoligest and chemical warfare specialist.


Players really hate not being able to do anything about poisons


Players can do things against poisons, most are just written off as excuses.


CM's can area poison and area disease and bring down a party of people with 600+ mind ticks stacked with headshot and mind disease.


This is due to the current inbalanced system where pvp is closed to any class that can not apply dots, do mind damage, or use stun weapons. Rifleman are also inbalanced due to the fact they can shoot just as fast and just as accurate as pistoleers.


Give:
-CM's the CM only ability of healing while they are in combat, with area heals and the like.

Already suggested many times. As much as this would give cms a role in group support it could backfire and increase the cm hatred even more. Players dont like when you take a key element away from them even if it is for a good and just cause.


-CM's the ability to use rez packs, even if they can't craft them.

One of the few suggestions I like. Perhaps give the cms a way to take the actual res pack and put it in a crafted range device. Just an idea


Docs can be in the field for rezzing, buffing, and even healing, as long as the doc is not in combat.

A docs place is not in the heart of combat but then again this is SWG. They are there to prep combatants to fight and patch them up afterwards.



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
TusserkSuurg
Thu Jul 22, 2004 9:59 am
#6

Well, i do think that docs go in the field, because they have the strongest dmg stims and can apply rez packs. I strongly feel however, that low level medics are too self-sufficient. There is no group feeling of having the medic heal you while you fight. Instead, players fight and take a 2 sec break to stim themselves.



I HAVE QUIT
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