Combat Medic Archive

Thread: Cmbat Medic suggestion

Mannee
Tue Jul 20, 2004 8:30 am
#1

I am proposing a discussion regarding the Master Combat Medic. There are no abilities granted for Mastering that could make the profession more valuable. Presently, it does not allow for sufficient or efficient use of medicines designed to keep combatants alive.

A Combat Medic is presently perceived, it seems, only as a living, Damage over

Time, Pez dispenser with little to no emphasis on actual Combat Medicine Support. Quite possibly there is not enough incentive for a Combat Medic to Master the profession and have a choice of offensive and aggressive behavior or support role.


Combat Medics should receive new Area Delivery Combat Medicines. A Doctor’s role, in my opinion, is not one dedicated to combat. Agree or disagree, Field Surgeon does not mean one who practices Surgery on an open battlefield. Rather, is one relegated to practicing surgery in a facility since battlefield conditions rarely permit.


A Combat Medic’s role is applying medicine in and during combat to stabilize patient conditions and prepare the wounded for transport to a Field Surgeon. I am proposing the following and hope the planned correspondent gathering will address the following with regard to Combat Medic:


1.)Master Combat Medic Area Cures. They are an essential ability to have during group Player versus Player to counter biological warfare. Cures, crafted by Master Doctors and remain a Master Doctor manufactured element, are used as components in Area Cure Combat Medicine Delivery Units. Should Poison Cures be elements of biological warfare personnel? Some argue absolutely! Whatever the argument, the ability to counter is as important as the ability to apply.


2.)Master Combat Medic Area State Heals. They are an essential to have during group Player versus Player. State Heals, crafted by Master Doctors and remain a Master Doctor manufactured element, are used as components in Area State Heal Delivery Units. Should State Heals be elements of a combatant qualified to apply them as medicine during combat? Many argue in favor! Whatever the argument, the ability to counter is as important as the ability to apply.


3.)Master Combat Medic Area Mind Heals. They are an essential ability to have during group Player versus Player to counter attacks to the only HAM attribute not healable by a medicine. Master Combat Medic Mind Heal delivery units are crafted by Master Combat Medics with the ability to heal the mind, the only distinguishing healing factor between a Doctor and Combat Medic. This will also allow the ability to heal one’s own mind, an ability that should most certainly be given to the Master Combat Medic. Some argue absolutely! Whatever the argument, the ability to heal the mind is tantamount.


4.)Master Combat Medic Mind Heals. Improve, applying sufficient wounding to the untrained, but ease of use to the Mastered. Mind healing is an essential to have during group Player versus Player. Allow healing of mind to be more efficient and less wounding is a benefit to the Master Combat Medic. Some argue absolutely! Whatever the argument, the ability to heal mind with less effort and healing one’s own mind is essential.


What would a Doctor do provided a Master Combat Medic attains these new medicines and abilities? Well Combat Medics can not revive combatants. They can, however, drag them toward Doctors for treatment. Combat Medics can not enhance players once their death removes them whereas Doctors can. Combat Medics can not remove wounds but Doctors can. My suggestions call for more interdependence on the cure branch of the Doctor’s profession. The Combat Medic will have to Master the Profession as a Pistoleer has to in order to use the DWB DE-10 pistol.


The beauty of these suggestions is that they require mastery of the chosen profession in order to be effective preventing dabbling, sampling, and any other intent but mastery.
Pahdbacca
Tue Jul 20, 2004 10:13 am
#2

Uuuuuummm, I disagree, although I would like to see more in the master Box.


You cannot craft area Cs without the master box.


You cannot use area C to their full potential without the master box (due to medicine use)


There is a BIG step up in DoT damage between ranged distance 4 and master.


The reason being that there is so little damage healing being done in game right now is because of 1) uber stim Bs usable at novice medic 2) Doc buffs 3) high effectiveness comp armor 4) defense stacking templates.


The CM profession right now lets you 1) Heal lots of damage 2) Run up and down hills really fast 3) DoT

- #1 is not very useful right now and #2 is only fun for so long....all that's left is #3



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
SolSpur
Wed Jul 21, 2004 12:09 am
#3




Many combat medics want to be more then just poison/stim dispensers. The problem comes when comparing CMs vs Docs and who should have what.


Technicly the battle field is no place for a doctor. Combat Medics are trained to deal with the intense physical and mental stress of combat. A doctors place is outside of combat preping the fighters before a fight and patching them back up after. There have been many suggestions on how to improve cm support viability,


- Allow only CMs to heal while engaged in battle. Every other class will have to disengage from combat inorder to heal. This will give cms the leading role in combat oriented group support. It will also force the cm to make a choice, which is more important whittling away at the enemy with poisons or inshuring the live of your party.


- CMs are currently the master of damage over time, why not give cms healing over time stims. Your in a group and an enemy CM hits you with an area poison. To counteract this poison you would use a healing over time stim that ticks once every 10 seconds for a limited amount of time. The stim is weaker then the applied poison but it also acts as a cure over time. Each tick the poison becomes weaker while the stim fights to keep your ham up.


- Give CMs area stat cures and/or area stat debuffs like blind and stun


- Currently CMs mind heal functions much like a doc stim, single target 6m range. Give it the range of our stims and an area effect while still giving us wounds. This will off set the cost and make it worth using in times of dire need.


These are just a few that have been mentioned before. How will this balance docs vs cms?


- Docs are able to cure even the most powerful poisons and diseases instantaly and to one person at a time. CMs do it to a group over time.


- State cures are combat oriented and cms should be able to administer them more efficiently then docs.


- Docs are still able to prep combatants and fix them up afterwards, combat oriented healing is for the CMs


- CMs will be able to choose wether they want to be offencive poisoners or deffencive healers.



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
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