Combat Medic Archive
Thread: thoughts.. some old.. some new.. in light of 9.3 release and 9.4 info..
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Galjoss
Wed Aug 11, 2004 2:22 am
#1
I agree, if they are going to nerf your damage dealing output, then a combat medic should clearly outshine a doc when it comes to healing in the battlefield, status cures and probably AOE group status cures are an obvious neccessity to field doctor
somerandomuser
Wed Aug 11, 2004 12:05 pm
#2
thoughts:
3 buffing professions.. yet currently 1 profession affects 2 major pool sets.. and 2 professions affect the final set..
why not do this.. docs can buff health stats.. dancers action.. and musicians mind..
drag distances.. leave doc's drag distance same if they have a GURNEY equipped.. increase CM drag distance..
disease/poison.. involve bio-engineers in all aspects of the process somehow.. (wether it's for resistance food components.. innoc components.. and disease components AIA's spring to mind).. might even want to make THEM apply the innocs.. add in disease resist clothing/armor.. (rebreathers that take up neck/belt/bandolier slot.. or gas masks for FACE where SE goggles would normally fit)
give CM's mindheal stims.. or cut the suicide rate from mindheal down ALOT..
give CM's some form of state cures.. at least some of them.. fire.. poison.. single target ranged or unranged is fine.. (give SL's better stuff too.. ugh.. group beserk.. group warcry.. AE warcry around target.. or something.. i dunno but it seems like SL's are pretty borked right now.. and yes.. i realize the potential for agro on multiple targets with a group warcry for squadleaders.. but that will help determine a GOOD SL from a BAD SL 8)
limit AE range on doc cures to 10m MAX.. that's a 20m diameter.. that's plenty big.. or give them the same crappy cone that Carbineers get for their attacks.. would make a distinction between good docs.. and bad docs)
give doctors their own experimentation/assembly/use/effectiveness.. give medics the full range of those same stats.. (item/schematic conversion required).. and adjust the medicine use rates on stims and such.. this would let CM's be 'competitive' with the stim-B market.. and discourage medic dabblers (by requiring more skill) giving CM's more use on the battlefields
um.. i think that would be a good start..
basically.. i just see that the game as of 9.3 is kind of doc centric.. i still want docs to have their use.. i'm all for that.. but i don't want docs to be so focal.. especially in combat.. docs should be focal outside combat.. CM's should be focal IN combat.. medic's should be handy when there's neither CM/Doc around
3 buffing professions.. yet currently 1 profession affects 2 major pool sets.. and 2 professions affect the final set..
why not do this.. docs can buff health stats.. dancers action.. and musicians mind..
drag distances.. leave doc's drag distance same if they have a GURNEY equipped.. increase CM drag distance..
disease/poison.. involve bio-engineers in all aspects of the process somehow.. (wether it's for resistance food components.. innoc components.. and disease components AIA's spring to mind).. might even want to make THEM apply the innocs.. add in disease resist clothing/armor.. (rebreathers that take up neck/belt/bandolier slot.. or gas masks for FACE where SE goggles would normally fit)
give CM's mindheal stims.. or cut the suicide rate from mindheal down ALOT..
give CM's some form of state cures.. at least some of them.. fire.. poison.. single target ranged or unranged is fine.. (give SL's better stuff too.. ugh.. group beserk.. group warcry.. AE warcry around target.. or something.. i dunno but it seems like SL's are pretty borked right now.. and yes.. i realize the potential for agro on multiple targets with a group warcry for squadleaders.. but that will help determine a GOOD SL from a BAD SL 8)
limit AE range on doc cures to 10m MAX.. that's a 20m diameter.. that's plenty big.. or give them the same crappy cone that Carbineers get for their attacks.. would make a distinction between good docs.. and bad docs)
give doctors their own experimentation/assembly/use/effectiveness.. give medics the full range of those same stats.. (item/schematic conversion required).. and adjust the medicine use rates on stims and such.. this would let CM's be 'competitive' with the stim-B market.. and discourage medic dabblers (by requiring more skill) giving CM's more use on the battlefields
um.. i think that would be a good start..
basically.. i just see that the game as of 9.3 is kind of doc centric.. i still want docs to have their use.. i'm all for that.. but i don't want docs to be so focal.. especially in combat.. docs should be focal outside combat.. CM's should be focal IN combat.. medic's should be handy when there's neither CM/Doc around
somerandomuser
Thu Aug 12, 2004 12:06 am
#4
ooh.. more thoughts..
move state cures and innocs to master medic as well.. not the crafting ability.. just the ability to use..
there.. docs and cm's can cure states.. they can also give them their polio shots..
no you don't have to be a doctor to give someone a shot.. ever gone for a flu shot?? ya.. how many times was an actual doctor giving you that shot?? 80% of the time it's a nurse..
so.. new changes..
Medics:
can use smelling salts to cure dizzy..
can use a fire blanket to put out flames..
can use eyewash to cure blind..
can use adrenaline shot to cure stun.. (does that make sense?? i'm still rather confused on what stun is supposed to represent)
medics can stick a needle in someone to innoculate..
medics can apply anti-venom..
medics use 'Medicine Use', 'Medicine Effectiveness', 'Medicine Experimentation', and 'Medicine Assembly' which ranged up to a full 100
Docs solely have ability to cure disease..
Doc's get shifted to their new skillset.. 'Doctor Effectiveness', 'Doctor Use', 'Doctor Experimentation', 'Doctor Assembly'
Doctor level Schematics required for state cures..
Doc buffs/res kits get moved to 'doc use'
Doc's can Keep PBAE cures to themselves.. both p/d (with a resonable AE radius.. 10m at a guess.. that's 314Sq meters.. that's enough coverage)..
CM's get ranged single Cures for poison.. Not disease
CM's get ranged and/or area state cures near master
CM's get better drag range
Cm's wound reduction form mindheal
Stimpacks.. A's at medicine use 5.. B's at medicine use 50 (1/2 way up a tree).. C's at medicine use 100 (master medic
D's at Doctor 5.. E's at midway thru doc somewhere.. both D and E will require DOCTOR skill
Ranged stims - as is for now.. (yes cm's can use ranged stim D's and E's but not single's.. it's weird form a r/p standpoint but it's in the interests of balance)
Wound packs.. same concept as stimpacks.. higher ones require doc skill..
ok so no you have to invest more than 15 points into medic to use a stim-b..
both advanced healers can cure states.. and provide innoculations..
docs get buffs/res kits to themselves..
docs get the majority of crafting to themselves..
doc's exclusively cure disease
there. we all win..
8)
move state cures and innocs to master medic as well.. not the crafting ability.. just the ability to use..
there.. docs and cm's can cure states.. they can also give them their polio shots..
no you don't have to be a doctor to give someone a shot.. ever gone for a flu shot?? ya.. how many times was an actual doctor giving you that shot?? 80% of the time it's a nurse..
so.. new changes..
Medics:
can use smelling salts to cure dizzy..
can use a fire blanket to put out flames..
can use eyewash to cure blind..
can use adrenaline shot to cure stun.. (does that make sense?? i'm still rather confused on what stun is supposed to represent)
medics can stick a needle in someone to innoculate..
medics can apply anti-venom..
medics use 'Medicine Use', 'Medicine Effectiveness', 'Medicine Experimentation', and 'Medicine Assembly' which ranged up to a full 100
Docs solely have ability to cure disease..
Doc's get shifted to their new skillset.. 'Doctor Effectiveness', 'Doctor Use', 'Doctor Experimentation', 'Doctor Assembly'
Doctor level Schematics required for state cures..
Doc buffs/res kits get moved to 'doc use'
Doc's can Keep PBAE cures to themselves.. both p/d (with a resonable AE radius.. 10m at a guess.. that's 314Sq meters.. that's enough coverage)..
CM's get ranged single Cures for poison.. Not disease
CM's get ranged and/or area state cures near master
CM's get better drag range
Cm's wound reduction form mindheal
Stimpacks.. A's at medicine use 5.. B's at medicine use 50 (1/2 way up a tree).. C's at medicine use 100 (master medic
D's at Doctor 5.. E's at midway thru doc somewhere.. both D and E will require DOCTOR skill
Ranged stims - as is for now.. (yes cm's can use ranged stim D's and E's but not single's.. it's weird form a r/p standpoint but it's in the interests of balance)
Wound packs.. same concept as stimpacks.. higher ones require doc skill..
ok so no you have to invest more than 15 points into medic to use a stim-b..
both advanced healers can cure states.. and provide innoculations..
docs get buffs/res kits to themselves..
docs get the majority of crafting to themselves..
doc's exclusively cure disease
there. we all win..
8)
Mustelafuro
Thu Aug 12, 2004 12:45 am
#5
Well just look at it this way, 169 points and look at our 4 trees, 1 is crafting of course, now check the others, how many abilities do we get compared to all other elite profs? Heck I really don't care what we get, just give us something. We get apply poison at novice, apply disease in a second box and mind heal in a 4th box. The rest of em just make us faster or stronger, put more bonus into master cm and give us some lil things to do in our trees.
somerandomuser
Thu Aug 12, 2004 12:48 am
#6
*sigh... they haven't even done that in a quickfix for smuggler 8/ loog at smuggler X000.. top 3 boxes.. do nothing 8(
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