Combat Medic Archive
Thread: Combat Medic Top 5 Issues
1) Inter-profession Crafting Interdependency - Others depdendent upon us:
CMs currently are dependent on Doctor crafted components in order to make the Best Stims. CMs are also dependent upon Artisan and Scout skills to obtain certain resources. Many CMs would like to have other professions dependent upon us for items and/or components.
Fix: Implementation of any/all of the following:
*Doctor Cure Packs require CM crafted components.
*Chef poison/disease resistance foods require a crafted component from a CM.
*Armour resistance layers requiring a CM crafted component.
*Weapon addition to add a DoT attack requiring a CM crafted component.
2) Resources Requirements:
Many CMs feel the resource requirements are too rare/specific. Some also feel that the spawn rate is too low as well.
Fix: Increase the spawn rate to something that is, at the least, decent. A spawn rate of once every 2-3 months is not overpowering OR maintain the current spawn rate but make the stats better all around.
3) Increased Usefulness of Mindheal:
Mindheal, currently, has drawbacks which outweigh it's usefulness. It lacks any true range and the wounds/bf it causes are too high.
Fix: Increase the range of /mindheal and lessen the wounding. (note: this may become a non-issue with the HAM Revamp portion of the Combat Revamp, in which it is thought that mind healing will be as easy as Health and Action healing)
4) PvE Damage Output:
Combat Medic Damage in PvE is woefully inadequate. Poisons and Diseases offer little to PvE encounters and are sometimes outdone, damage-wise, by simple use of low level marksman weapons.
Fix: CM Damage increase for PvE situations. Anywhere from 2-3 times current.(note: this would automaticallyrequire a damage reduction be placed on CMs in PvP)
5) Faction Points:
Combat Medics would like to be able to obtain faction points for using their abilities. Whether it be via healing fellow factioned members during GCW related encounters, or by use of poison/disease during GCW Encounters.
Fix: Implementation of a code similar to 'kill credit' for healing, only substituting a drastically reduced ammount of Faction Points for Combat XP. Implementing some form of 'kill-credit' Faction Point gain for damage dealt on a Factional Target.
This is how the rest of the list placed:
- 6) No Incap/+1 Change
- 7) Line of Sight/Z-Axis Issues
- 8) Usefulness of Disease
- 9) Money
- 10) Damage Mitigation/Resists
- 11) Range
- 12) Poison Resistance System Message
- 13) DoT Tick Intervals
- 14) Healing While Mounted
- 15) Drag Range
- 16) Experimentation on Stim Components
- 17) Flamethrower/On-Fire Cure
Thanks to everyone who voted! I'll let you know when I learn anything from the Devs on our List ![]()
Good list.
I am very much interested in reading a developer response.
Message Edited by Anshar on 04-14-2004 12:04 PM
Excellent list.
#1 is#1 in my book, and makes a tremendous amount of sense.
2-5 I agree with, 1 on the other hand I don't completely agree with.
Why does a Doctor's cure require a CM made component? What benefit will this component give the Doctor? If other than just a component it's BS. Now if that component give Doctors an area effect cure, now we are talking. Make it an option component, similiar to NS shards for armour.
Menoetius wrote:2-5 I agree with, 1 on the other hand I don't completely agree with.
Why does a Doctor's cure require a CM made component? What benefit will this component give the Doctor? If other than just a component it's BS. Now if that component give Doctors an area effect cure, now we are talking. Make it an option component, similiar to NS shards for armour.
Did you vote in the poll when it was up and make your opinion known?
The list is what was voted upon by CMs here on this board. I don't personally agree with every issue, but that's what the majority wanted *shrug*
If you want to discuss a particular issue in-depth, feel free to start a seperate thread
vortexala wrote:
Menoetius wrote:
2-5 I agree with, 1 on the other hand I don't completely agree with.
Why does a Doctor's cure require a CM made component? What benefit will this component give the Doctor? If other than just a component it's BS. Now if that component give Doctors an area effect cure, now we are talking. Make it an option component, similiar to NS shards for armour.
Did you vote in the poll when it was up and make your opinion known?
The list is what was voted upon by CMs here on this board. I don't personally agree with every issue, but that's what the majority wanted *shrug*
If you want to discuss a particular issue in-depth, feel free to start a seperate thread
I cannot remember if I did or not with my alt on the voting.
As for the in-depth part, I think something was started in another thread.
Anshar wrote:
are you even a CM. no? didnt think so. go to the commando forums
BAM! How joo doing!
Menoetius, aka Master Commando ![]()
Deko wrote:
Menoetius wrote:
2-5 I agree with, 1 on the other hand I don't completely agree with.
Why does a Doctor's cure require a CM made component? What benefit will this component give the Doctor? If other than just a component it's BS. Now if that component give Doctors an area effect cure, now we are talking. Make it an option component, similiar to NS shards for armour.
Ever hear of Edward Jenner? He was the guy who invented the smallpox vaccine back in the 1800's, but what he did is similar to what this is going to do. He took small amounts of one disease, cowpox, and injected into into a young boy. After that, he exposed the poor kid to smallpox. He didn't get smallpox, Doctor Jenner used one sort of disease to stop another.
Makes sense to me
Shades of Louis Pasieur (sp)?
In order for Doctor to make cures they are now forced to use a CM component. A component only a CM can make,yet this same CM can make Doctor components,though a Master Doctor can make them better.