Combat Medic Archive
Thread: Offensive Combat Medicine
Other day I made combat medic, and decided to check the boards again on my profession.
To my dismay, I find that diseaseand poison arestill bugged, and has been implemented... awkwardly.
The way it is now, it's kinda boring. Just debuffs to pools. Meh.
Don't you think you could add some cooler stuff, like what we have in riot control today. Maybe asort of Pepper spray, to blind people? Maybe to stop a charging brawler/pet from getting too close to you. Or like a tear-gas grenade.
Or maybe like a root of some kind, so you can do croud control really easily. As it stands now, there isn't very much croud control out there besides knockdown and warning shot (which only works on animals and means you have to re-pull.) It would be awesome to have a class with you that not only heals everyone but also stops half of that croud of opposing faction from moving for a minute or two while you kill the other half.
Does anyone agree with me that woundgrenadesare plain and simply lame? Wound shots do way more wound damage anyway, and that's just to grief people. (IMHO intentional wounding should be taken out of the game)
And heck, maybe give us something useful to sell to people who don't even have medic skill. Pepper spray can be used without a lisence, why not make it's equivalent available to people too? Of course combat meds would use it with greater effectiveness, hehe. It would be a good source of income, as right now we have NO WAY TO REALLY MAKE MONEY now that Jaxs are sped up.
Give us some real chemical warfare stuff!
u should read my thread on how to improve the support aspect of CM...
its called putting the combat back into combat medic...
i have some suggestions in there u might like
I like your suggestion to add defence bonuses into the class. It would be really cool to be able to outlast people even more, when I was dueling non-mind damage people I'd almostwhoop (rarely I'd win. I'm not uber. I'm a medic. And if I come close to winning that's one helluva acomplishment.) because I could live long enough to get them to drain their own pools low enough that my novice pistoleer stuff could kill them.
With the defenses added I might have a chance against mind damage too. I still want Pepper spray and gas grenade launcher equivalents though, heh.
Would make my day just to hear that BH scream like a girl when I spray him. (And then he would two shot me.)
Oh yeah, another thing. My opinion on mind damage:
Just include it into heals. Make it as powerful as the health and action heal.
WE ARE NOT STEALING FROM ENTERTAINERS. They don't heal mind damage. RIFLEMEN AND BOUNTY HUNTERS NEED A NERF ANYWAY. They one-shot and two shot people. And I have no way to stop them. You realize how worthless I feel? How rediculously underpowered, like I'm shunned by the Devs. I can't do CRAP to help people in Player Versus Player when we go to fight TRICR and FATAL and such. They ALL use mind damaging weapons.
Chain healing because of "infinite mind":
It's not infinite people. It's not even potentially infinite. You use a stim pack for each heal. You use resources for each stimpack. And by the waymy mind regenerates faster than stim healing burns it. Sadly my comrades' mind pools don't.
Oh yeah, and even though it's off topic on this board... They need to make CH take another novice profession. Maybe brawler so they are incouraged to be up close with their pets, or medic to increase the number of medics out there. And make them take master scout too, not just two trees.
No one wants Mace equivalent?
"MINE EYES! THEY BURN!!!!"
"Mos Eisley PD! Drop the vibro lance! Put your hands behind your head! HANDS BEHIND YOUR HEAD!"
> It's not infinite people. It's not even potentially infinite.
If you heal 100 mind for the cost of 50 mind you will have infinite mind.
> You use a stim pack for each heal. You use resources for each stimpack.
Please... 10 stimpacks will give you 300 heals - that's 20 min of non-stop healing.