Combat Medic Archive
Thread: If your going to nerf CM at least give master CM something like (area poison heals?)
Jadai wrote:
Area Cures for Area Poisons
Area Cures for Area Disease
Make it so only master combat medics could do it, This way you get rid of the dabbers. I could careless about range
So stop nerfing and start fixing ....You want some balance in the force?
Combat medics do NOT cure things, that is a doctor skill and will always be this way.
RommiLancaster wrote:I think this ability would go to doctors instead. Seeing as CMs are combat orientated (hence Combat Medic), they deal out damage primarily and heal secondary. Because CMs dont have the cure poison/disease skill anyhow, I would find this inappropriate for them.
Well... actually doctors isn't supposed to enter combat. they are supposed to stay at the base camp and do M*A*S*H-work.
If doctors get any form of ranged or area application I would like to see them pick up 0004 marksman as well. Or that particular req should be dropped from CM.
But really... it is high time to balance the offence/healing ratio of CM, don't you think? Especially if they are intending to reduce our (slightly of scale) efficency.
Moosemillion wrote:
CM
Combat Medic
Combat - 1. to oppose in battle; fight against ... also to engage in fighting, especially armed batte
Medic - 1. a member of the miltary medical corps. 2. A physician or surgeon
As you can see from these definitions from The American Heritage College Dictionary a CM is specifically a medicaly trained profession who is actively engaged in front line healing and combat.
Therefore, to imply that only docs should heal is factually incorrect, as by definition a CM is on parin healing abilty with a Doc, just with a different specialty.
Furthermore, to imply that a CM who can create and distribute a poison or disease would not have the abilty to cure said diseases is not contextually accurate. It would be more accurate to say that a Doc should not, but as there is a specific specialty you need to obtain that skill, it does make sense ( ie a general practitioner who specializes in poison control would be able to do general healing as well as treat poison victims)
It does make sense that a CM should have the abilty to heal in the field, because that is what they are intended to do, both in RL and in the context of the game. CM actually requires more Skill Points to obtain because of the 0004 Marksman requirement. That should not imply that CM should be able to treat wounds, as that is a specialty of Doc training, but it would reasonably make sense for a CM to be able to obtain a cure poison and cure disease abilty, especially at Master level.
BMM
This isn't America. This is SWG. There's no defintion for Teras Kasi, Twi'lek, or fiberplast. And if this was anywhere near real life all melee professions would cower in fear since a single bolt from a T21 could tear them in half literally.
Field Medics in real life have the ability to treat poisons, diseases, and biological warfare. They stabilize seriously wounded patients by performing basic first aid all the way up to surgery while under enemy fire and then move them (when possible) to a secure field hospital where non-combatant doctors treat anything thats life threaten/change such as internal/micro surgery or amputations. Field Medics are a step above your regular EMT and if you ever watch one in action you'll wonder if he really is a doctor.
I agree with your accessment of treating poison though. Biological/Chemical warfare specialists back in the old days and now were usually doctors specializing in biology, human chemistry,and internal medicine. You had to know exactly how a body functioned and reacted to various chemicals in order to determine if a substance was effective. "If they breathed this smoke and coughed up blood then it works but why?" "Is it this chemical or that?" "Can we distill it to make it more effective?" At the same time they had to develop counters and treatments for that same substance. It would do them no good if their "secret weapon" suddenly experienced a wind shift or accidental release on their own troops and decimated their own army. That kind of thinking only existed in the movies.
My opinion (which most people say stinks) is that Doctors should have their powerful buffs, the best heals (stimE's), the best cures, the best heal crafting ability, and even heal mind (like we have time to sit and ask, "tell me about your mother"). And of course no field abilities or defenses. Combat Medics should have their combat worthy ranged/area heals, fire suppression (like you need a P.h.D to toss a blanket), limited poison/disease curing or applied mitigation, and cure all or at least most states plus some limited defenses since we are expected to be in the midst of combat. In PvP once a Combat Medic has thrown his/her poisons they have to fall back on their other ranged profession to add any sort of help to the encounter. Doctors have their choice of either using their doctor abilities to become the ONLY medical support that players need whether curing poison/disease, putting out fires, or just reviving or rebuffing OR strictly stick with their ranged/melee profession and use their medical abilities as a personal boon.
This game is too much about soloing and very very very little about grouping unless you're trying to get 30k janta missions then you do it all the time. Hopefully after the revamp they give the combat medics something they've been owing us for a long time. Someneeded group support abilities.