Combat Medic Archive
Thread: Splitting Combat Medic Effectiveness
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jfang
Sat Jul 10, 2004 7:20 pm
#1
I posted this in another thread, but as right pointed out, it deserves a separate thread.
Currently, the x000 combat medic skill tree is *much* better than the 0x00 skill tree (getting /healmind is a major priority, which is fairly rare). The primary reason for this of course is that the combat medic effectiveness skill is entirely within the x000 skill tree. (This is further compounded by the fact that the ranged injury treatment skill does not affect throwing poisons, either as designed or by a bug, so those interested in DOT attacks have no use for the 0x00 tree. The distance treeis stillsuperior though, even ignoring this.)
I would propose moving some of the combat medic effectiveness skill to the speed tree, especially considering how logically, distance and effectiveness have relatively little in common.
Given the recent changes to distance, the distance tree is now less valuable, but is still more valuable than the speed tree. As I recall, currently you get +15, +15, +15, +25 effectiveness for the distance tree. I would change it so you instead would get +5, +5, +5, +10 effectiveness while going up the distance tree, with the difference moving to the speed tree of the equivalent level. For a master combat medic, the total combat medic effectiveness would not change.
As I said, this would have the net effect of making it less obvious which second tree to get, and of making combat medics less dabble friendly. Of course the exact split would need to be played with a and balanced with a little more thought to it. And ofcourse up to the devs whether they want to make a profession more or less dabble friendly. However, I thought I would put this idea on the table and see if anybody had any comments about it.
Bamboozle
Sat Jul 10, 2004 8:13 pm
#2
I think it's alright the way it is now. I don't mind CM being a bit dabbler friendly.
There will probably be a lot of changes to our profession in the next couple of months, so let's wait and see what happens.
There will probably be a lot of changes to our profession in the next couple of months, so let's wait and see what happens.
Brainplay
Sun Jul 11, 2004 5:03 am
#4
/agree with Jfang
Dabblers do so to obtain specials and defenses from other professions but come up short in one of those areas. Pistol tech tree gives you the special moves and defenses (mostly for defenses) but no speed. Bounty Hunters went up various pistol and carbineer trees for defenses and specials but already had a fortay of speed and accuracy from their own trees. TK and Fencer are some of the most dabbled professions but mostly for powerboost or defenses. People go up doctor for various reasons but getting master gives you a big boost. This will no longer apply to Combat Medic. Combat medics have 2 abilities thatdabblers look for. Ranged poison/disease and ranged/area stims. Now that range is going to be nerfed and the locations where area stims are needed are all close quarters the range on a stim isnt going to matter. Throw in the fact that melee (most PvP'ers are primarily melee or riflemen) fight at point blank then their's even less need for going up a range tree. Now all they need is effectiveness and they are just below a master CM.
The could have put caps on the subcomponents, could have put a cap on the range so even if it went past 32 it was still capped at 64m, but instead they revamped our modifiers.
I now hate jedi with a passion. I'll be spending alot more time playing my other server Bounty Hunter now 
Happymob
Sun Jul 11, 2004 1:04 pm
#5
A bit dabbler friendly is ok, but an entirely useless tree is not ok.
Bamboozle wrote:
I think it's alright the way it is now. I don't mind CM being a bit dabbler friendly.
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