Combat Medic Archive

Thread: what are the facts?

badgic
Sat Jul 31, 2004 9:06 am
#1

First off this is only if the doc skills on test center go thru as they are.


A mcm has as i see it has two viable skills, stims and poison.

ranged stims have more bugs than a roach hotel.

Since cm's are being told that they are support med class only? ill use doc as a measure stick.

A md has5 viable skills rez, buff, stims, cures, state removal.


A mcm can master a ranged prof. or partially master a brawler prof.

Amd can master any non elite prof.


A mcm can sell stims/poisons for cash.

A md can sell stims, rez packs, cures, state removal packs, buffs.

A md can buff for cash.

running missions for either would only be thru other prof's. or grouping.


A mcm can throw aoe/single target stims around 25 meters.

a md can heal single targets at 5 meters.


If the changes go thru as there stated in this forum.



A mcm has as i see it hasone viable skill, stims.

ranged stims have more bugs than a roach hotel.


Since cm's are being told that they are support med class only? ill use doc as a measure stick.


A md has7 viable skills rez, buff, stims, cures, state removal, aoe cures, inoc's.


A mcm can master a ranged prof. or partially master a brawler prof.

Amd can master any non elite prof.


A mcm can sell stims/poisons for cash.

A md can sell stims, rez packs, cures, state removal packs, buff packs, aoe cure packs, inoculatio packs.

A md can buff for cash.

running missions for either would only be thru other prof's. or grouping.


A mcm can throw aoe/single target stims around 25 meters.

a md can heal single targets at 5 meters, aoe cure poison/disease, buff health/ action bars, inoculations, rez, cure states.


keeping in mind that cm poisons have never been usefull for pve and dot damage doesnt equal loot permission.


Have i made a mistake or is this the situation the cm's are looking at?
Gnuut
Sat Jul 31, 2004 10:01 am
#2




badgic wrote:

First off this is only if the doc skills on test center go thru as they are.


A mcm has as i see it has two viable skills, stims and poison. AE heals, Ranged Heals, Mind Heal, Poison and Disease are our skills.

ranged stims have more bugs than a roach hotel.true dat

Since cm's are being told that they are support med class only? ill use doc as a measure stick.

A md has5 viable skills rez, buff, stims, cures, state removal.A Doc can heal 12 out of 13 types of combat damage whereas a CM can only heal 5 out of 13. compare the healing alone and you will see the imbalance


A mcm can master a ranged prof. or partially master a brawler prof.

Amd can master any non elite prof.


A mcm can sell stims/poisons for cash. We can sell stims of mediocre quality due to limited experimentation. We can only sell CM meds to other CMs.

A md can sell stims, rez packs, cures, state removal packs, buffs. An MD can sell meds to any player that has the appropriate med use and skill. It only requires an investment of 15 points to use the lowest meds available.

A md can buff for cash. You don't often see a character asking a CM to stack a bunch of poisons and disease on them I am sorry to say.

running missions for either would only be thru other prof's. or grouping.


A mcm can throw aoe/single target stims around 25 meters.

a md can heal single targets at 5 meters.

keeping in mind that cm poisons have never been usefull for pve and dot damage doesnt equal loot permission.



Have i made a mistake or is this the situation the cm's are looking at? CMs could care less whether we even keep our poison and disease skill. The only thing we want is for our defensive or offensive skills to be worth the points we spend. Allowing a Doctor with 2xxx skill easily counter our nastiest poisons is a slap in the face. That is not balance



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

neutrineaux
Sat Jul 31, 2004 10:16 am
#3






Gnuut wrote:




badgic wrote:

First off this is only if the doc skills on test center go thru as they are.


A mcm has as i see it has two viable skills, stims and poison. AE heals, Ranged Heals, Mind Heal, Poison and Disease are our skills.

ranged stims have more bugs than a roach hotel.true dat

Since cm's are being told that they are support med class only? ill use doc as a measure stick.

A md has5 viable skills rez, buff, stims, cures, state removal.A Doc can heal 12 out of 13 types of combat damage whereas a CM can only heal 5 out of 13. compare the healing alone and you will see the imbalance


A mcm can master a ranged prof. or partially master a brawler prof.

Amd can master any non elite prof.


A mcm can sell stims/poisons for cash. We can sell stims of mediocre quality due to limited experimentation. We can only sell CM meds to other CMs.

A md can sell stims, rez packs, cures, state removal packs, buffs. An MD can sell meds to any player that has the appropriate med use and skill. It only requires an investment of 15 points to use the lowest meds available.

A md can buff for cash. You don't often see a character asking a CM to stack a bunch of poisons and disease on them I am sorry to say.

running missions for either would only be thru other prof's. or grouping.


A mcm can throw aoe/single target stims around 25 meters.

a md can heal single targets at 5 meters.

keeping in mind that cm poisons have never been usefull for pve and dot damage doesnt equal loot permission.



Have i made a mistake or is this the situation the cm's are looking at? CMs could care less whether we even keep our poison and disease skill. The only thing we want is for our defensive or offensive skills to be worth the points we spend. Allowing a Doctor with 2xxx skill easily counter our nastiest poisons is a slap in the face. That is not balance







mostly true, but i do care if i keep my poison and disease skills. chemical warfare, baby. no apologies. we should deal massive damage to large groups.


it is the venom that needs fixing, not the CM's.


and how about sharing the wealth? if docs can now do our area tricks, how about us being able to apply buffs and inoculations? and could we pleeeeze be able to correct battlefield injury better than our family practice doc in Theed?


make us better, nerf the venom, not the CM's




no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


Blackmoore
Sat Jul 31, 2004 10:17 am
#4

Is it just me or does "support class" scream unbalanced? I have said before and I will say it again. There is no way to be a support class when you are on your back and dead. I don't want to give up poisons and diseases nor should I be forced to. The changes currently render us useless in PVP. Someone posted that if you are lucky to even hit someone you might have the chance to get a poison tick in - if you are extremely lucky. So, my prediction is that a lot more people will be going doc and that a lot of CM's will turn to the environment.Now CM's will be the true Jedi of the game. You'll be lucky to see one. Unlike the current Jedi walking out in the open. I will be eager to see what the new FOTM template will be. Doc/rifleman? Doc/melee?



Ocore Wavingmist: Jedi

Ewang Grandstrand: 12 Point Master WS/12 Point Master AS/Merchant

Chilastra/Corellia/Coronet Vendors at 753 -5233 and the Merchant Tent 717 -5260

New Restuss vendor 5052 6371, New Theed vendor -6667 5028

Chilastra/Tatooine/Ronin City
neutrineaux
Sat Jul 31, 2004 10:19 am
#5






Blackmoore wrote:

Is it just me or does "support class" scream unbalanced? I have said before and I will say it again. There is no way to be a support class when you are on your back and dead. I don't want to give up poisons and diseases nor should I be forced to. The changes currently render us useless in PVP. Someone posted that if you are lucky to even hit someone you might have the chance to get a poison tick in - if you are extremely lucky. So, my prediction is that a lot more people will be going doc and that a lot of CM's will turn to the environment.Now CM's will be the true Jedi of the game. You'll be lucky to see one. Unlike the current Jedi walking out in the open. I will be eager to see what the new FOTM template will be. Doc/rifleman? Doc/melee?




amen




no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


badgic
Sat Jul 31, 2004 10:41 am
#6


A mcm has as i see it has two viable skills, stims and poison. AE heals, Ranged Heals, Mind Heal, Poison and Disease are our skills.

well i should have added poisons and disease to this list. i left out mind healing because it isnt viable or sustainable. i didnt list the actual heals seperatly because under doc i would have been typing forever to list them all lol. i left poison and disease out of the after list due to the amount of risistance that will be granted and the fact that even if you land one it will be healed before it ticks most likely.

ranged stims have more bugs than a roach hotel.true dat

Since cm's are being told that they are support med class only? ill use doc as a measure stick.

A md has5 viable skills rez, buff, stims, cures, state removal.A Doc can heal 12 out of 13 types of combat damage whereas a CM can only heal 5 out of 13. compare the healing alone and you will see the imbalance

what 5 are you referring to? i can think of three, health, action, and mind.
Gnuut
Sat Jul 31, 2004 10:55 am
#7






badgic wrote:

A md has5 viable skills rez, buff, stims, cures, state removal.A Doc can heal 12 out of 13 types of combat damage whereas a CM can only heal 5 out of 13. compare the healing alone and you will see the imbalance

what 5 are you referring to? i can think of three, health, action, and mind.






There are 13 types of "Combat Damage"


Health, Action, Mind, Wounds, Bleeds, Dizzy, Intimidate, Stun, Blindness, Poison, Disease, Fire, and Death


Cmas can heal the first 5 only while Doctors can heal all but Mind.






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Blackmoore
Sat Jul 31, 2004 11:00 am
#8

I might be a noob here (not really :smileyvery-happy but how can CM's heal bleed states? Just curious. I don't recall that we can?




Ocore Wavingmist: Jedi

Ewang Grandstrand: 12 Point Master WS/12 Point Master AS/Merchant

Chilastra/Corellia/Coronet Vendors at 753 -5233 and the Merchant Tent 717 -5260

New Restuss vendor 5052 6371, New Theed vendor -6667 5028

Chilastra/Tatooine/Ronin City
Ternque01
Sat Jul 31, 2004 11:03 am
#9






Gnuut wrote:




badgic wrote:

First off this is only if the doc skills on test center go thru as they are.


A mcm has as i see it has two viable skills, stims and poison. AE heals, Ranged Heals, Mind Heal, Poison and Disease are our skills.

ranged stims have more bugs than a roach hotel.true dat

Since cm's are being told that they are support med class only? ill use doc as a measure stick.

A md has5 viable skills rez, buff, stims, cures, state removal.A Doc can heal 12 out of 13 types of combat damage whereas a CM can only heal 5 out of 13. compare the healing alone and you will see the imbalance


A mcm can master a ranged prof. or partially master a brawler prof.

Amd can master any non elite prof.


A mcm can sell stims/poisons for cash. We can sell stims of mediocre quality due to limited experimentation. We can only sell CM meds to other CMs.

A md can sell stims, rez packs, cures, state removal packs, buffs. An MD can sell meds to any player that has the appropriate med use and skill. It only requires an investment of 15 points to use the lowest meds available.

A md can buff for cash. You don't often see a character asking a CM to stack a bunch of poisons and disease on them I am sorry to say.

running missions for either would only be thru other prof's. or grouping.


You are a hybrid combat class. Most combat classes get their money from doing missions. Smugglers are also a combat hybrid/crafter class and most of their money comes from missions. Spices don't sell and most smugglers slice for a measely 100 credits per %. If you don't make money from crafting and selling as much as doctors I'm not really concerned you can grab janta missions in solo-groups on dantooine just like the rest of us.. or even *gasp* join a hunting group and back them up in combat to get the your payout or loot cut.


A mcm can throw aoe/single target stims around 25 meters.

a md can heal single targets at 5 meters.

keeping in mind that cm poisons have never been usefull for pve and dot damage doesnt equal loot permission.



Have i made a mistake or is this the situation the cm's are looking at? CMs could care less whether we even keep our poison and disease skill. The only thing we want is for our defensive or offensive skills to be worth the points we spend. Allowing a Doctor with 2xxx skill easily counter our nastiest poisons is a slap in the face. That is not balance









Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
yebach
Sat Jul 31, 2004 11:21 am
#10




Blackmoore wrote:

I might be a noob here (not really :smileyvery-happy but how can CM's heal bleed states? Just curious. I don't recall that we can?



what the heck are you talking about? Medics at First Aid 2 can heal bleeds with the /firstaid command. Since Master Medic is part of CM it is included in their skillset.





'Yebach
Doctor/Musician
ION Guild
neutrineaux
Sat Jul 31, 2004 11:33 am
#11






Ternque01 wrote:





Gnuut wrote:




badgic wrote:

First off this is only if the doc skills on test center go thru as they are.


A mcm has as i see it has two viable skills, stims and poison. AE heals, Ranged Heals, Mind Heal, Poison and Disease are our skills.

ranged stims have more bugs than a roach hotel.true dat

Since cm's are being told that they are support med class only? ill use doc as a measure stick.

A md has5 viable skills rez, buff, stims, cures, state removal.A Doc can heal 12 out of 13 types of combat damage whereas a CM can only heal 5 out of 13. compare the healing alone and you will see the imbalance


A mcm can master a ranged prof. or partially master a brawler prof.

Amd can master any non elite prof.


A mcm can sell stims/poisons for cash. We can sell stims of mediocre quality due to limited experimentation. We can only sell CM meds to other CMs.

A md can sell stims, rez packs, cures, state removal packs, buffs. An MD can sell meds to any player that has the appropriate med use and skill. It only requires an investment of 15 points to use the lowest meds available.

A md can buff for cash. You don't often see a character asking a CM to stack a bunch of poisons and disease on them I am sorry to say.

running missions for either would only be thru other prof's. or grouping.


You are a hybrid combat class. Most combat classes get their money from doing missions. Smugglers are also a combat hybrid/crafter class and most of their money comes from missions. Spices don't sell and most smugglers slice for a measely 100 credits per %. If you don't make money from crafting and selling as much as doctors I'm not really concerned you can grab janta missions in solo-groups on dantooine just like the rest of us.. or even *gasp* join a hunting group and back them up in combat to get the your payout or loot cut.


A mcm can throw aoe/single target stims around 25 meters.

a md can heal single targets at 5 meters.

keeping in mind that cm poisons have never been usefull for pve and dot damage doesnt equal loot permission.



Have i made a mistake or is this the situation the cm's are looking at? CMs could care less whether we even keep our poison and disease skill. The only thing we want is for our defensive or offensive skills to be worth the points we spend. Allowing a Doctor with 2xxx skill easily counter our nastiest poisons is a slap in the face. That is not balance













true, you can earn money doing missions. in fact, i get nearly all of mine that way. but it is not much fun as a pure cm. i have carbineer, so it is more possible for me. otherwise you basically stand around while the melee folks kill the mission, which is sort of humiliating. occasionally you might need to heal someone, but most serious pure combat folks have novice medic, so half the time they heal it before it is low enough for me to worry. so if you want cm as your combat class, you are out of luck for good money sources. having scout or artisan is nice for resources, but if you want to earn a living, you will need to go ranged master, and rifle is probably the best of those.


not a complaint, just pointing out that cm by itself is not endowed with much income potential. the poison/dzinnoculations would have been a really nice addition to cm for that reason.





no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


Ternque01
Sat Jul 31, 2004 11:39 am
#12






neutrineaux wrote:



true, you can earn money doing missions. in fact, i get nearly all of mine that way. but it is not much fun as a pure cm. i have carbineer, so it is more possible for me. otherwise you basically stand around while the melee folks kill the mission, which is sort of humiliating. occasionally you might need to heal someone, but most serious pure combat folks have novice medic, so half the time they heal it before it is low enough for me to worry. so if you want cm as your combat class, you are out of luck for good money sources. having scout or artisan is nice for resources, but if you want to earn a living, you will need to go ranged master, and rifle is probably the best of those.


not a complaint, just pointing out that cm by itself is not endowed with much income potential. the poison/dzinnoculations would have been a really nice addition to cm for that reason.








As a pure smuggler you can make two kinds of money.. "jack" and "****". Try selling spices or slicing (which does have some profit if you charge 5k a slice). Even with slicing the profit potential is NOWHERE near that of doctors and the combat skills of smugglers are completely laughable.


Smugglers have the accuracy/speed mods of pistols 4, with specials so nerfed or slow they are ineffective with those pistol mods.


I hate to say it, but you are right, innoculations need to be administered or sold by CM's. They know the poisons/diseases, they should know the counters


Area cures however I think definitly belong to doctors.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Obata
Sat Jul 31, 2004 11:41 am
#13






Gnuut wrote:




There are 13 types of "Combat Damage"


Health, Action, Mind, Wounds, Bleeds, Dizzy, Intimidate, Stun, Blindness, Poison, Disease, Fire, and Death


Cmas can heal the first 5 only while Doctors can heal all but Mind.








Why do you separate out the damage for each pool but not the wounds? By my count there are 22 effects of combat: heath, action and mind damage, health, action, mind, strength, constitution, stamina, quickness, focus and willpower wounds, dizzy, blind, intimidate, stun, poison, disease, fire, bleeds, battle fatigue and death.


Docs can heal or undo 16 of the 22. CMs can heal 9. Honestly though, I think those numbers are misleading. CMs can heal the most important ones, the damage. I don't think Cms need to take abilities away from docs to be the best combat healers. What we need is a system that actually allows player characters to take damage. Of course, the aforementioned bugs to ranged healing need to be worked out too. In the days before 80 - 90% armor CM was by far the most capable healing profession for group combat.


I absolutely agree with you that the current system does not make it worth the SP to be a CM. This will be even worse if the devs go too far in balacing poisons. IMO instituting both AOE cures and innoculations is too much. They should first try just one of them, otherwise we will be going the way of creature handlers, bounty hunters and commandos. I would like to see a balanced for of innoculations without the AOE cures.


Message Edited by Obata on 07-31-2004 02:43 PM



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
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