Combat Medic Archive
Thread: Put the Combat in Combat medic Pahdbacca please read
Combat medic is a combat profession, why after spending so many points did we not get any melee or ranged damage mitigations stats?
Even Smuggler got melee defense mitigation 1, and half of that profession is crafting (slicing and spices)
please can we get some dev attention to this?
krieger
I have posted several problems about the CM profession in the last couple of weeks and heard very little in the way of responses for them. The same is happeneing for many of the professions. It looks like the devs have been busy with mounts, vehicles, city drift, city ban and items vanishing off of vendors after 14 days. TH's new priority is the Top 5 issue lists we turned in a while back. I have started bumping threads about CMs AGAIN in the corr forums. I have asked for the Dev's thoughts on damage mitigation for CMs about 2 weeks ago and have not heard any response on that either. Squad Leaders also want some damage mitigation and they have not heard anything.
As for how much Combat is in the Combat Medic, I am asking for permission to quote one of the devs on the role that they view combat medics as playing in SWG. I will also have that ASAP.
In my honest opinion, we should be getting +50 to resist poison, and +50 to resist disease by Master Levels. I do also thing that these modifiers should be spread out over the trees so that people can not get level 4 in 1 line of CM so that they get +40 to each.
Something along the lines of +3 for each box of the tree (not counting crafting line) and +14 for master to each. This would give a total of +50 to each.
This is probably my biggest gripe about Combat Medic. We get no "combat" modifiers at all. If no damage mitigation, then give us some defense modifiers. Ranged defense, melee defense, defense against knockdowns... something. Essentially we are a combat class because we require Ranged Support. But unlike every other combat class, we get no other benefits to our combat capabilities beyond that prerequisite.
Riflemen build upon the skills they used to get Rifles IV, likewise with Carbiniers and Pistoleers. Bounty Hunters and Commandos pick up new sorts of powerful and exotic weapons. Brawlers studying unarmed fighting expand upon those abilities in the Teras Kasi arts, etc. As Combat Medics, however, we train in Ranged Support and that's it. We never expand upon those abilities. At the very least, we ought to get added ranged defense bonuses, since they are part of the Ranged Support line. Perhaps an added bonus would be to grant a general ranged weapon speed and/or accuracy bonus, to build upon the "general ranged aiming" skill from Ranged Support. There needs to be a reason that we have to take up Ranged Support, so let us see some benefit from it.
mods would be nice (maybe vs state effects, knockdown, even poisonand disease).
That said wedo get the RANGED in ranged support. Personally, I won'tstart whining until they take out poisonanddisease and say thatyour ranged stimE is powerfull enough ![]()
If they go much further, they will have to change our prof title from combat medic to gynecologist, lol.
Oops, probly get /banned for that one, huh?