Combat Medic Archive
Thread: More proof that this game likes doctors more than CMs
How come you can use any of the doc packs while running and not stop but all our packs u have to stop running to use?!
i can stim on the run but stop to throw ranged stims?
**edit**!!! Come on give CM some loving ![]()
ne1 else concur?
im getting testy with this game lol...
not only is the lag killing but now i have crates of stim Ds and Es disappearing...
not to mention the reversion of xp on factories has further bogged down crafting which was already lagging so far behind the easy of xp on the other trees that i was a joke..
my finger hurts from the crafting grind...and its monday...
forgive my belligerence...
One thing I noticed nicely about the CMs and this is maybe biggest I'm quite new to the field (only have about three or four skills unlocked) is that the ranged stims healing ability does not directly relate to the medics stims. With a ranged stim B I can rival the healing rate of a regular stim C. It's not quite comparable, the Bs fall a little behind, but I think the devs were thinking of ways to make the CM more agreeable since they aren't a branch in the skill tree like Doctor is from medic.
Also the skill increases in the experimentation of CM meds are on the average a +10 more per skill level then the Doctor and medic. Now you could argue that with a Master Doctor you are getting a total of +100 for experimentation, but the combat medic tree alone gives you +90.
So far I'm pretty happy with being a CM, but I can't wait until they adjust/fix the poisons and diseases. The ranged stims are very valuable (especially with my experience at the tuskan camp where I could just click on team member names and toss them a stim), but the class is still incomplete. I think once these issues get fixed the CM will be a lot more comparable to the doctor.
still the issue of we dont get all 10 points to experiment on our components...
so we will never have the best components if u we dont get doc crafting...
ranged stims do usually heal about 1 level above the same lvl stim...
but ranged stim makes u stop running...normal stims dont...dots make u stop running, buffs and heal wounds dont...
fact is the game skewed towards certain classes and they arent doing anythng about the balance...
Elenora wrote:How come you can use any of the doc packs while running and not stop but all our packs u have to stop running to use?!
I have to think that Medics/Doctors using stims & packs while moving is an oversight. I hope it's not but I got a bad feeling it'll be changed to match CMs.
the stopping to use packs is just another issue of animation stopping the movement. we are supposed to keep running when we throw our stomgrenades ,)
on the 10 experimentation points: the issue of using only skill 50 on the assembly often gets forgotten but it is nevertheless part of the problem. until it is fixed, i'd advise using Master Doc made Schematics on Factory runs.