Combat Medic Archive
Thread: CM components are in the right place
It occurs to me that the components for CM poisons and whatnot are in the appropriate place in the medic/doctor tree. The Combat Medic profession is far less pharmacist than the doctor tree, and while it should be better at putting the components together into functional medicine and poison (which they are), the components themselves should require a different specialization to make more effective.
Also, if they were moved to the CM tree, when you finally got to Novice, you would only have 2 experimentation points to make the components for already fairly ineffective items.
Much like the commando will need to know a good weaponsmith to make weapons for them, the combat medic should find a good doctor to help them out with their component parts.
1st off, none are in the Doc Tree, they are all in the Medic Tree.
2nd, since we master Medic, we should master their crafting (assembly/experimentation)
the issue is not that they are in the wrong tree, but that they forgot to seperate Doc crafting from Medic crafting like they did for all other crafting classes and that is why CM are unable to produce the best versions of subcomponents from a class they have to master.
CM is already split from the entire med/doc class due to the fact that they have their own line of experimentation...
This is basically making the CM class a slave to the doctor class when if anything it should be the opposite since it is by far harder to become a CM then a doctor...
Not only is a CM hard to make, it now has to rely on docs? that makes no sense..
besides at least the components for the poison/disease could be moved to the CM line..non of the doc/med packs use them, so it makes no sense to put them in that line...
Secondly, I addressed the fact that we will only have 2 experimenation points to start with at novice CM, but at master CM crafting we will have 10 compared to the constant 5 we will have if we have no doc crafting...since experimentation has more effect on high packs anyways, I really dont see this as a problem...as for making fairly ineffective items at novice CM level, if you havent noticed all your skills are basically reset at combat novice when it comes to effectiveness of heals, speed of heals and what packs you can use...so why not jst make the break complete...not to do so basically gimps the class.
The Commando example is a poor one since they dont even have a crafting tree to start with...we have a crafting tree to spec in thus we should be able to make the best CM meds we can without relying on doctors for components...doctors dont have to rely on CMs for theirs...
So either give us a complete crafting tree or take the tree out and adda tree that gives combat moves, but don't do it halfway. If i have to spend that all that time crafting, i think we should be able to make the best CM med possible without having to rely on Docs.
You make some good points, and perhaps the commando wasn't the best example (just the first that popped into my mind).
A better example would be Tailors who are unable to make the biological components that allow them to put enhancements into clothing. They require a Bio-engineer to create those components for them. They are still able to create the clothing without the component, just as a Combat Medic can create the components for poisons without the extra experimentation points available to Doctors, they just won't be as good.
My trouble with this (I'm a Doc)... Is docs already have so much, and CM's so little (as professions)that having docs make better parts for CM meds ...is too much.
The balance of these two high professions are way off.. If someone else entirely could do it 9make CM components).. maybe ok (tailor/BE, and armorsmith/tailor examples) But docs getting more advantages over CM's for no really good reason is a bit harsh.
-T
This whole CM crafting being placed in the doctor tree, thing is obviously a bug, (or a design oversight).
I'm a CM/doc so it doesn't affect me, but I don't want anyone planning their career around a bugthat will most likely be fixed as soon as the devs start reading the correspondent reports.