Combat Medic Archive
Thread: My Personal CM Vision
I used to be one of you until the venom and havla came out, and then I just got fed up with being game-breaking and went TKM/MPistols/MSmuggler (wish I could actually smuggler something lol)
Anyway, this is my personal position, take it or leave it. I know this won't please very many of you, but it makes perfect sense to me. Feel free to flame, applaud, pick it apart, or add some insight.
-There should be NO poisons or diseases in the game whatsoever
-CMs should get single target and area state-effect(dizzy, stun, blind, etc) appliers (in place of the poisons/diseases)
-CMs should not be able to heal wounds, but only damage, thus leaving a place for Docs
-CMs should be able to rez at the Master level, Docs can rez at the level they are at, but only docs can craft the rez packs, so the CMs would have to buy from them
-Squad Leaders would be more affective than they are right now in removing the state-effects (from a range) that would replace the poisons/diseases. Docs would still get the state-effect heal stims, and these should remain non-CM-usable and non-ranged.
-CMs wouldn't be able to heal as much damage with ranged, area, or single stims as Docs do, but they can patch up players who aren't near-death, or give the near-death players another shot at it with their heals.
Docs are pure healers while CMs are more of a "druid" healer class, to make an analogy to other RPGs. I think that's what the original intent of poisons and diseases were, but being able to apply state-effects would be better imho.
The rationale for this is that CMs should be the battlefield healers, while the Docs should be in the rear, people with large wounds and state-effects they want removed (if there is a lack of Squad Leaders)would head to the rear to heal up, while a new wave replaces them. If there isn't a new wave, then their retreating to the back would obviously weaken the line, which the opposition could take advantage of until the wounded are healed.
I know this would never happen, but it makes sense to me. Oh well.
Message Edited by Duedroth on 07-15-2004 04:10 AM
Very poorly though out. Sorry.
Duedroth wrote:
Hi guys,
I used to be one of you
I doubt you were ever one of me
until the venom and havla came out, and then I just got fed up with being game-breaking and went TKM/MPistols/MSmuggler (wish I could actually smuggler something lol)
Anyway, this is my personal position, take it or leave it. I know this won't please very many of you, but it makes perfect sense to me. Enough said.
Feel free to flame, applaud, pick it apart, or add some insight.
-There should be NO poisons or diseases in the game whatsoever
-CMs should get single target and area state-effect(dizzy, stun, blind, etc) appliers (in place of the poisons/diseases)
So we can be as gimped as carbineers (former master carbineer here)
-CMs should not be able to heal wounds, but only damage, thus leaving a place for Docs
Ummmmm, Cms have no innate ability to cure wounds. Any wound curing capabilities they get are from ther master medic pre-req.
-CMs should be able to rez at the Master level, Docs can rez at the level they are at, but only docs can craft the rez packs, so the CMs would have to buy from them
As of right now, CMs can't craft rez packs unles they take Doctor skills.
-Squad Leaders would be more affective than they are right now in removing the state-effects (from a range) that would replace the poisons/diseases. Docs would still get the state-effect heal stims, and these should remain non-CM-usable and non-ranged.
-CMs wouldn't be able to heal as much damage with ranged, area, or single stims as Docs do
Tell you what, lets make them not able to get 10 points of experimentation on the components they use for their healing stims....oooops, already done.
, but they can patch up players who aren't near-death, or give the near-death players another shot at it with their heals.
Yes, lets let people with novice medic and advanced stim Bs heal for just as much damage as Master CMs
Please help me out here....are you saying, take away poisons, diseases, AND lower damage heaing capabilities of CMs? I don't understand. CMs no longer get to poison/disease, they cannot heal as well as Docs, they lose what littlewound healing capability they have, and Docs keep the state cures? You are full of it.
Docs are pure healers while CMs are more of a "druid" healer class, to make an analogy to other RPGs. I think that's what the original intent of poisons and diseases were, but being able to apply state-effects would be better imho.
Go back to EQ....former Druid here...if I wanted to be a druid, I would still be on Torv
The rationale for this is that CMs should be the battlefield healers,
After removing their ability to heal wounds, after lowering their damage healing, not giving them state cures....whatever.
while the Docs should be in the rear, people with large wounds and state-effects they want removed (if there is a lack of Squad Leaders)would head to the rear to heal up, while a new wave replaces them. If there isn't a new wave, then their retreating to the back would obviously weaken the line, which the opposition could take advantage of until the wounded are healed.
I know this would never happen, but it makes sense to me. Oh well.
Message Edited by Duedroth on 07-15-2004 04:10 AM
Message Edited by Pahdbacca on 07-15-2004 04:38 AM
Duedroth wrote:
I used to be one of you until the venom and havla came out
Most nerf criers always claim they "used to be one of us". So which was it that drove you away? The venom or the Havla? Havla has been out a long time, it's just hardly anyone knew about it. then venom came out and the drop rate and power got nerfed hard. Get your timelines straight before you come here trying to claim to be one of us please. It's very condescending.
-There should be NO poisons or diseases in the game whatsoever
But leave weapons animals and pets that can poison disease and add fire to someone. Sounds like a plan!!![]()
-CMs should get single target and area state-effect(dizzy, stun, blind, etc) appliers (in place of the poisons/diseases)
State attacks while important wouldn't be a fair compensation for the loss of poison and disease. You want a true compensation for the loss then give us cures to poison, disease, fire and states in an AE form.
-CMs should not be able to heal wounds, but only damage, thus leaving a place for Docs
Cms don't get to heal wounds from being a CM. We heal wounds from being Master Medics as a prerequisite. Are you suggesting we give up an ability from a skilltree we are required to purchase with our skillpoints?Man that is so moronic I can't help but flame that idea.
-CMs should be able to rez at the Master level, Docs can rez at the level they are at, but only docs can craft the rez packs, so the CMs would have to buy from them
CMs should not get a rez ability. We should get abilities to stabilize and transport patients to the Doctors for rezzing and wound healing. Docs should stay in the rear with the gear while the CMs are out on the battlefield.
-Squad Leaders would be more affective than they are right now in removing the state-effects (from a range) that would replace the poisons/diseases. Docs would still get the state-effect heal stims, and these should remain non-CM-usable and non-ranged.
As it is SLs don't even so much as gain a TEF from using /retreat, /formup, /steadyaim or /boostmorale. they need to fix SL before giving them anything. CMs should get AE state heals.
-CMs wouldn't be able to heal as much damage with ranged, area, or single stims as Docs do, but they can patch up players who aren't near-death, or give the near-death players another shot at it with their heals.
Lower our healing output? You do realize that healing is based off Injury treatment right? Doctors and CMs do not gain bonuses to Injury Treatment in thier respective skilltrees.
Docs are pure healers while CMs are more of a "druid" healer class, to make an analogy to other RPGs. I think that's what the original intent of poisons and diseases were, but being able to apply state-effects would be better imho.
I see myself more as a bard. I am able to help my group heal up all at once or from long range. I am able to dump some mind into a friend. I also assist with extremely resistant enemies by bypassing their resistances and armor with my poisons and diseases. Thus I fill in the gaps. Plus just like bards in EQ we are the red-headed stepchildren of SWG.
The rationale for this is that CMs should be the battlefield healers, while the Docs should be in the rear, people with large wounds and state-effects they want removed (if there is a lack of Squad Leaders)would head to the rear to heal up, while a new wave replaces them. If there isn't a new wave, then their retreating to the back would obviously weaken the line, which the opposition could take advantage of until the wounded are healed.
Only way for us to be the true battlefield healers is to let CMs be the ones healing poison, disease, states, fire etc. If we got those abilities and a longer drag range I would happily give up my poison and disease abilities.
Please don't ever try to play yourself off as "one of us". We can usually spot an imposter from 96m away. Just be honest and say "This is coming from someone who has never so much as been a Novice Medic but I think I would still like to run my ideas past you". Your honesty will be better received.
As to the claims that I was never a CM, you should make a toon on Ahazi and seek me out, I'm online rather frequently. Do a /examine. I've only mastered 5 professions since the 2nd day the game was out, the first of which was Medic, the second of which was CM. I kept Master CM from Late August to a bit after the geo labs were released.
Also I should add that what I "proposed" above was taking into account all the nerfs and changes we currently know of with the Combat Balance. Player Armor and buffs will be much weaker, so heals won't have to be as heavy, and poisons/diseases as they currently are will be even more of a reason to never engage in PvP. And the devs have repeatedly said that CM needs no looking at. The current "nerf" isn't a nerf, but a fix of some bugs which people were exploiting.
As to the person who complained about the weaker heals. Obviously CMs should be more effective than a novice medic, or even a master medic. CMs focus should be battlefield healing, which would most likely heavily rely on ranged and area stims. Ranged and area stims are invaluable because you don't have to follow your target and basically make them stand still, but the stimEs that Docs can use currently heal more, as they should, because their target is remaining stationary for them.
Anyway, I should have mentioned that all this took the Combat Balance into consideration, where groups will be more important and state effects will most likely be very valuable tactics. Especially since we'll have a specials bar, and each class won't want to waste that bar on applying state effects. CMs attack should be the application of those.
The only thing I think I'm lacking in this is a way to inflict the wounds which I feel only docs can cure. I suppose Commandoes are able to with their flamethrowers, but taking away diseases makes them pretty much the only class able to do that. With large group tactics that might be fine, but I'm still thinking that one out.
Thanks for your replys guys, despite the negative attitudes it makes me think about it a bit more, which I appreciate.
Morath360 wrote:
Throw in the kitchen sink while your at it....
Cant...Doctors already own it and everything else. We're just the sidekicks.