Combat Medic Archive

Thread: Ideas on Combat Medic

Zhez
Wed Jul 14, 2004 5:21 am
#1


Hi all of you.


Alot of changes needs to be done to this profession. I will below make a (nearly) total redoing of Combat Medic as i see its use. Please do apply comments if you have any.


Lets start with the things we already have:


Poisons:

Poisons need a huge fix. Poisons should be supposed to be an aid, not a killer. Poisons should be maxed at 600 per tick, witha muchlower duration and a-75% forPvP. Range should be lowered to a max of 30m


Diseases:

All mind disease, health disease and action disease should be removed. Leaving only Quickness, Stamina, Constitution, Strength, Focus and Willpower diseases. The power of diseases should be reduces to a max of 200 per tick, duration is fine adjusted for diseases. And again we need a -75% for PvP. The disease shouldn't wound one, it should make a temporarly debuff. Range should be lowered to a max of 30m


Heal mind:

Heal mind only need little adjustments. It need a 5s delay, it can be done nearly instantly. The wounds taking from using it needs to be reduced alot. But the wound cap from it should be removed.


Ranged stimpacks:

Ranged stimpacks dont need any fixes as I see it.


Area stimpacks:

Area stimpacksare also well adjusted. Might need a fix on who it heals and who it doesnt.


Lets move on to the things we need for addition:


Heal wound in the field:

The ability to heal wounds without a droid in the field. As a true Combat Medic you can do signifisant things in the field and in combat. The ability should be granted at "Master Combat Medic Support"


Heal state:

Just like the doctors got it, do we need it. And with need it ranged. Stun, Intimidated and Blinded state schematics granted at Novice Combat Medic. The rest at Intimediate Combat Medicine Crafting. The ability to Heal State granted at IntimediateRanged HealingDistance.


Adrenaline:

The idea behind the Adrenaline ability is to give a short term buff of 500 either Health, Action or Mind. Max duration of 5 minuts. Ability should be granted at MasterRanged Healing Distance. Schematics at Master Combat Medicine Crafting.


CPR:

CPR should reduce incapitation time with 50%. Ability should be granted at Master Combat Medic




Zhez Eean
Space-cowboy extraordinary!
Kraftomatic
Wed Jul 14, 2004 6:28 am
#2


Overall these are excellent changes - everything i would like. More useful abilities added to make the class viable and extremely useful, and a fair PvPregulation over sometimes invincible poisons / diseases. Nice post. Bravo.
Mmaxx
Wed Jul 14, 2004 6:53 am
#3







Diseases:

All mind disease, health disease and action disease should be removed. Leaving only Quickness, Stamina, Constitution, Strength, Focus and Willpower diseases. The power of diseases should be reduces to a max of 200 per tick, duration is fine adjusted for diseases. And again we need a -75% for PvP. The disease shouldn't wound one, it should make a temporarly debuff. Range should be lowered to a max of 30m




I'm kind of new to the prof so I'll let others comment on your other ideas but your Disease idea removes it from my inventory. Basically removes that as a skill entirely. I am a melee CM that is 98% PVE so your range ideas, although unpopular I'm sure, won't affect my style of play but your disease idea takes away one of my tools. Diseases are only used on high end mobs as it is and if it only affect the secondary stats it doesn't really affect mobs at all. Why have a 200 max tick on secondaries then reduce it by 75% for PVP? Since it could only be used in PVP call it a 150 max period. If you want the 75% PvP reduction, why remove the HAM diseases in the first place?


I have some opinions on your other recommendations but since all these are geared for PVP with no consideration for PVE I'll let the PVP CMs comment on them....


except that State heal part. I disagree. State heals should be applied by Docs only or at the very least only craftable by them. and the wound heal, again having a droid out to do it should be a minimum.


I see the healing aspect of CMs as more along the lines an emergency technician. Kind of patch you up enough to keep you going. Not actually heal a wound on the fly but patch it long enough todeal with it later. Healing actual wounds should only be done in a peaced state in my opinion but I'll accept the use of a med droid in battle. We are healers but not greater healers then Docs. I don't beleive we should have any healing ability better then a doc beyond our ranged and area heals. Wound healing is medic so we can have that but state heals is novice doc and that's fine where it is.






Kraftomatic
Wed Jul 14, 2004 9:56 am
#4

CMs need seperate rules for PvP...keep them the same in PvE and PvP and you have problems.
Acidictadpole
Thu Jul 15, 2004 12:01 pm
#5

I like the idea of having us being able to cure poisons and stuff. People will be combat medics for the healing part of it... Rather than the actual fighting part..


Medics should be more focused on the in combat healing rather than attacking the other players.



Tadpole McTad

Master Rifleman
Teras Kasi Master


Eclipse

Mesric City, Dantooine

=-=-=-=-=-=-=-=-
You! Off my planet!
"16 days? Thats almost 2 weeks!" - Tucker
David25
Thu Jul 15, 2004 12:08 pm
#6

OOOOOO! 75%...does that mean we get a 75% increase for PVE? I LIKE IT!
Gnuut
Thu Jul 15, 2004 12:57 pm
#7




Zhez wrote:

Poisons:

Poisons need a huge fix. Poisons should be supposed to be an aid, not a killer. Poisons should be maxed at 600 per tick, witha muchlower duration and a-75% forPvP. Range should be lowered to a max of 30m





Poisons are not a killer. They assist in bringing down HAM bars faster, thereby supporting the combat skills you or your friends have, simplifying the kill. Poison by itself wont kill you.






Diseases:

All mind disease, health disease and action disease should be removed. Leaving only Quickness, Stamina, Constitution, Strength, Focus and Willpower diseases. The power of diseases should be reduces to a max of 200 per tick, duration is fine adjusted for diseases. And again we need a -75% for PvP. The disease shouldn't wound one, it should make a temporarly debuff. Range should be lowered to a max of 30m





I actually suggested removing primary stat diseases in this thread a while back. Capping the disease power and duration is a bit too much. Changing the way disease works would be a better idea as it would help end it's greifing use. Capping range at 30m is ridiculous. The DEVs have already capped range to 64m so there is no reason to cap it even more.






Heal mind:

Heal mind only need little adjustments. It need a 5s delay, it can be done nearly instantly. The wounds taking from using it needs to be reduced alot. But the wound cap from it should be removed.



Remove the wound cap? that would cause alot of problems when downers hit or buffs wear off. Wound cap is part of the way fire and disease work. That would require alot of changes imho. 5s delay is not needed. The penalty is bad enough on heal mind that if you choose to spam it then you pay the consequences. Those of us that travel with entertainers in our PVP groups suffer less.






Ranged stimpacks:

Ranged stimpacks dont need any fixes as I see it.



The range is too short on our healing stims. It makes no sense for me to be able to throw poison longer than I can throw a heal. Make the range cap out at 64m like poisons and diseases.






Area stimpacks:

Area stimpacksare also well adjusted. Might need a fix on who it heals and who it doesnt.



Little bugs when trying to heal soemone and it says you can't use this pack on that person. Also if I have no target at all and I use an AE pack, the AE should go off centered on me rather than just heal myself.






Heal wound in the field:

The ability to heal wounds without a droid in the field. As a true Combat Medic you can do signifisant things in the field and in combat. The ability should be granted at "Master Combat Medic Support"





Not a bad idea but that doesn't really fall into my vision as a CM imho. CM should be the first responder ready to stabilize and transport the patient. As such we need a longer drag range than Doctors instead of the other way around. If anything Docs should recieve the ability to buff and wound heal sans droid at Master Doc.






Heal state:

Just like the doctors got it, do we need it. And with need it ranged. Stun, Intimidated and Blinded state schematics granted at Novice Combat Medic. The rest at Intimediate Combat Medicine Crafting. The ability to Heal State granted at IntimediateRanged HealingDistance.





For CMs to be true to the name we need to be able to heal ANY type of combat damage. Permananet damage (Wounds) done by combat damage should be the responsibility of the Doctors. Again, CMs should be the first responders in battle and therefore the BEST battle healers. Right now CMs can only heal 5 out of 13 types of combat damage and Doctors can heal 12 out of 13 types. That just isn't right. CMs need to cure fire, states, poison and disease. Whether it be in weak AE cure or ranged cures, that alone would make a CM a true Combat Medic.






Adrenaline:

The idea behind the Adrenaline ability is to give a short term buff of 500 either Health, Action or Mind. Max duration of 5 minuts. Ability should be granted at MasterRanged Healing Distance. Schematics at Master Combat Medicine Crafting.





I would see this as more of a way of stabilizing the patient. Say a patient has maxed wounds to the point where one hit by a nuna would take them down. Adrenaline ability would give them +500 to their overall HAM so they could last a little longer until they get to a Doctor. Possibly make the Adrenaline immune to any DOTs but not stackable with buffs. Timer of 5 mins sounds good.






CPR:

CPR should reduce incapitation time with 50%. Ability should be granted at Master Combat Medic



Problem is that in some form this is a bit redundant. Why would the CM perform CPR on an incapped patient when he knows tossing a heal on that person would bring him back up faster? A possible idea to CPR would be the ability to wipe an incap. Say a person is about to triple-incap due to fire or pois/disease. The CM performs CPR each time the person incaps to keep them alive long enough to prevent a triple-incap and get them to a doctor.



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....

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