Combat Medic Archive
Thread: idea to rebalance CMs DOcs and medics
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Hippofighter23
Mon Jan 03, 2005 11:03 pm
#1
please do not flame me for this, i just throught this up in my head while endelessly gringing for tkm....
People are always saying that CMs are so powerfull with their desieses and poisons, so i propose taking them away. Dont stp reading yet. I think that one of the biggest medical changes should be to make it so Combat medics are the only class capible to heal while in combat. That would make great use of their area heals and distance heals. however to keep all things fair the CMs heals would be tuned down a little... This would also make it a much more support role, rather than a stand alone uber profession because of the poison throwing.
Think about it, so you ever hear about a combat docter? docters/surgens i think of as people in med centers who heal the wounded.
Docters will be able to buff still and because there are not as many CMs as docters people will start comming to medical centers again so that docters can heal them. I think that it woudl improve city life as well..
example: Jim BOBand 5 friends go and raid a town. Jim is a Cm and bob is a docter. The group engages the enemy while jim heals them, however they get to hurt and jim cannot keep up with the healing so they have to retreat to the nearest med center where bob heals them all up abd rebufs the dead......
hopefully that was not to hard to understand....in a sinch...
- docters and medics can only heal in med centers
-combat medics can
-no more poisons
eapers
Tue Jan 04, 2005 12:34 am
#2
It's been brought up before, I love it, most seem to hate it.
I don't know about healing abilities "tuned down" however, we don't have enough healing power right now. I would like it if Combat Medics were given the doctors state cures, but I would propose that doctors retain all of their current abilities and can use all of them in combat, aside from damage stimpacks. This allows a doctor and a combat medic to work together.
But removing poisons? this kills a major doctor role. In short, this plan needs work, but I agree with the principle: CM should be king of the present battle, Doctor king of the before and after.
ValcynChiana
Tue Jan 04, 2005 3:33 am
#3
hm... well if they'd just reduce the strength and potency of the combat medic's poisons/disease in general so they werent so overpowered. Getting a poison that ticks for 600 damage every 10 seconds in pvp can really suck, i know i've used it before on people 
But i like the idea of CM's only being able to heal in combat (docs and medics wouldnt be able to). Medic leads up to doc and CM, and medics could heal inbetween fighting sessions or after combat.
Only thing is, with skill point restrictions, this would screw over a lot of people's templates because they take up partial medic to heal during combat.
Brainplay
Tue Jan 04, 2005 4:09 am
#4
Today my group fought 3 melee/CM's. Of the 8 engagements (they just kept coming back) I got hit with a poison twice. One of those times I didn't realize the teffer was trying to lay poisons on me until after his second attempt (got caught up in a funny TS conversation). Combat Medic poisons stop being uber when the opposition plans ahead instead of relying on their 90% non-stun armor and and melee defense template.
Poisons are like geo pistols. When un-prepared they will tear you up. If you'reprepare they bothbecome worthless.
But seriously, is nerfing poisons AGAIN a real fix to the problem? How effective would poisons be if the MIND pool became healable with a simple stim or even a specialized stim? Think outside the nerf-box people....geez.
Message Edited by Brainplay on 01-04-2005 03:19 AM
BrerLapin
Tue Jan 04, 2005 5:16 am
#5
Brainplay we can only dream of the day that we can heal mind :glorydayzhaze:
Brainplay
Tue Jan 04, 2005 7:18 am
#6
BrerLapin wrote:
Brainplay we can only dream of the day that we can heal mind :glorydayzhaze:
They've flat out said that something like this will be possible with the CU. Remember, the HAM system will be completely revamped.
Hippofighter23
Tue Jan 04, 2005 12:24 pm
#7
I tink they should nerf poisons down just a bit, when i ws a CM i alwasy loved the idea of thinking i was some bio-terrorist by throwing them...anyways...
on my server a guild that lived in the same city as i do...DI, just came up with s 2100 mind poison, 300 uses, something like 200 potency, you make think im lying, but i saw it...and its unreal
although...poisons should be veried as well...in accordance to the HAM bar, you can buff your health and action, so the health and action poisons should deal more damage, but the mind, thats where it gets you, the midn should be turned down in accordance to the mind HAM pool that peopole PvP with..
my 2 cents...
BrerLapin
Tue Jan 04, 2005 1:49 pm
#8
Agreed as the realworld definition of a combat medic is a paramedic type figure that will enter a combat zone.
I think its a brilliant idea. Only thing is seeing as how the agro combat system works how would you ever break combat & the doc state cures would be nerfed.
Obata
Tue Jan 04, 2005 7:02 pm
#9
Hippofighter23 wrote:
please do not flame me for this, i just throught this up in my head while endelessly gringing for tkm....
People are always saying that CMs are so powerfull with their desieses and poisons, so i propose taking them away. Dont stp reading yet. I think that one of the biggest medical changes should be to make it so Combat medics are the only class capible to heal while in combat. That would make great use of their area heals and distance heals. however to keep all things fair the CMs heals would be tuned down a little... This would also make it a much more support role, rather than a stand alone uber profession because of the poison throwing.
Think about it, so you ever hear about a combat docter? docters/surgens i think of as people in med centers who heal the wounded.
I don't like this idea (it's come up many times before). How is a starting medic supposed to gain XP without healing people on hunts? Tumbling is going away with the HAM revamp and is an exploit anyway, so don't say that's the way they should level.
Docters will be able to buff still and because there are not as many CMs as docters people will start comming to medical centers again so that docters can heal them. I think that it woudl improve city life as well..
No one has ever come to a med center to have damage healed. Med centers are for healing wounds. The lower number of CMs has/will have no bearing on how often people need docs for wound healing.
example: Jim BOBand 5 friends go and raid a town. Jim is a Cm and bob is a docter. The group engages the enemy while jim heals them, however they get to hurt and jim cannot keep up with the healing so they have to retreat to the nearest med center where bob heals them all up abd rebufs the dead......
By the time they've retreated, their damage has been regenerated. See above, med centers are needed only for wound healing, not damage healing. As it stands, no one heals wounds in combat anyway, as you would need to have a droid out, and with buffs, the wounds don't mean much.
hopefully that was not to hard to understand....in a sinch...
- docters and medics can only heal in med centers
-combat medics can
-no more poisons
CM is a hybrid profession. We are not supposed to be pure healers, or pure combatants. IMO we are a profession that can both fight and heal, but is not the best fighter, or the best healer.
tell me what you think of that
Message Edited by Obata on 01-04-2005 09:03 PM
Hippofighter23
Tue Jan 04, 2005 7:51 pm
#10
Obata wrote:
Hippofighter23 wrote:
please do not flame me for this, i just throught this up in my head while endelessly gringing for tkm....
People are always saying that CMs are so powerfull with their desieses and poisons, so i propose taking them away. Dont stp reading yet. I think that one of the biggest medical changes should be to make it so Combat medics are the only class capible to heal while in combat. That would make great use of their area heals and distance heals. however to keep all things fair the CMs heals would be tuned down a little... This would also make it a much more support role, rather than a stand alone uber profession because of the poison throwing.
Think about it, so you ever hear about a combat docter? docters/surgens i think of as people in med centers who heal the wounded.
I don't like this idea (it's come up many times before). How is a starting medic supposed to gain XP without healing people on hunts? Tumbling is going away with the HAM revamp and is an exploit anyway, so don't say that's the way they should level.
medic is suppost to heal as well, but docters are just suppost to be better, peopel did medic and CM and docter before tumbeling, maybe you wernt there back then..but i did all of medic while going on hunts and healing peopoles dmage or healing entertainers action damage...
Docters will be able to buff still and because there are not as many CMs as docters people will start comming to medical centers again so that docters can heal them. I think that it woudl improve city life as well..
No one has ever come to a med center to have damage healed. Med centers are for healing wounds. The lower number of CMs has/will have no bearing on how often people need docs for wound healing.
thats what i ment sorry....woundsdocters just cant heal in battle....like i said, this was just a thought so maybe theres some things im missing, what would you reccomend...
example: Jim BOBand 5 friends go and raid a town. Jim is a Cm and bob is a docter. The group engages the enemy while jim heals them, however they get to hurt and jim cannot keep up with the healing so they have to retreat to the nearest med center where bob heals them all up abd rebufs the dead......
By the time they've retreated, their damage has been regenerated. See above, med centers are needed only for wound healing, not damage healing. As it stands, no one heals wounds in combat anyway, as you would need to have a droid out, and with buffs, the wounds don't mean much.
your right
hopefully that was not to hard to understand....in a sinch...
- docters and medics can only heal in med centers
-combat medics can
-no more poisons
CM is a hybrid profession. We are not supposed to be pure healers, or pure combatants. IMO we are a profession that can both fight and heal, but is not the best fighter, or the best healer.
it is a hybread profession of what...mostly medic...therefore it shouols stay mostly medic, but they threw in poison (sorry i retract my statment agenst poisons, just think mind poisons should have their effectivness proportinate to their mind pool) so that it would be partly combat,
tell me what you think of that
Message Edited by Obata on 01-04-2005 09:03 PM
Hippofighter23
Tue Jan 04, 2005 7:52 pm
#11
Brainplay wrote:
Hippo: Poisons like that are enhanced with spider venom. Spider venom is a looted item just like exception and legendary weapons all of which have a degree of rarity. Comparing an enhanced poison to a non-enhanced poison is like comparing a sliced T21 7.0speed 450max to an exceptional T21 1.5speed 900max.
Standardizing venom at 90 like janta blood would be a better solution instead of "tuning down" all poisons in general.
I still wonder why the made the MIND pool so special by making it non-healable and non-crafted pack buffable in the first place.
i know....i just think that...well...you cant buff mind, so its obeous that people will make mind posions. Take advantage of peopel weak spots...however, this should mean that mind poisons should be tuned down a tidbit, maybe health and action shuold be more powerfull?
i dont know....im just throwing out ideas to the CM comminity
Obata
Tue Jan 04, 2005 9:25 pm
#12
Hippofighter23 wrote:
Obata wrote:
Hippofighter23 wrote:
please do not flame me for this, i just throught this up in my head while endelessly gringing for tkm....
People are always saying that CMs are so powerfull with their desieses and poisons, so i propose taking them away. Dont stp reading yet. I think that one of the biggest medical changes should be to make it so Combat medics are the only class capible to heal while in combat. That would make great use of their area heals and distance heals. however to keep all things fair the CMs heals would be tuned down a little... This would also make it a much more support role, rather than a stand alone uber profession because of the poison throwing.
Think about it, so you ever hear about a combat docter? docters/surgens i think of as people in med centers who heal the wounded.
I don't like this idea (it's come up many times before). How is a starting medic supposed to gain XP without healing people on hunts? Tumbling is going away with the HAM revamp and is an exploit anyway, so don't say that's the way they should level.
medic is suppost to heal as well, but docters are just suppost to be better, peopel did medic and CM and docter before tumbeling, maybe you wernt there back then..but i did all of medic while going on hunts and healing peopoles dmage or healing entertainers action damage...
Uhm, I've been around forever. I'm a master doc and master CM (on 2 servers) and never healed a tumbler. You missed my point. If only CMs can heal in combat, medics lose the ability to level the way you and I did it.
Docters will be able to buff still and because there are not as many CMs as docters people will start comming to medical centers again so that docters can heal them. I think that it woudl improve city life as well..
No one has ever come to a med center to have damage healed. Med centers are for healing wounds. The lower number of CMs has/will have no bearing on how often people need docs for wound healing.
thats what i ment sorry....woundsdocters just cant heal in battle....like i said, this was just a thought so maybe theres some things im missing, what would you reccomend...
example: Jim BOBand 5 friends go and raid a town. Jim is a Cm and bob is a docter. The group engages the enemy while jim heals them, however they get to hurt and jim cannot keep up with the healing so they have to retreat to the nearest med center where bob heals them all up abd rebufs the dead......
By the time they've retreated, their damage has been regenerated. See above, med centers are needed only for wound healing, not damage healing. As it stands, no one heals wounds in combat anyway, as you would need to have a droid out, and with buffs, the wounds don't mean much.
your right
hopefully that was not to hard to understand....in a sinch...
- docters and medics can only heal in med centers
-combat medics can
-no more poisons
CM is a hybrid profession. We are not supposed to be pure healers, or pure combatants. IMO we are a profession that can both fight and heal, but is not the best fighter, or the best healer.
it is a hybread profession of what...mostly medic...therefore it shouols stay mostly medic, but they threw in poison (sorry i retract my statment agenst poisons, just think mind poisons should have their effectivness proportinate to their mind pool) so that it would be partly combat,
We're a hybrid of medic and marksman. Also, look at the HAM revamp document TH posted a while back. Mind is not going to be the weakness it is now.
tell me what you think of that
PsionicHawk
Tue Jan 04, 2005 11:08 pm
#13
CMs feel very divided on this issue. However I'll voice my opinion.
Replacing poisons and diseases isn't a suitable design. I like the idea of having CM as a unique combat class. Apart fror DoT weapons we are the only class that can poison and disease.
That being said I do like the idea of CMs being the only ones able to heal while in combat. However if you try to regulate doctors to Medical Centers you would see many disgruntled docs. With Med Droids being as they are Medical Centers and Hospitals are very empty. It's a very complicated issue.
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