Combat Medic Archive
Thread: The Top 5 I posted....err make that 10
I posted two lists, the first is the original top 5 and the second is a backup incase some of the things in the first list get shot down. /medicalforage was being discussed onthe medic board which is why I did not include it on our list, I am uncertain if it made it tothe medic'stop 5 at this time. A fix for the poisoning of corpses is in the " Pipeline " but there is no offical date that I can give on when it will get to us.
Kavedawg wrote:
First, I would like to thank you for the Fixes in the pipeline and on TC.
Here are the 5 issues the the CM community would like to be addressed next.
- Change the experimental effectiveness of CM componentsso they are notbased on Conductivity / potential energy when the resources used do not have these properties
- Targets killed with a poison only attack give no xp or faction and can not be looted. Damage caused by poisons should be considered for proper dispersal of xp andfaction when solo or grouped in a PVE or PVP battle. Some suggestions were to have a Token 1 point of normal damage done to the target to fix the loot problem. Also the damage could be scaled depending on the poison pack used A's would cause little initial damage where C's could cause a higher amount of damage when applied.
- CM's don't get to carry over experimentation points into the CM crafting line and can not use CM experimentation on themedical sub components used for CM only products. Some suggestions have been to drop Combat Medicine Crafting and use a General Medical Crafting for Doctor, CM, and Medic (although this would give an extra experimentation points for those who have a master CM/Doctor unless experimentation points were capped at 10 ) or Give the CM only component schematics to the novice CM ( this would gimp the beginning CM but the A and Bpacks don't do much anyway
- Of all the resources needed for the CM advanced components, only 1 is constant in the galaxy (yavin fiberplast) Combat medics would like the resources needed for advanced components to be more in line with the Doctors advanced components ( only dolovite iron and class 4 liquid petro fuel require a wait for resource shifts ) some ideas were to make most of the resources available on different planets ( prefered Dantooine, Yavin, Lok, Talus ) which is probably not feasible with the current resource model. Another Idea was tochange the required resources to something used by other professions but in low demand ( Dathmir hides for arch furniture, Lok hides for Armor smiths, Dantooine Fiberplast for BE's, etc) which would alsohelp to create a market for these resources for the other professions. The Combat medics also feel that the resource requirements to make each component is too high and would like to see a resource unit reduction.
- Many Combat Medics expressed that they are tired of being a ranged stim dispenser/suicide bomber and would like some other type of support ability added to the profession. The suggestion I liked most was an added group defense ability which wouldreduce the groups damage taken from energy, heat, and acid attacks, the possibility of being poisoned /diseased, and reduce the chance of status effects. This doeskind offall under the Squad Leader abilities but perhaps it could be offset by even more crafting for each reduction type.
Kavedawg wrote:
Optional 5 issues
if something on the other list is a no go
Cash flow- Actually I should have put this on the first 5, everyone is hurting. Combat medics have a serious problem with cash flow due to harvestor maintenance and travel costs. Most resources needed by the CM can not be bought at a bazaar because of low demand for the items. Also a large percentage of Combat Medics take on Master Doctor for experimentation points for the CM crafted components. This leaves the CM at a disadvantage when selecting missions from a mission terminal. Currently the best source of income for a CM / Doc is the survey missions from the artisan terminals but they select mission difficulty by a players combat skills. It has been suggested that the mission terminals take in account the players medicine use skill and Combat Medicine skill to adjust the mission difficulty level. Perhaps the mission terminals could also be adjusted to 'sense' CH pet levelsas well.
- PvE- Most Combat Medics feel that the poisons should do more damage in a PvE battle. Although we are not a solo class, a 50 dps dot on a 10k HAM creature does not amount to much support for a group. Depending on the damage increase caused by changingthe properties thatare used in experimental effectivness, we would like to see a damageincrease of 50% and possibly a faster tick interval for PvE.
- CM Diseases- There is not much use for the CM disease line other than applying them to incaped enemy players or power leveling your favorite entertainer. It would be nice if the diseases could cause some sort of status effect such as vomiting, blindness, and fever. Also it would be nice if they could cause a mele/ranged defense down on the target. If this does fly, doctors should be able to cure the disease and the status with the disease with a single med type.
- Drag Incap Player- Most of the Combat Medic effectiveness has been centered around doing things at range. We would like to propose that a modifier be added to the ranged support line for the Drag Incap Player ability, this would help tokeep CM's somewhat behind the line.
- CM Bio Weapon- There is a growing mass of Combat Medics that wish to have a "Bio-Weapon" of sorts. The amount of base damage for this weapon is still under debate but the majority wish tohave this weapon cause status effects on targets ( yes we want status effects pretty bad) Suggested balancing for the weapon has been a slow fire rate or make it "rechargable" by using crafted status packs. I think most of the CM's out there would pass on adding moremedicine crafting
Like the top 4 and the first one on the optional list. No all we have to do is pray to the god of the Devs to get some of them approved.
May the force be with us!
The bio weapon is rediculious...lol
Wookiee Master Combat Medic/Rifleman.
great list. nails down problems and gives awesome fixes to them.
im still not positive about the bio weapon though.
evertime i drag incapped or a corpse, i get incapped, its very hard to get 19 meters from a
krayt dragon and notget slainwhen not wearing a full suit of composite.
Yeah...I dislike the bioweapon idea too...we are not a combat (weapon-based) class.
What I DID like was the much more realistic, economically-viable and already-in-the-game idea of giving CMs the ability to craft weapon powerups of a Bio nature(exact numbers to be figured out by others)...
1) We can make money selling them.
2) No one will cry nerf (as long as balanced) because ANYONE can use them (no one cries about 16/33 powerups from weaponsmiths do they?)
3) While they won't be anywhere NEAR as dangerous as a concentrated CM application of poison/disease, it'll give doctors an expanded use for their services.
/shrug
Whatever.
Oh, and group-based bonuses are the domain of the SL's. Almost as silly as BH's asking for /healdamage.....
Individual defensive bonuses make a lot more sense(frankly, anything that can reasonably be applied to the concept of a CM traversing the battlefield - healing-with less danger [terrain nego, increased range drag, increased dodge vs. range, whatever]).
I don't think the Bioweapon is ridiculous, we are infact Chemical Warfare Experts or supposed to be, I would make the bio weapon a chem grenade which does state damage. Whether we craft it or not... , I don't mind crafting, finiding resources is a bitch though.
Don't forget, we are a support class, we're not supposed to go solo.