Combat Medic Archive

Thread: Random Thoughts on Combat Medic

Gallion
Mon Oct 06, 2003 3:37 am
#1

Hi everybody. I started to reply to stuff in the top 5 list, but decided since I was going to ramble, I might as well ramble here in my own brand new thread where you can ignore me

First I'd like to talk about the 29 "extra" skill points a combat medic spends over a doctor to reach their profession.

Yes, Combat Medic does ultimately cost more points, however people seem to be overlooking the 7 or 8 skills those 29 points buy:
--Aim - moderately useful increased chance to hit
--Threaten Shot - moderately useful for getting a monster to switch targets
--Tumble (x3) - defensive bonuses, and doesn't interfere with healing
--Warning Shot - this has saved me from more mottled wrixes than I can count
--Suppression Fire 1 - This was incredibly useful for a week and 1/2 before they put in the broken knockdown timer. still, this as helped me get away from a fair share of Binayre Pirates.

In addition, there are bonuses to ranged and melee defense, as well as some general ranged aiming bonuses in the Ranged Support Tree. Those 29 skill points aren't just thrown away useless.


Second Topic, Crafting and Experimentation Points.

I don't think that setting combat medics to use the same style crafting as doctors is a good idea. It presents several distinct problems depending on which way the problem is handled.

If all crafting suddenly becomes additive, then it becomes incredibly easy for a determined person to get 15 points of medicine crafting skill. That will throw off the entire curve for medicine. 500 point base heal Stim Bs would be possible. On the flip side, you might be able to get a 500 point effectiveness poison. that would pretty much be a 1 tick kill. Absolutely over powered.

On the other side of the equation, if experimentation is limited to 10 points maximum, a determined player could hit the 10 points with out getting the top 4 crafting boxes in either tree. That would save them about 100,000 points of crafting experience. And while they wouldn't be able to use every schematic in both class (wouldn't have the schematics yet), they could make the ones they do have incredibly powerfully (and it would be much easier for someone to break into the stim selling business).

I believe a compromise is in order, and the 3 advanced components for combat medic need to be moved off of organic chemistry 4, and into novice combat medic and use combat medic crafting. This way a master combat medic could make the best poison and disease possible without relying on a doctor. A combat medic focused on healing will often go up the wound treatment tree of doctor anyway to have revive, and then will either have a doctor supplier (who they can get component parts from), or the doctor crafting tree themselves for those components.

Galeon Shalupen,
Talusian God of Healing
Gorath
Zariell
Mon Oct 06, 2003 8:16 am
#2

It basicly comes down to:


--We must buy compents from doctors as our experimental points are half what they get, even for OUR sub componets!


--Weredecently strong in PvP with the correct tactics (Isent everyone with tactics?)


--Were really weak in PvE most any way you do it. (Sure there are those flukes of luck but theres really no way your taking a mob over 1500 life with CM skills only. Even combine some combat skills into this, and usually the combat skills will take over and theres no need for CM)




Corbantis
Zariell Lentanis - Light Jedi Knight
Master Powers FTW


mikejson
Mon Oct 06, 2003 9:23 am
#3






Zariell wrote:

--Were really weak in PvE most any way you do it. (Sure there are those flukes of luck but theres really no way your taking a mob over 1500 life with CM skills only. Even combine some combat skills into this, and usually the combat skills will take over and theres no need for CM)







I hear that. I'm a rifleman as well, and I don't even poison the mind, I just bleed it and start headshot3ing... then run cause my mind pool is dead /lol then 1 last shot of headshot1 when I get enough mind again, to do the final blow...


We are quite pathetic in PvE..now wonder why the missions are determined on your weapon skills, you can't determine them on your player skills, a combat medic would be hunting gnorts his entire life /lol





Jintar Arres DralliTricilla
Combat Medic Rifleman Jedi Padawan Doctor ArmorsmithDancer Musician Merchant
Silent Partner S & J Inc.
Gallion
Mon Oct 06, 2003 10:29 pm
#4



Zariell wrote:

It basicly comes down to:

--We must buy compents from doctors as our experimental points are half what they get, even for OUR sub componets!

--Were decently strong in PvP with the correct tactics (Isent everyone with tactics?)

--Were really weak in PvE most any way you do it. (Sure there are those flukes of luck but theres really no way your taking a mob over 1500 life with CM skills only. Even combine some combat skills into this, and usually the combat skills will take over and theres no need for CM)






I agree that the components for poison/disease should be moved to the combat medicine tree. If I didn't note that in my original post, I meant to. I'd like to note that unless I have very good ingredients, I often have 3 or 4 experimentation points left over when I make a medical component, so In general combat medics aren't missing out on that much.

While trading them is buggy, you can also get a doctor to provide you with manufacturing schematics for components if you have really good ingredients that will take advantage of it.

I also agree on the point you make for PvE. Our ability there is laughable. Worse, if we do happen to kill things with poison, we can't loot them.
Gnuut
Tue Oct 07, 2003 2:27 pm
#5




Gallion wrote:



I also agree on the point you make for PvE. Our ability there is laughable. Worse, if we do happen to kill things with poison, we can't loot them.




/shrug


I usually AE Health poison 2k or less groups of mobs, Point Blank Area 1 a few times. Since I buff myself up I can survive the train I create. On mobs that are over 2k HAM I send in my pet beetle or CG, toss in poison, health shot each one and continue healing my pet. I have no problems looting in any case.








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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