Combat Medic Archive
Thread: Holo's response for CM
This is an excert from Holo's post Remaining correspondence
Combat Medic
Combat Medic is losing out in this update, I fear. The top thing that we see to do is to investigate making CM Support line more useful.
The manual mentions terrain negotiation. We’re adding some terrain negotiation and also burst run efficiency.
Well even though we are not getting anything now...at least they are going to add the terrain negotiaon and burst run efficiency. This was the only reason why I still kept Scouting. I sure hope they do this quickly though. ![]()
Why they couldn't at least fix the incorrect number of components for stim pak Es is beyond me though.
I don't really feel gimped right now... And I'll enjoy getting back the terrain negotiation skills I had to give up to train Master CM.
The problems with crafting offensive components (like infection amplifier) using medic skills is just about the only ones that annoy me at this point.
Far more annoying to me are the cries for nerf from a certain individual. This class is fine and dandy, leave us alone. If you don't like it go be a doctor and chase people all aournd the hills to heal them.
Wow i consider terrian negotiation one of the critical PvP skills, outside of a city of course.
To each their own i guess; i think this is a great change.
i think rather than burst run efficience which is crap fro use since we can afford to use lots of H and A to run and then heal it...
i would have burst run timer shortened...hence i could burst run more not more efficiently...
honestly why would efficiency matter to a class that can heal?
support line should contain some general combat bonuses like defense against KD posture down melee and ranged...
make some extra weapon speed (hard to do since its non weapon specific...but u could just add + speed of all the weapons to cover all the bases and very few people get more than 1 weapon type)
defense against posutre down and KD would help us stay up and heal...
weapon speed would speed up the delay between attack actions effectively meaning faster heals in combat while still autoattacking...
personally would like to see some special moves in the line just because other classes that have to master ranged support get special moves and abilities...but those arent totally neccessary...
defense bonuses and more terrain negotiation (even tho im one of those that wonders why we really need it since we toss ranged heals) are definately inline with the support line...
As I interpret it, the CM has some minor combat abilities, and is a field medic, not a med center medic.
There's absolutely no need for burst run efficiency being bumped up. There's no logic in that. It sounds like an "Elenora wants this for PvP" thing, just like bonuses to knockdown resist. There's no logical or game mechanics reason why a CM should have those abilities.
Small bonuses to weapon speed I can see, as well as small bonuses to melee or ranged defense, and maybe ONE special combat move, but we should in no way get as much combat capability as someone who specializes in a weapon class.
Maybe it's my interpretation, but there's nothing really about CM as a class that says we have to be good with a gun. I see it a lot more as us needing to be good in the field, which is why we need combat experience. We're going to be in combat areas, but we're still a support class, not a weapon class. That's why we don't have weapon use requirements, and why it was changed so that we get combat exp for healing in a fighting group.
Bonuses to terrain negotiation, burst run efficiency, and defense fall in line with that interpretation of the class.... "Combat Medic: A healer who also has some field training to increase his odds of survival in battle."
i don't get it Elly, in one second you say we are overpowered and in the next you are aksing for combat stuff because we are too week.
i happily trade off any defensive bonuses or special moves for not needing LoS which is already nerfed in PvE because agro stuff simply warps to you.
It sounds very selfish that you'd suggest that we should get abilities and resists that honestly don't pertain to the class.
We have Combat requirements because we need to be able to survive reasonably in combat. We're not a combat class. We shouldn't get weapon skills, and weapon special attacks. We shouldn't be as well-defended as a weapon class.
if we arent a combat class why do we have t o master ranged support...
why the class called combat medic...
As for what i've been talking about with poisons...mind damage is overpowering...and the reason it is overpowering is just mind damage in general is complete overpowered in PvP...
Hence, why i told people that overpowered mind poison will do nothing but distract from the real issues of ironing out the problems in the class...
every other class that has to master a line in marksman get combat bonuses...
no reason we shouldnt either...
Kamileon wrote:
Bonuses to terrain negotiation, burst run efficiency, and defense fall in line with that interpretation of the class.... "Combat Medic: A healer who also has some field training to increase his odds of survival in battle."
And how does posture down and KD defense not fill this discription...if im prone or on my back im not healing much...
become a master CM would mean that u have enough combat experience to know how to stay on ur feet and alive so you can heal other people...hence i would know how to keep myself in the battle
i would think that defense bonuses would make more sense than weapon speed...
I still dont understand how burst run efficincy really helps a class that can heal its own hams...thats like say we are reducing HAM costs for medics on specials...most of the medics i know already minimize H and A substats because we can heal our pools...
having a burst run more often would help me get to my patient far more then having a more efficient burst run...
and everyone other combat class that doesnt have scout requirements has the same terrain negotiation issues we do..hence why a SL is such a beautiful thing...
terrain negotiationm and burst run efficincy does nothing to enhance our ability in combat...
terrain helps me get to the battle...but then again I'd be with all the other non TN combat classes so theres not issue there....
burst run helps me get out and away from combat but then how can i heal my grp if im running away...
support says helps you get to he u comrades faster to heal..that would mean more burst runs more often to close any distance between me and my team...TN only is effective outside towns going up hills
Kamileon wrote:
Small bonuses to weapon speed I can see, as well as small bonuses to melee or ranged defense, and maybe ONE special combat move, but we should in no way get as much combat capability as someone who specializes in a weapon class.
Oh and one more thing last time i check it took the same number of points in markmans for carbineer/pistoleer/rifleman that we spend to get master ranged support...
so actually we have specialized in a weapon class in a sense..its just ranged support and non weapon specific...
no reason why we shouldnt get combat bonuses out of the ranged support requirement..just like elite weapon classes get for the exactly the same point investment...
29 points to become a pistoleer...29 point for a CM just to master ranged support (which is only 1 of the requirements)
No I have to disagree.
Look at the medic on the battlefield today. They are not the masters of offense, nor do they have any special skills to allow them to survive any better than the standard troop. In fact, they are often considered a resource that is meant to be protected. Sure they are trained to fire their weapon and be proficient in it, thus the ranged combat part of the class. It is a given I think that if you are mastering the support tree, then you are working on some other form of weapon skill.
We do not need anymore combat in the combat medic, what is the point? IN my opinion we are a support class, just like the CBR (chemical, biological, radioactive) specialists in the military today. We should know how to use these tools, know how to use our weapons, albiet if we barely know which end is the business end, and we might have some survival trainings.
These of course are my opinions, I have to agree why on earth would we want to fight to nerf the poisons and then turn around and give us something that should not be part of the class?
Drop the doctor and pick up a weapon and you can fight and heal and do what you want, the option is yours.
becuase mind damge is just out of control and so in mind poison...
and 1/2 of what we do is heal...and that we cant do on our butts...