Combat Medic Archive

Thread: CM view on a possible Doc addition

jfang
Tue Jun 15, 2004 6:40 am
#1


As was noted, rumors are just rumors. In my personal opinion though, Iprefer giving doctors area cures, and maybe even ranged area cures (assuming it is not possible to give it only to doctor/combat medics), to doctors over combat medics.


My reasoning is that if combat medics got any reasonable cure (doesn't need to be great, just useful), poisoning and curing would simply be a combat medic vs combat medic battle, which is rather one sided. I prefer a combat medic vs doctor system, so there is something to compete and balance against. A agree that combat medic components should fit in there somewhere, but I think the actual act of curing should be kept in the realm of doctors. (State curing on the other hand is not CM inflicted, so...)


Reasonably, *area* cures for doctors makes as much sense as area *cures* for combat medics, and one side needs to give something up. I would just as soon give up the area aspects for a doctor for the sake of encouraging diversity on the battlefield.
Gnuut
Tue Jun 15, 2004 9:41 am
#2





jfang wrote: I would just as soon give up the area aspects for a doctor for the sake of encouraging diversity on the battlefield.




I wouldn't. You give them an inch they will take a mile.






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....

budbud
Tue Jun 15, 2004 10:38 am
#3

I have been a CM since nearly the begining, I normally keep out of the CM forums because our issues get pushed out the way by the cry NERF gameplays.


As it appears that a rumor maybe that a Doc will get area Cure poisons, then i think they shud do the support line in marksman.


On the other hand a Combat medics main role is the poison and diseasing and maybe the ranged heals, which i have 2 admit i habe only done in PVE, same with the mind heal.


Our roles as medic's is pretty much Zero..... docs as being a doctor have the means 2 heal/buff/heal wounds/cure states/rez/fire blanket.. and soon area heals of cure poison.......maybe. Why not give them a heal mind stim ?? as well....


The healing Roles of a Combat Medic...........Heal stims/ ranged stims/ heal wounds/ Mind heal ( after a few of these ur useless anyway....silly costs) Poison Stats / disease Stats.


I feel one of these should be taken into account.....


1) Ether give Combat medics the skills that they require 2 actually be a "Combat Medic" like less powerfull verson of some of the doc skills..... By this i mean CM have 2 purchase the componets off docs. These Skills wud be very low power compared 2 a docs, like a Tempory Fix so 2 speak. Sometimes in a Big battle PVP u dnt have time 2 get a full heal/buff/rez off ur doc so a temp one off a CM can see u through until you can do this. Like temp buffs Lasting upto 10min or so........This is just an idea BTW


2) Remove ALL Medic related function from the CM and make them more combat focused, being able 2 make, radioactive Stims........Eg like poison but does radioactive dmg or fit it in with the current combat dmg system.......Or a Debuffing system For Example Def against KD -20%. Stun dmged area stim..... Area Knockdown Stim.... I haven really put much thought into them, just off the top of my head.


As it stands Doctors heal everything as required by there skills equipment they get. Combat medics only have the skills 2 really Inflict damage effectively and not heal it, Thus they are not really medics as such....Weeeee area heal stim C......useful ...???

Not really in PVP.......


And just to confirm i am a Combat medic.....On Eclpse server. Name is Bud-


I can make a Wicked mind poison but rubish diseases. Not seen a decent spawn of radioactive Class 1 in mths.....Titanium Aluminum....wheres that....YAY ! 94 OQ 5 DR........Nice....Not


This is not ment 2 be a Nerf..Whinge watever just trying to be constructive....kinda hard been up since 3am GMT. Work who needs it !
vortexala
Tue Jun 15, 2004 10:51 am
#4

Haven't seen any mention of Ranged or Area Cures going to Doc OR CM from anyone with a Red Name. So, yes, these are just rumours at this point.

But I'd prefer that, if given to docs, the cures have point blank range with a limited area effect. CMs are the true ranged/area healers(yes, yes, there are issues with this) in this game. We should retain those abilities.

I'd rather docs never receive any real range or area effect because, as Gnuut said, give them an inch...



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
budbud
Tue Jun 15, 2004 10:59 am
#5

I agree i wud rather it be Cms Apply it, they can take it away.......


Lucky its just a Rumor.


mind you give anyone a inch they take a mile or 2 back..........


any ideas on making a better disease.........108 is the best i can get. wth 11 exp pnts. iuse good Resources mostly adv componets cant do resl compound, no Class 1 radio.....(sorry for off topic there).


jfang
Tue Jun 15, 2004 11:01 am
#6






vortexala wrote:
Haven't seen any mention of Ranged or Area Cures going to Doc OR CM from anyone with a Red Name. So, yes, these are just rumours at this point.

But I'd prefer that, if given to docs, the cures have point blank range with a limited area effect. CMs are the true ranged/area healers(yes, yes, there are issues with this) in this game. We should retain those abilities.

I'd rather docs never receive any real range or area effect because, as Gnuut said, give them an inch...






One interesting though I had, an extension of the "give docs strong close range cures, and combat medics ranged weak cures", is to eliminate a lot of the distinction between the classes. What I mean is make doctors very strong close ranged, and make combat medics weak and long range. So for example:


Doctors, within 5 m area of effect can cure all your states with one medicine: Combat medics, can ranged area cure a single state


Doctors, within 5m area of effect can cure a 1000 tick poison(s): Combat medics, can ranged area cure a 200 tick poison


Doctors, within 5m area of effect can stim somebody for 4000 HAM: Combat medics, can raged area stim for 1000 HAM


etc.


The only real symmetry between the two would be doctor's buffs enhancing a person, and a combat medic's poisons and diseases hurting somebody.


This idea is a blatant extension of another person's idea, and hasn't really been thought out. There are countless balance and implementation details and the currentidea in it's crudest form wouldn't work.But it would be one way to draw a new distinction between the two classes...

budbud
Tue Jun 15, 2004 11:13 am
#7

If your talking about what i wrote, i was trying 2 be constructive on what i have seen posted. And as stated these things were off the top of my head.(says this on the post itself). yup lots ofunbalanced issues but i was just stating some ideas and facts.


I pvp more than Pve so i never use area heal stims/ heal mind etc. Its just not worth it.... why use mind heal on some one wth a 700 dmg mind tick on them, it will be gone again in 10 sec or more. and im left wth a wounded mind.


At the end of the day i would rather play the game then spend my time seeking and sugesting ideas. What the Dev's decide to do is down 2 them.....


Forums are just typed opinions and ideas.




Oismi
Tue Jun 15, 2004 12:20 pm
#8


I've heard rumors floating around about a possible Doc addition... ranged or area cure for poisons and diseases. I know a lot of CM's are probably upset if they were to give this too a doc, considering CM's have to spend the skill points on ranged support. So i've tried to come up with my own suggestion.

1) Make the Doctor's cure thatalreadyexistsstronger then the CM's, but leave it as a single close proximity heal.

2) Give the area and ranged cure to the CM. However, make the CM schematic require a crafted Doc Poison/Disease cure to be placed in the schematic and make the CM cure weaker then that of the Doc's.


This way the CM's don't feel cheated on skill points and the Doc's still play a major role in the cure.


Just a suggestion

Message Edited by Oismi on 06-15-2004 02:33 AM

Pahdbacca
Tue Jun 15, 2004 12:24 pm
#9

Rumors are just that....Rumors.


I will worry about stuff after somebody with a blue name (Texxie, Agent, Nerf) or a red name (TH, Dave, GM, JG, etc) posts about it.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Oismi
Tue Jun 15, 2004 12:31 pm
#10

Sorry, Pahdbacca, I'm an idiot and somehow posted before I got to say what I was trying to suggest.
Mierin123
Wed Jun 16, 2004 10:12 pm
#11

Well I am also glad it is just a rumor. Doctors should not be given ranged or area healings. That is the combat medic role. If you start doing that you are just confusing the two professions. If there needs to be a ranged poison/disease heal ability than it should go to the combat medics even if it needs to be less effective.



Mi'erin-Master Bounty Hunter
Scylla

Cyndane-Master Combat Medic, Rifleman, Doctor
Scylla
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