Development Cycle Archive
Thread: IC 1-4: Combat Roles; Combat Medic
yay! looks like we're getting back on track from the nerf cries, so now that i'm not wasting my time fixing bugged oppinions, i can finally coment on some of this stuff![]()
i esp. like the ideas kavedawg had about the "crowd control" idea. while i know the chance of CM getting a weapon cert is slim, were we to get one we should have theses types of attacks. I know i am going up the smuggler pistols tree for this very reason. TACTICS, i feel, are the basis of the profession. while we not be someone who is feared as a solo-MCM in a toe-to-toe battle, if we get the chance to flank, hit-and-run, ect., we should have this ability, and attacks should be based on this idea (see smuggler dirty fighting tree-panic shot and lowblow).
I am also a big supporter of giving CM's different state-affecting components. an additional optional component slot would be needed, but this would be very cool. this could also be implemented into the tactics idea-a KDcomp perhaps or one that has a 10sec delay a la panic shot? Again, the focus is on that we may not be the class you fear for your life to have one running at you, but we should be the one who hits you, holds you off, and lets the big-guns (fists/hammers/swords...) come in and do the real damage. thought others should not fear that they will be soloed by someone who outpowers them while using stims, they should fear that same person who is in a group that can protect them and deal the damage.
Grozzer
DSB
Master Combat Medic
"Health, Action, or Mind, it's still your ass..."
-Adopted Combat Medic Motto
"Really i'm a nice guy...It's my poisons you should learn to hate."
-Grozzer
I would point out, however, that while only a Doc can MAKE a Stim E, any Medic can use a Stim E and a Master Medic will be able to use a Stim E with the same capability as any Doc (even a Master Doc) can use it. The skills for that level of healing are available at Master Medic. It is only the crafting abilities that are given in Doctor.
Xytroncore wrote:
Well except you get Stim E's in doctor, remove that and then you can say that master medics are where the damage healing ends and wound healing and other stuff begins from master medic to doctor. But right now a doctor is easily a better healer then a master medic.
Given the basic considerations listed above, please answer the following questions:
What defines theCombat Medicrole in combat?
The ability to heal at range and apply bio weapons.
What basic combat elements should they possess?
They should be able toweakenanddishearten opposingforces.
What offensive abilities?
Besides the poisons and diseases, and skills in the ranged support? None.
What defensive abilities?
They need some defenses against states. KD Dizzy is still the most powerful attackin the game and CM's get 0.0 defense.
What unique abilities?
See poisons, diseases, and area heals.
Should add what advantage or asset in group combat?
To be able to destroy opposing groups that are unprepared. Master Combat Medic uses a lot of skill points and should be a huge asset.
How could/should they interact with other professions?
CM's should be the added measure that ensures victory. I was in a large pvp battle recently that was really difficult to win. We had a doc or two, while they had a CM. We would have won had we been in a neutral area but only because of superior numbers. That CM was the thorn in our side that kept our docs healing and not attacking.
What interaction / dependencies should exist with other combatants?
If they are support only they should have to rely on other combat proffessions for defense. If they put a combat proffession with their medic skill they should be pretty self supporting.
What should be their unique role in the Galactic Civil War?
Balance out the stacked defense/golden template players.
P.S. to all the nerf cryers, there are a lot of proffessions that are competetive with a CM in a one-on-one pvp situation. It's just too bad your tactics fell short of the mark.
1. What defines theCombat Medicrole in combat?
The "in the field" healer who can protect themselves, and their comrades, with gun and medicine.
What basic combat elements should they possess?
This profession should be a bit more defensive minded, serving as a party's "quick healer", and adding to group defense mods and healing abilities (i.e. maybe a health regen)rather than being an offensive minded profession that it is now. Any poisons they have now should be more of an irritance, causing state changes, etc, rather than the deciding factor in a fight.
What offensive abilities?
State change medicines, much weaker versions of DOTs.
What defensive abilities?
Party regen, "quick" heals, increase range for heals.
What unique abilities?
Regen, state change medicines. Possibly also have an alternate "active medicine" that also increases a party's defense bonuses...not to uber levels, but enough to see a difference so that folks WANT a CM for help (instead of being the deciding factor in pvp fights with mind poison).
Should add what advantage or asset in group combat?
Regen
How could/should they interact with other professions?
See above.
What interaction / dependencies should exist with other combatants?
See above.
What should be their unique role in the Galactic Civil War?
ProteusLeafdew wrote:CM's need about a 50% nerf to the strength of the poison a disease .. and the ranged thing fixed to about 40m .....all i have to say .NERF THEM!!! NERF THEM NOW !!!! NERF THEM OFTEN!!!!
I've got a suggestion too... how about all we have to do is press a button and it's just like using an instant poison/disease charge? I like the idea
Even once stacking is taken away, I can do more damage with health shot 2 than a MASTER CM can with a health poison. Yeah, and I got that shot at novice pistoleer. He had to do the support line of marksman, master medic, and master an elite profession. That, and he had to get impossible-to-find resources and craft using near perfect crafting tools/station. Think about that.
Needed for Health Shot 2:
-35 skill points
-216,000 pistol XP
Needed for use/crafting of 500 tick poisons:
-169 skill points
-1,240 apprentice XP
-30,550 combat XP
-480,500 medical XP
-136,500 crafting XP
No, I'm not saying nerf pistoleer, because it's the same for rifleman/carbineer. K'mon, give us a break
while i know you may have only an hour or two a night and only get on on the weekends,
tometaophion wrote:
There are plenty calls to keep CM as overpowered as possible, and those that do so may respond to my accusations that such is permissible for it is a game. Perhaps, but, it is not a fair one. Putting people in hospitals for 30 minutes, for people that can only spend an hour or so a night, or for some people that can only play on the weekends, it is just not right. You should be able to 'pay' for npc medical care in medical centers.
i have 2 suggestions for you:
1)if you don't have time to spend in the hospital, don't go up against MCM's-the disease is ment to do just what it does do-take you out of the fight for a while. I can often only spend an hour or two on at a time, but that is no reason for me to stay out of PvP...mostly because i am able to find places where there are pleanty of docs and dancers to take care of my wounds. if i watch a dancer and a musician i can get all of my wounds healed in only afew minutes, and that's if i have alot of wounds. doc's and medics aren't too hard to find either. go sit in a med center where there are a few docs, talk to them about stiff awhile, and you'll be on your way in no time.
2)Paying for NPC's would be a very difficult issue, because healing is the job of the medics and doctors, and so to make it fair the costs would have to be very high and the healing worse than any medic could do, so that players don't come in, pay a few creds, and have the NPC heal them, giving the other players no xp. i have to have a strong "NO" to this one.
Grozzer
DSB
Master Combat Medic
"Health, Action, or Mind, it's still your ass..."
-Adopted Combat Medic Motto
I think that Doctors and combat medics that have the ability to place a hospital should have the ability to put up a surgical droid and load that droid with medicines, buffs, and heals. You could come into the shop. Pay my droid and geta reduced rate heal for your wounds. Perhaps woulds and buffs should be capped at 50% because of the droids, but it would give doctors and CMs a source of income.
tometaophion wrote:
There are plenty calls to keep CM as overpowered as possible, and those that do so may respond to my accusations that such is permissible for it is a game. Perhaps, but, it is not a fair one. Putting people in hospitals for 30 minutes, for people that can only spend an hour or so a night, or for some people that can only play on the weekends, it is just not right. You should be able to 'pay' for npc medical care in medical centers.
What defines theCombat Medicrole in combat?
A combat medic should be just that, someone that can hold their own in combat and be able to heal their friends. They should also be the opossite of doctor, sorf of. A doc can cure poison, disease and a few others. We should be able to inflict poison and disease, and do it well.
What basic combat elements should they possess?
They should be the same as they are now.
What offensive abilities?
Poison / Disease / and some state's.
What defensive abilities?
Should be able to heal for a decent amount of damage.
What unique abilities?
Disease / Poison
Should add what advantage or asset in group combat?
They should be the first ones into battle, poisoning, or diseasing a group of people and get them wore down for the other combatants to come in and finish them off.
How could/should they interact with other professions?
Healing
What interaction / dependencies should exist with other combatants?
Our dependencies are for the other combatants to give us protection while we apply diesease/poison to the enemy.
What should be their unique role in the Galactic Civil War?
Should be about the same as a medic/doctor, with little differences.