Development Cycle Archive

Thread: IC 1-4: Combat Roles; Combat Medic

Lwhn
Wed Feb 04, 2004 10:35 am
#196

What defines theCombat Medicrole in combat?


The ablity to poison and disease (DoTs) - We should be able to kill with our poisons because in real application Poisons kill. I am in fact a biological weapons expert. Do Commando's weapons kill? Are they not A heavey weapons expert?


What basic combat elements should they possess?


Atleast some basic weapons use, Pistol would be good, often if you are not uber you are not that far away from your kill. We have the Combat Support of a Marksman, let us use them.



What should be their unique role in the Galactic Civil War?


We are as I said biological weapons experts, move us more toward that goal and lower the healing/Support ablities, we are a combat class, not a support class, let us play as such.

rantboy
Wed Feb 04, 2004 10:35 pm
#197

i think since we are CM we should be able to heal are own poisens. y not a area heal poisen/deasiase medpack. that would make a counter to the CM. witch would be another CM. i mean we make a poisen dont u think we should have a cure for it?


DEADESA


MCM, MD, flurry





---------------------------------------------------------------------------------------
DEADESA
RECON
Bounty Hunter
Ranger
Xytroncore
Wed Feb 04, 2004 11:39 pm
#198






rantboy wrote:

i think since we are CM we should be able to heal are own poisens. y not a area heal poisen/deasiase medpack. that would make a counter to the CM. witch would be another CM. i mean we make a poisen dont u think we should have a cure for it?


DEADESA


MCM, MD, flurry








Oh no, but you see, that would make us a useful healer in combat (like everyone wants us to be), but we'd be taking away from the doctor's combat healing ability (which they shouldn't have much of in the first place, but docs would be pissed off). but I do agree we should be the poison/disease cure'ers since those DOTs imply a combat situation, and since we're combat medics you'd think we'd be able to do the majority of combat healing, but sadly that's not the case.



_________________________________________________________
Manimal : Gunslinger
Xytroncore
Thu Feb 05, 2004 1:01 am
#199






Zarlor wrote:





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.




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.







Ya, but that's just the thing, it's a doctor's item, sure any master medic "can" use it, but they have to get a doc to make it. Assuming the master medic is poor they'll only be able to obtain D's. Meanwhile Doc's have the inate option to get E's... I'm not saying that there's something horribly wrong with that, it's just people who say Docs aren't great healers or whatever are complete bullshot artists.



_________________________________________________________
Manimal : Gunslinger
Mild-Breeze-Trooper
Thu Feb 05, 2004 6:14 am
#200

If poisons causing damage and diseasesare such a big deal that we must be nerfed, give us something else instead. What about poisons causing states?


Maybe an area dizzy would be totally way over the top, but at least single shot state-poisons. There is something that would be usefull in both PvP and PvE, is easily cureable by a doctor and would actually go ways to establish CM:s as combat support with an agressive edge without doing massive damage.





Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Stumben2
Thu Feb 05, 2004 6:33 am
#201

They need to reduce the poisons duration a bit. But the biggest problem right now is MIND DAMAGE.


its not the fact that CM poisons are overpowered, its the fact that there is no defense vs mind dmg, except our suicidal point blank mind heal.


So right now anything in the game that can do consistant heavy mind dmg ( CM mind poison, Rifleman ) is seemingly in need of a nerf.


This whole mind pool thing has caused has caused a big problem.. and makes it very difficult to tackle.


Now, concerning CM poisons and disease lets keep one thing in mind... These friggin things are an absolute migrain to craft.... especially the GOOD ones. If you reduce CM poisons potency and/or duration by any more than lets say 30% then these things need to be easier to make. ALSO considering all CMs get are ranged heals and.. POISONS... you reall NEED to compensate and give CMS something else. How about their own weapon and another offensive/state inflicting special?


I believe a Combat Medics role should be a combonation of Healing/Offense. They have the concept pretty close, but unfotunately the well-crafted poisons are a bit too nasty, but more importantly THERE IS NO DEFENSE FOR MIND DAMAGE!
DilowBee
Thu Feb 05, 2004 1:43 pm
#202






StrikerNI wrote:





TheLonelyCombatMedic wrote:

They would not be feared as capable fighters, but rather as capable supporters.







Unfortunately, (or fortunately, whichever way you look at it) this is not the case as it stands. Any PVPer knows/went CM solely on the poisons.







Exactly right, just like rifleman went rifle solely for master head shot, god like ranged defence, and jawa ion.


Fact is my tick does (With god like resorces and mad SEAs) 800 per tick AND THATS PUSHING IT. Every what 8 secs?


A good jawa ion does 450 every 2 secs, you do the math k.


Cm needs 0 nerfing, what it needs in a 75 percent increase in PvE bottom line.


Thats all.





---------------------------------------------------------------------------------------
Big1
Thu Feb 05, 2004 3:30 pm
#203

I've been reading these posts and all I see is a bunch of whining from people. It's pathetic!! The devs can't make everyone happy nor can they give in to everyone's whim. They try their best to make the game well balanced, but there's always those who love to complain and call for nerfing. Those are usually people who do a lot of PvP. Hey, if you can't take the heat, stay out of the kitchen!!!! CM's are usually the one's targeted first in PvP. I am a Master CM and Master Doctor and I can't tell you how many times I've been killed right away after my first toss. Atleast if you get poisoned or diseased, you can have a doctor heal you. If you don't have a doctor(s) in your group, then you're going to pay the ultimate price. CM's have had a lot of nerfing since I started playing and it's just getting worse. Might as well drop the whole tree if there's any more.



Master Combat Medic

Master Doctor
Syrkai
Thu Feb 05, 2004 4:42 pm
#204

I find it amusing when people start screaming nerf. I have both friends and foe that are Cm's and Doc's, if we are to be constructive then i suggest that Doc's be given Def Vs state/mod buffs and CM's be given debuffs to those same states.... I suggest that our dps with poisen's is reasonably low as it stands, that if we must debuff as well as poison/heal, then are resticted to the timing of these things during a battle. We should turn the tides of battle, as a Doc should. Buffed vs unbuffed, debuffed vs buffed, poison vs cure. The side that has both a doc and cm should win and if both have them then that fight will last a while.


MaybeCM's should be given the cures if we are to be masters of biohazards or allow Doc's to cure at Range if range is the issue.


If a person is looking at removing something i would say the only item I won't use is disease,does seem like grief.Iwon't stop another from using them, but I won't.The mind heal should be ranged and needs adjustment to costs, in its own way mind should be eliminated as the onlyfactor in battle. The fact that I can't use it on myself is punishment enough, give it a normal cost at range as a stim or something similar tolimit its use.


If armor wasn't so imbalanced our dps on poison's would hardly compare to other damage types.


I hope you truelyadjust this class and not just nerf it, that seems like the easy road. Look at Armor and offer more to Doc and CM so that they are better at a variety of things that support the group. (buff Vs Debuff, poison Vs Cure)


IlyaMasool
Fri Feb 06, 2004 2:03 pm
#205



Syrkai wrote:

I find it amusing when people start screaming nerf. I have both friends and foe that are Cm's and Doc's, if we are to be constructive then i suggest that Doc's be given Def Vs state/mod buffs and CM's be given debuffs to those same states.... I suggest that our dps with poisen's is reasonably low as it stands, that if we must debuff as well as poison/heal, then are resticted to the timing of these things during a battle.....






Lot of things don't make sense when you look at one specific thing, and even when you look at entire dynamics of things, you really can't say for sure if it is one way or another since all you have in interpretation of the dynamics and not the fact. The fact that it is a dynamic make it impossible to understand as fact.

Anyway what I mean is when we take CM poison/disease, it really is nothing. It have low DPS and it doesn't incap and it have counter, but all that is irrelevant to those who call for nurf because the numbers don't really matter as much as their IMPACT on the dynamic, in this case the PvP combat System.

If we implement a new for doctor called anesthesia, type of which doctors may use in hospital that does no damage, yet incap anyone at normal healing range of 6m, then it will have HUGE impact on PvP. It wouldn't matter is DPS is 0, it would matter if there is a counter, say Musician with healing IV can wake em up. It will have an effect much larger than the numbers will say. Exact thing happen to DAoC where healers who had no offensive skill, and can only heal had ranged AoE stun skill that only lasted few seconds.

Everyone can argue back and forth with numbers and cases and what could happen, etc, etc, but none of that matters until Dev take a look at the entire combat dynamic which they promised to do for next two publishes (7 & 8). They repeatly said they will not have any one profession "required" for successful group matrix, and if it turns out that you absolutely cannot have a successful PvP without CM on either side, then we will see lot more counter to em or they will directly nurf the CM. it doesn't matter if they "nurf" CM or introduce more counter measure by lowering the med use of cure packs so any medic can use or introduce area cure packs for doctors. The end result will be CM will have far less impact than they do now.

And it may very well be as most CM argue that CM aren't having such huge impact on PvP and all this nurf calling is grumbling of few unhappy campers.

Dev will fix it so that whole lot of people are having fun playing SWG or the game will fail, that means the game will get better to point where you will have fun or there will not be enough people around so that we move on to next MMORPG. either way we all win.
RhenGordon
Fri Feb 06, 2004 2:31 pm
#206

There is nothing wrong with an effective counter to any type of attack. A counter lends itself to the fact that you have to USE that counter. It is a lot different than just taking a power away. One leads to balance, the other leads to nerf.


Allow me to try and explain a little better. Lets take Combat Medic Mind Poison Area of Effect type. Right now there is really no effective counter against it. I have to admit that I can certainly poison more people than a Doctor can cure. What is the answer though? Is the answer to take away Area of Effect mind poison from CMs. No because that is a nerf, plain and simple.


Now if they gave an area of effect ranged cure to combat medics or doctors, that would be an effective counter. Does it nerf the CMs? No because the power for the CM is still there. If the opposing force comes without a doctor, then they will be destroyed.The opposing forceforgottheir counter.


This is of course my opinion, your opinions may vary and will likely stink like mine does.





>~~~~~~~ Rhen Gordon Master Combat Medic / Master Doctor ~~~~~~~
Ahazi Server
Selling Doctor and Combat Medic Medicines.
I am located on Naboo in the city of Lake Destiny not far from Keren.
Look me up on the planetary map, or look for Lakeside General on the map.
NOW ALSO ON CORELLIA NEAR CORONET, LOOK FOR ME ON THE MAP!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Miihas
Fri Feb 06, 2004 10:22 pm
#207

i think CMs should be able to sell DOTs for weapons... that would be an effective way of adding them to the economy instead of just the battlefield


M.R.

former MCM
Xytroncore
Sat Feb 07, 2004 2:19 am
#208

Here's something I was thinking about the common "Doctors can't cure as many people that get poisoned". Well in real life doctors have to make very quick decidions (when understaffed), that's sort of what's in this game, docs should have to make the best possible decision of who to cure first and they should have to do it quickly, clearly some people should be sacrificed to make sure your top fighters remain active. That's the main reason I think AOE cures will be wierd, it would make things completely unrealistic. A doctor cannot save everyone all the time, that's just how things should be.



_________________________________________________________
Manimal : Gunslinger
Page 16 of 25