Development Cycle Archive

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

Keltorr
Sat Feb 21, 2004 11:27 am
#274




What defines theCombat Medicrole in combat?


The ability to keep fighters alive and in good condition on the battlefield. They should be able to heal lots of damage above all; the CM is a defensive individual before an offensive one.


What basic combat elements should they possess?


Knowledge of combat gained through experience with shooting or brawling on the low level (combat xp...I don't see anything wrong with the qualifications for CM as they are)


What offensive abilities?


Biological weapons like poison and disease, but the offensive abilities should be very secondary to the defensive ones


What defensive abilities?


Superior healing of damage on the field for multiple people at once and personal protection


What unique abilities?


Ranged and area damage healing,ability to use bioweaponry, and being able to temporarily lower the chance of success of attacks against him/herself


Should add what advantage or asset in group combat?


Keeping a lot of combatants in good health, protecting him/herself from attacks so s/he can keep healing others. A regular medic can only heal one person at once and at a short distance, but the CM can heal many people at once at a greater distance. CMs should also be able to use bioweapons;these weapons should be something "nice to have in combat" but far from being the deciding factor between victory or loss.


How could/should they interact with other professions?


While in combat, the CM should be moving around trying to keep everyone healed up, and monitoring the status of every member.


What interaction / dependencies should exist with other combatants?


A CM should not be a force to be feared on the offensive level, just like a Doctor (who doesn't also boast a mastered combat profession besides marksman) doesn't attack powerfully. A CM should be dependent on strong combatants to defend him/her against attacks in combat, but quite able to keep those combatants in such a condition so that they can do their jobs.


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


No other profession can heal multiple people at one time and at a distance; a Combat Medic should be a desired member of a combat group for healing purposes, not offensive ones.



Additional notes:


I mentionedwarding off attacks against oneself. I think a good ability for a CM to have would be some sort of "Delay Attack" ability, wherein the CM can significantly reduce the chance of success of all attacks made against him/her (NOT against anyone else) for a short timespan, like ten seconds, just long enough to try and make an escape. This should come at the cost of some wounds (not necessarily mind wounds) and BF (not as much as healing mind currently does) and there should be a significant delay between one attempt and the next so that this ability can't be spammed. This is not the same as Warcry or Panic Shot, which have chances of completely delaying the attack of ONE enemy; this ability would not stop incoming attacks from happening, just give them a lesser chance of succeeding.


Also, someone mentioned that CMs should be able to protect themselves somewhat against poison and disease--I agree with this idea, but I think that rather than making it an inherent skill mod, CMs should be able to make some sort of protection against bioweapons. Maybe a gas mask or bunny suit or something like that, or maybe a stim that grants temporaryincreased resistance (the effect would show up in the buff monitor).


There is currently no cure for Fire except to jump in the water. I think that Fire should be unnerfed to the way it was before--BUT, allow Combat Medics (and Doctors too I think) to make and use a Fire Extinguishing kit that would cure Fire status. This should only work at close range, and perhaps Master CMs should be able to cure multiple people of Fire.


A few more ideas: CMs are more of a defensive than offensive group, and currently they can do so much damage with area poisons. I think that their DoTs should be subject to the same damage rules as the attacks of every other profession so that one CM is not able to practically take out a big group of players (sure, poison doesn't incap, but when it drops one's mind to 1 HP in seconds, it's not hard for one other player to incap the whole group). I think that the mind cost for applying bioweapons should be increased, and the cost for ranged/area healing decreased. A CM should be seen as mainly the person to keep your damage levels low, not inflict a ton of damage on the enemy...that's the job of marksmen and brawlers.




I have a bad feeling about this nerf


The few...the proud...the Marine-armored

LevaOripa
Sat Feb 21, 2004 12:02 pm
#275

sorry its taken so long for me to reply



Levawrote








the medic profession needs a cure poison skill like the first aid bleed cure so soldiers can help themselves to a degree against poisons and disease






Zalor wrote



This already exists as a Doctor skill. Moving the skill down to Medic would certainly be harmful to the Doctor profession, the profession whch is the direct (and complete in the case of singular DoTs) counter to CMs.








To counter area poisons players need a Bleed heal type poison heal that works the same way one combat class should not make all other classes master medic then get boxes in doctor to simply combat your classes poison attack that makes Cms too powerful in the GCW


The ability to cure/slow poisons such as fisrt aid two cures bleed should be a skill in medic that anyone can get


in armor layors a gas mask should be a craftable item that would protect players from disease and poisons at the expense of armor protection for helments









Leva wrote




Area poisons are too strong and should be cut at least 50%







Zarlor wrote



Area poisons are not too strong, they simply lack a proper counter. It should also be noted that in almost all cases where someone declares CM poisons as being too strong they are directly referring to Mind Damage.


I think that after the Combat Revamp that will likely no longer be an issue as Mind Damage will likely be healable once that occurs.







the area affected is too large and the poisons too strong for area attacks especially with 99.9% of the CMs using faction pets as targets to poison all overts in such a large area to have the ability to inflict 500 to 800 point dots on dozens of players and pets to any pool is unbalencing............many CMs have said they spend 169 skil points in order to do this and if you infect 20 players with a poison and reduce there pool to zero in 20 secondsyou just wiped out 5000 skill points of other players skill points....... that now all can be one shotted provided all opposing players spent all 250 points in combat related skills except in doctor.


with ranged weapon classes range so short (64) meters area attacks need to be more thought out and reduced in area they affect


IMO thats why CM is unbalenced


as it currently is area effect poisons damage is way too high and the area way too large and it should effect EVERYONE in the area and i mean EVERYONE even neutrals.if its a smart seeking poison i want a smart seeking bullet for my rifle!


CMs should have a combat weapon and combat skills to go with it and be worth its points as a combat class not as a poison delivery unit which destroys groups of players ability to have fun in the GCW


i didnt mean medic/doctor drag i meant run with a incaped player as a perk for CM


......................................................................


as far as disease showing up after i clone its happened several times to me in the last week of pvp i am diseased and incaped i look at my stats and see no damage ...when im cloned i now have 600 mind wounds.......doesnt happen all the time but it stil happens.....perhaps i was being wounded while i was incapped but it doesnt show on my stats counter ?


but even if my body did show full black bars from a battle and i am killed .when i clone shouldnt i revert to how i was when i cloned ? if i cloned at full health no damage should i not reclone that way ?


well i know Bh/CM and commandos want everyone else to suffer horrible wounds and take long times to heal from a fight so there classes have that advantage over everyone else .hey thats great.


if thats the case and clone doesnt mean clone just restart here all messed up thats fine


Lets increase the wounds from rifles pistols and carbines as well as melee weapons by 400% to match this so these other classes can spend some time healing LOL


Better yet let clone mean clone ! or change the name of clone center to restart center !


Im done i feel better hehe




1st account Leva 249 point jedi Free Alt -Leva- Rifle Goddess
I want whats best for the overall health of game...................Do you ?
Z28
Sat Feb 21, 2004 12:36 pm
#276

then commando's get turffed...then jedi get turffed
Z28
Sat Feb 21, 2004 12:38 pm
#277

man are you dumb...that is a terf
Z28
Sat Feb 21, 2004 12:44 pm
#278


it's also harder for us to make money....doctors make a ton of cash where as a cm spends tons of it to make supplies.

on what a doctor spends to make his buffs, he will make 50 times that. a combat medic has no way of making money for himself other than missions...and if they get a nerf...it will be that much harder to get cash.
Laerenian
Sun Feb 22, 2004 6:40 pm
#279


What defines theCombat Medicrole in combat?


Combat Medics are support healers and ranged damage dealer.


What basic combat elements should they possess?


Diseases and Poisons as they already possess, but its damage need to be reduced at least by 50% in PvP. Some ranged defense and terrain negociation, and good heals.


What offensive abilities?


Diseases and Poisons as they already possess, but its damage need to be reduced at least by 50% in PvP, especially mind poisons and disease cause it's really too powerfull (I say that, and I'ma CM !).


What defensive abilities?


Ranged defense, heals, area effect heals and mind heals.


What unique abilities?


Mind Heal (wich wound cost should be reduced to give Combat Medics their healer role back).


Should add what advantage or asset in group combat?


Combat Medics are healers, the advantage for groups seems to be clear


How could/should they interact with other professions?


CMs are in need of artisans to survey for their ressources and all other normal interactions with scouts (for meat), melee classes, and so on ...


What interaction / dependencies should exist with other combatants?


CMs need good melee fighters to tank when they are shooting/healing and protect them.


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


CMs are terrain medics, they can run fast and heal from very far away, and are also able to damage ennemies with their poisons and diseases, I think that's enough to help in the GCW lol




Guls BadLuck
Pistoleer/Smuggler/Fencer

-- KAURI --
JerikArca
Sun Feb 22, 2004 7:28 pm
#280

I beleive that combat medic is a Medic who can heal people in the thick of battle. Poisons should be used to ward off attackers not cut the hearts out of a raid like they currently do. Combat medics are there to heal not fight. If you want to fight pick up a sword or gun.



"If we make enough of a fuss we might get the attention of the devs."
"Long Live the Empire"
Colonel Nom Anor
Vagabond1101
Mon Feb 23, 2004 3:00 pm
#281

What defines the Combat Medic role in combat?
This should be geared more towards healing, keeping players alive, temporarily curing disease and stopping bleed wounds. The traditional role combat medics have played in most movies I've seen is a fairly simple one, keep a patient alive long enough to reach a hospital or to patch 'em up and send 'em back out.

What basic combat elements should they possess?
Maybe basic weapons skills, novice marksman or 4 in a specific weapon instead of Ranged Support
or give them a choice between a ranged weapon or melee weapon

What offensive abilities?
None, with the exception of the weapon they've specialized in

What defensive abilities?
There again just the fallback weapon

What unique abilities?
Short term buffs ( ie doctor buffs but less effect and less time )
Medical e-vac = the ability to use a vehicle to transport an incapacitated/diseased/bleeding patient to a point of safe treatment

Should add what advantage or asset in group combat?
Short term buffs, fast healing, Maybe the ability to use poisons and diseases but not to manufacture them. Diseases and poisons are the realm of bio-engineers.

How could/should they interact with other professions?
Bio-Engineers = Use the poisons and diseases they manufacture
Commando's and other combat profeesions - healing, short term buffs, poison & disease use
Artisans and crafters - Specific and specialized components or agents necessary in buffs

What interaction / dependencies should exist with other combatants?
The combat medic should be relied/depended upon for a quick heal, quick buff, medi-vac, and so on

What should be their unique role in the Galactic Civil War?
Provide in-combat rapid and precision healing.



I reject your reality and substitute my own
erroroccured
Mon Feb 23, 2004 3:48 pm
#282

I think the combat medic should be a mix of poison/disease and Squad Leader.I think incorporating some of the passive skills of the squad leader would make them more useful. I wanted to play combat medic for the longest time but if you only play PVE then it is not that great of profession. No defense. Bah
Tucari
Wed Feb 25, 2004 3:19 am
#283

Its pretty funny when you read all the other posts. It appears that only a few really have the grasp of what a TRUE combat medic is all about.


If you "thing" isn't healing and taking care of your group, then don't be a combat medic. Be a fighter or go do something else. Poison/Disease should be left to a Chemical Warfare Specialist or a Bio-Engineer.


Doctors and Combat Medics cannot be classified as the same. They both heal people but there skills are far different.


Its true Combat Medics don't make money like the Doctors, and neither do other fighters except by doing missions.



Even though everyone seems to have input, the real question is how many of you actually play the Combat Medic role? And if you don't or if you don't really know what a TRUE combat medic's role really is... do some research. They don't play the role of the offense, they support there team making sure they are healed and are in good shape to get back in the fitght. A real Combat Medic doesn't use Disease or Poisons.



DO THE RESEARCH!!!!


rLHitman
Wed Feb 25, 2004 4:12 am
#284

"lmfao and that isn't a nerf? bloody hell you people are stupid."




Why should every other combat profession geta 75% pvp damage reduction but not combat medics? Haven't you noticed this?





------------------------------------------------------------
rL-Hitman | Master Rifleman | Teras Kasi Master
rL-HitBish | Master Doctor | Master Combat Medic
Gnuut
Wed Feb 25, 2004 12:38 pm
#285




Tucari wrote:

Its pretty funny when you read all the other posts. It appears that only a few really have the grasp of what a TRUE combat medic is all about.


Gee please define a "True Combat Medic" in SWG please...Not the real life version the SWG version. Cat got your tongue? A true SWG combat medic uses anything and everything in his skilltree to help achieve the victory. That is applicable to all classes in this game. Why? Because no single class wins. Everyone and I mean EVERYONE supports each other. Overall WE ARE ALL SUPPORT CLASSES.



If you "thing" isn't healing and taking care of your group, then don't be a combat medic. Be a fighter or go do something else. Poison/Disease should be left to a Chemical Warfare Specialist or a Bio-Engineer.


We have 68 offensive medicine schematics vs 8 defensive medicine schematics in our crafting tree. That leads me to beleive the DEVs intended us to do damage. In that sens we are not a support class, we are a damage class.



Doctors and Combat Medics cannot be classified as the same. They both heal people but there skills are far different.


You are right CMs and Docs are totally different. The fact is that Docs are better Combat Healers than we are.There are a total of 13 types of "combat damage". By combat damage I refer to damage, states, effects incurred IN COMBAT. Doctors can heal 12 of these while CMs can only heal 5. Yet we are supposed to be the better combat healers? Absolutely ridiculous.Doctors are overall the better "combat healers".


Doctor - Health Damage, Action Damage, Intimdated, Stunned, Dizzy, Blind, Bleeds, Poison, Disease, Wounds, Death, and now Fire


CM - Health Damage, Action Damage, Mind Damage, Bleeds, and Wounds



Its true Combat Medics don't make money like the Doctors, and neither do other fighters except by doing missions.


Fighters are not resource dependant like we are. Hell Doctors are nowhere near as resource dependant as we are. Doctors at most have to worry about 2 rare resources for their advanced components, whereas we have to worry about 5 rare resources. It is a money sink that only dedicated CMs are willing to go through because they love the profession.





Even though everyone seems to have input, the real question is how many of you actually play the Combat Medic role?


Once again your definition of combat medic differs from the DEV vision of SWG Combat Medic. Don't try to bring real life into a game because it's lame.



And if you don't or if you don't really know what a TRUE combat medic's role really is... do some research.


I don't need to do research on how I should play my character in a fantasy game. It's an MMORPG, key is RPG. that mean's I play how I want to play. I take what is given to me and do my best to succeed and survive. C'est la vie.



They don't play the role of the offense, they support there team making sure they are healed and are in good shape to get back in the fitght. A real Combat Medic doesn't use Disease or Poisons.


A real bounty hunter is not an assassin. A real Doctor does not enhance your stats. Siegfried and Roy don't run around siccing their tigers on people. A real smuggler doesn't craft drugs, that would be more suited to a bio-engineer. A real bio-engineer would be banned in most countries since cloning is illegal. Yet every day in SWG these actions happen. What's that mean? AN SWG COMBAT MEDIC DOESUSE POISONS AND DISEASES.


If you ever want me to teach you the true meaning of an SWG Combat Medic, then come to Kauri son. I'll be the red dot at 90m out.....




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....

Hisler
Wed Feb 25, 2004 7:37 pm
#286

God some people are morrons ...... Combat Medic cant do squat ..... yes i have mastered it and as a profession the only thing i found usefull about it was diseasing in the cantina so i could get ent healing exp .... The only attack they get are diseases and poisons to all stat pools ...... The Area affect poisons or diseases have a small area of affect its not like they can hit everyone in your group .... As far as i know i cant do ApplyDisease Mind ... or ApplyDisease Focus.... or Apply Disease will power .... Hell im limited to what disease comes first .... if i have a mind disease canister and a focus disease canister .... guess what i use the one that is first .... and if you puds would put all or your pools into your mind bar you wouldnt die like biotches in pvp and cry nerf because you suck .... Why not think of a different solution make damn gas masks that protect against all poisons and diseases but get the point its not a helmet no head protection ..... That would be a viable alternative to NERF !!! NERF NERF NERF the class because i blow dog chunks ..... Hell as it is the class sucks it has nothing to do with combat yet it uses the marksman combat line ... in my opinion it is too much points for too little gained .... its not worth it .... CM has 0 Melee defense 0 ranged defense .... Hell abrawler could smoke a cm if he tried one on one .... and I have a doc on one account and who actualy carries around intimidate stims ..... and blind stims and crap like that .... maybe mr. dumas whom wants to spend all of his credits to help everyone else but himself .... Give the class some wepon skills .... some defensive skills and give the class some content....


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