Development Cycle Archive
Thread: IC 1-4: Combat Roles; Combat Medic
What defines theCombat Medicrole in combat?
It strikes me that the name is self evident. They're meant to be in the field combat healers. Anything that's combat treatable, they should be doing, including healing mind, and perhaps even rezzing. I realize this makes doctors more of a stay at home class and less useful in groups, but that seems to have been the intent in the original design as well.
What basic combat elements should they possess?
Healing, of course, and they'll probably carry some basic weapons use, but from other skill trees.
What offensive abilities?
I'm actually less concerned here. The poison and disease system is nice and all, but when I think of a CM I picture the WW II medic running to stabilize the critically wounded soldier, not someone throwing poisons and disease bombs about.
What defensive abilities?
A good CM should have some form of ranged dodge defenses. What good is all that knowledge if it's located in a head that's no longer attached to your body?
What unique abilities?
Area heals, perhaps even mind heals. I'd love to see rezzing moved to CM from doc as well. The poison and disease, as I said before, is secondary in my mind at best.
Should add what advantage or asset in group combat?
Healing, really. They should keep members up longer in combat. A good medic *can* be the deciding factor in combat. (It's tough in SWG not to have at least novice medic to use stims....)
How could/should they interact with other professions?
We should heal them. :-) Of course, wound healing isn't something you bother with in the field, and should be different from the CM roles. I like the idea I saw earlier of purchasing components from BE's to upgrade meds, and the current system of buying comps from docs to make nice meds is also very good.
What interaction / dependencies should exist with other combatants?
The CM should heal other combatants, and the others should keep the CM from experiencing that previously mentioned head dislocation. If a CM gets in melee, that should be a hopeless battle, IMO. Keeping people/mobs from reaching your medic should be a tactical consideration in combat.
What should be their unique role in the Galactic Civil War?
Well, healing, basically. On a major battlefield (or on a Battlefield for that matter), a medic should be an essential member of any team. It's not that you can't fight without one, it's just that you won't last as long. Perhaps CM specific mission types involving a "hot" area of combat and an important NPC (rebel spy, Imperial officer, etc) in need of emergency medical care? Just a thought.
Master Combat Medic:
Combat Med Effectivness +25
Ranged Healing Speed +25
Combat Medicine Use +25
Terrain Negotation +10
Thrown Weapon Speed +10
Thrown Weapon Accuracy +10
Certification: Proton Gernade
Defense against Knockdown +30
Dodge +30
Ranged Defence +5
Melee Defense +5
Master Ranged Distance:
Healing Range +25
Combat Med Effectiveness +15
Throwing Accuracy +10
Ranged Defence +5
Ranged Migitation 1
Certification: Thermal Detonater
150,000 Combat Exp
+25 Ranged Healing Speed
+10 Thrown Weapon Speed
+5 Melee Defense
Melee Migitation 1
150,000 Combat Exp
Combat Medicine use +25
Terrain negotation +10
90,000 Medical Exp
Assembly +20
Expiramentation +20
50,000 Crafting Exp
Expert Ranged Distance:
Healing Range +15
Combat Medical Effectiveness +15
Thrown Weapon Accuracy +10
Ranged Defense +5
Certification: Proton Gernade
100,000 Combat Exp
Ranged Healing Speed +15
Thrown Weapon speed +10
Melee Defense +5
100,000 Combat Exp
Expert Combat Medic Support:
Combat Med Use +15
Terrain neogiation +10
65,000 Medical Exp
Assembly +20
Expiramentation +20
37,500 Crafting Exp
Advanced Ranged Distance:
Healing Distance +15
Combat Medical Effectivness +15
Thrown Weapon Accuracy +10
Ranged Defense +5
Certification: Glop Gernade
70,000 Combat Exp
Ranged Healing Speed +15
Thrown Weapon Speed +10
Melee Defense +5
70,000 Combat Exp
Combat Medicine Use +15
Terrain Negotation +10
40,000 Medical Exp
Expiramentation +20
Assembly +20
25,000 Crafting Exp
Healing Range +15
Combat Medical Effectiveness +15
Thrown Weapon Accuracy +10
Ranged Defense +5
Certification: Cyroban Gernade
Combat Exp 30,000
Range Healing Speed +15
Thrown Weapon Speed +10
Melee Defense +5
30,000 Combat Exp
Combat Medicine Use +15
Terrain Negotiation +10
15,000 Medical Exp
Assembly +20
Expiramentation +20
12,500 Crafting Exp
Healing Range +5
Ranged Healing Speed +5
Assembly +20
Expiramentation +20
Combat Medicine Use +5
Combat Medical Effectiveness +5
Thrown Weapon Speed +10
Thrown Weapon Accuracy +10
Melee Defense +5
Ranged Defense +5
15,000 Medical Exp
Poison and disease don't suffer the 75% damage reduction in pvp. Fire and bleeds both do, why not poison or disease?
Make it so medics with 2-0-0-0 can cure disease and poison like they can bleeds.
MichaelF77 wrote:
No counter? Ever heared about docs ?
StrikerNI wrote:
MichaelF77 wrote:
No counter? Ever heared about docs ?
Ever seen a doc sucessfully heal his mind poison, mind disease, and the 19 other fighters in the group before they all ticked to 1 hp? And then do it all over again when they're restacked?
Nope, neither have I.
OK, but what rubs CMs the wrong way is that the nerf-CM crowd is attacking it from the wrong angle. There *is* a counter currently. Now, it may not be an effective enough counter. But instead of asking for a more effective counter, people ask to make the attack itself ineffective.
Ask for more effective counters, and we'll all be less hostile. In fact, with the food revamp, you will already be getting one more potential counter (food that increases poison and disease resistances). Will these be effective? I don't know. But it'sa step in the right direction, rather than an attempt to simply kill off a profession that largely works and I believe makes the GCW more interesting by introducing a different dynamic into combat.
You can't run into houses with TEF....want to say some more stupid stuff that isn't true?
Travixius wrote:
I think this thread is easily seperated between the CM's that want to keep their power, and everyone else that wishes the game to be balanced. A combat medic is basically a coreman. An armed medic. Period. There is no legitimate reason why a CM and take out anchorhead by simply throwing in a posion/disease then running to a locked house and watch everyone die.
StrikerNI wrote:
MichaelF77 wrote:
No counter? Ever heared about docs ?
Ever seen a doc sucessfully heal his mind poison, mind disease, and the 19 other fighters in the group before they all ticked to 1 hp? And then do it all over again when they're restacked?
Nope, neither have I.
So let me get this straight, you guys are all just standing there for about 8 seconds (time it takes a combaty medic to toss 2 packs, then standing there for another 8 seconds while combat medic restacks lol....people who are stupid and just stand there instead of killing the combat medic shouldn't cry nerf, I'm sorry, but you had 16 seconds to find and kill the combat medic.
Lets us craft some sort of item that we can sell to weaponsmiths, armosmiths, and or BE's . Such as poison tissue to put in weapons(similar to a Krayt tissue). Poison/Disease resist armor segments for Armorsmiths. Poison/Disease "dna" or "tissue" for BE's to place into pets to make them poisonous. Give us something we can sell!!!!!!!!!!!!!!! I am tired of being a broke CM all the time.
This way you dont have to nerf CM's anymore.........people would be able to buy armor that would give them some resists to poisons/diseases. Or they could buy weapons that would give them some sort of poisoning ability without being a CM. I think a bunch of players could benefit from this!!!!!!!!!!! And it would'nt be a "NERF" so to speak.
Please dont nerf us!!!!!!!!!!!!! Poisons/disease are the only things left that make being a CM enjoyable!!!!!!!
Travixius wrote:
I think this thread is easily seperated between the CM's that want to keep their power, and everyone else that wishes the game to be balanced. A combat medic is basically a coreman. An armed medic. Period. There is no legitimate reason why a CM and take out anchorhead by simply throwing in a posion/disease then running to a locked house and watch everyone die.
If you are going to make use disease/poison in PVP, then maybe you should make it so the CM has to buff their teamates so it doesn't effect them. I mean think about it logically, here is a large group of soldiers fighting half yours half the enemies. You throw a tube of Anthrax in there and unless your troops have been injected with the antidote (before hand) then they are going to die violently as well. Make it so the CM's have to craft and buff their teammates or faction members with the antitoxin. If the CM's are so set against their disease/poisons being nerfed maybe this is another path to take?
But if you are truely honest about the profession, you would have to admit that as it stands now it is COMPLETELY out of balance.
This whole nonsense about the combat medic being simply a medic in combat is ridiculous. You should really stop and think about what you are saying.
The argument is that because the name is Combat Medic, people have this vision of the battle field medic running wround stabliziing the wounded until they can reach the doctor. This simply does not play out. The combat medic has to spend MORE points than a Doctor to be a master at their profession. As a result they should be something.. well different than simply a healer on the field. You say ranged stims is your difference, but that is not nearly enough when you consider what a doctor can do.
So for all of you who want Combat Medics to be healers only, well let us take a look.
- Doctors get to buff all your stats to 2000+
- Doctors cure poison and disease
- Doctors heal wounds at a much advanced rate
- Doctors have the strongest heals in the game
What would combat medics have if you took away poison and disease?
- Ranged Heals for much less than a doctor can do
- AoE heals that are even less effective
- Mind heals, that cause more damage than they fix
Does that sound like an elite class to you? One that is worth the 169 points to take? Might as well just roll all of the Combat Medic skills into the medic and doctor tree and be done with it.
The point is that a medic on the battle field of today, does not have the training or education that a doctor has. To say that a Combat Medic is essentially the same profession would then be to do a disservice to everyone who spent the points to become a CM in the first place.
You all have to get past the name and look at the abilities that the profession has. You cannot make the profession fit the name since that is not balancing either, that is nerfing. The truth is one of our titles is Chemical Warfare Expert. If SOE had called us Chemical Warfare Masters, then you people that want to say we are battle medics would not have a leg to stand on. Unfortunately the climate of today is such they could not use that name for the profession. It in unfortunate because that is clearly what we are.