Development Cycle Archive

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

Jaska
Thu Jan 22, 2004 4:50 pm
#92

Enough with these biased nerf posts. Hopefully they gain no clout.


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.


If this was true, Combat Medic would've been flavor of the month a WHILE ago. Why isn't it? Oh, that's right, I'm spending 169 skill points to master this profession (and, by the way, there's no such thing as dabbling in CM). I have yet to see this thick black line separating those who want nothing changed and those who only want nerfs. Luckily, there are few from either extreme. We almost all want change to come to the Combat Medics - not nerfs, but changes that maintain the "power" that Combat Medics have so they can still function in all ranges of combat.


A combat medic is basically a coreman. An armed medic. Period.


An armed medic is a novice medic with a CDEF pistol. Maybe with novice marksman.


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.


That's house warfare, and it's gone on Corbantis. That's a game flaw which should be thought about separately from any character. Besides, the whole town was standing in a 30 foot radius? That's just bad tactics if you see a red dot coming.



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.


The character's offense, defense, and special abilities are out of balance - the Combat Medic in relation to PvP is not (try remembering who the CM is and do a few master headshots.. we won't be wearing helmets unless we're really buffed). We need better special abilities and defense and a way to fight creatures and NPCs. When that comes, the Combat Medics will eat the 75% pvp reduction. By the way,if the only thing that happens to Combat Medics is a damage reduction, the profession should require FAR less skill points. As so many have said, I didn't spend 169 skill points to throw stimpacks. If not, I'll just have to trade in 154 skill points to lose my slight advantage in healing over a novice medic.



Resident Mr. Magoo
StrikerNI
Thu Jan 22, 2004 5:34 pm
#93






Xytroncore wrote:


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.





You're talking like its a single combat medic.


Ever try attacking a CM who runs back behind his buddies?It's hard to attack the CM who is out of range (threw it and then ran) when the other people in his group keep him alive by protecting him. (Heh, others keeping the CM alive...)


The issue that he ran away isn't the problem. It's not that his group did their job in protecting himIn fact, these would be most expected. The problem is that the *One* CM renders our entire group helpless while the rest of his buddies pound away.


Now, theoretically that's the way it should be. A CM exposes himself, drops the DOT, then backs off behind his friends and heals them. However, the DOT is UNBALANCING when it takes 5 doctors just to heal the rest of the group before they tick to 1. Even if the group runs out of range of the enemy group.


Now, I'm all for allowing CM's to cure their own poisons. I'm all for giving some sort of AoE heal. I'm all for increasing defense against the poisons in one way or another. But you know as well as I do the way this system works. If somethign is overpowered or unbalancing, 99% of the time it gets nerfed isntead of fixed.



=-=-=-=
-Aefi Striker-
I've got a blaster at my side and a smile 12 parsecs wide...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


IlyaMasool
Thu Jan 22, 2004 7:21 pm
#94






Jaska wrote:


If this was true, Combat Medic would've been flavor of the month a WHILE ago. Why isn't it?






They just managed to fix the problem with CM's disease as well as the adv-comp that gave good chunk of boost to their effectiveness justcouple of months ago.


Ofcourse it was also during period when people weren't creazy about PvP due to decay (which they arefortunately taking it out) so effect weren't very noticeable.


But the "favort of month" effect seem to begetting somenotice by Dev which lead to previous patch of range cap although due to the bughealing stim & poison/disease got mixed.


Now I wouldn't just blow off all this negativety as mere whining and advice like "use tactic" and "get doctor" would help CM as much as they helped CH.


There have been pretty detailed discussion in doctor forum as to why"get a doctor" is pretty empty advice. Themed use lvl of cure poison/disease are just silly, they cost way too much mind to acutally worth it and so on and so forth.


But you are right. If CM aren't over powered, there wouldn't be so many and they would not have big of impact. If there is significant increase in CM, and their impact on combat is not what Dev had in mind, we'll see "balance".


Time will tell.


Grozurr
Thu Jan 22, 2004 11:47 pm
#95

WOW finally someone else who agrees at least along the same lines that i do.




WildWildMaN wrote:



What defines theCombat Medicrole in combat?


I'd say "Chemical sniper":


- Stealth applying of various states, including DoTs


- Chemical weapon of mass destruction (aka poisons)


- Unique abilities in PvE for fighting heavy armored beasts


"chemical sniper"-love the wording of this, but i completely agree, i would LOVE to see the cm profession move into more combat orientation.


What basic combat elements should they possess?


/applyPoison, /applyDisease, /applyState ??


/applyState-completely agree with this, though a question that arises for me is would these be separate packs, or (as i briefly mentioned earlier) an optional component slot to either make a killer psn/disease, or apply one of a number of states (in addition to base psn/disease dmg)


What offensive abilities?


Nothing in addition to those above. Very deadly profession vs. living creatures (useless against machines/buildings though) but very narrow, one-way fighting.


actually i would like to see some sort of weapon integrated, but with the suggestions made here, i would be willing to make that sacrifice...i do agree that if the prof keeps the similar power that it does, a weapon would be much less needed.


What defensive abilities?


Not a single. Price for being unique offensive power.


I like the idea here, but i would suggest a resist to poisen, as stated by another, you would think that if a person works with deadly chemicals/disease/state alters, ect they would have SOME resist to them


What unique abilities?


The only class that can attack from beyond 64m range. Since CM can attack only living (i.e. movable) beings its ok.


The only class with multiple various area effecting abilities


I like the idea of this, but being as I have heard the cry of nerf so many times i would not suggest a range far beyond 64m. It would have to be something that gives the prof a very unique feel, but something that makes them catchable (eg 75-80m). 100m is completely absurd, although i must admit that being able to throw this far does have a certain apeal...however 100m is around 60% farther than any other prof can fire, so it does not need to be quite that far.


Should add what advantage or asset in group combat?


Idea about turning off friendly fire seems great. Area poisons are extremly powerful, so they need to be limited somehow, making them affecteveryone in the area including friends is ok.


Many classes apply states (dizzy/blind/etc), make Combat Medics ability (statechange pack) to apply states and to heal them (Squad Leaders have this ability, but SL is extinct class)


Add /cover abilities from rifleman tree (andbtw fix it finaly!). This fits very well in idea of stealth chemical fighter.


How could/should they interact with other professions?


- interaction with doctors is ok now.

- interaction with Chef should be interesting, in making resist-improving food

- I'd strongly suggest interaction with BE in creating bio-enhancers. And overall, concider adding "enhancer" slot in combat meds and switch all that **edit** useless Rancor Bile, Donkuwah Poisons etc. to enhancers.***


- Great idea can be modifying weapons to add limited DoT and state-change capabilities.***


What interaction / dependencies should exist with other combatants?


- Combat Medics need defence badly. Very deadly but very vulnerable class (high skill points intensive also, cannot take manydefences from other classes)


- Besides that, CM is stand-alone class. It can fight solo PvP and PvE.


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


CMs are main weapon against enemy soldiers. CMs play absolutely no role in fighting droids/turrets/vehicles. CM can be great support to any combat squad.


This definately needs to become more evident. Put simply, When was the last time you heard of someone poisoning your computer?(no, viruses don't count)


Suggested fixes (easy part):


- Reduce Terrain Negotiation for master CMto 15-20. Really, we dont need to have TN at master scout level**, but this is great ability overall and fits into class idea.**


- Rebalance schematics a bit concerning level of Med Use. Currently all good area stuff is on master level, i think every C pack should be there too (assuming it is not experimented for Ease of Use). yes, i also agree that the class needs to be a little less dabble-friendly


- Rebalance schematics conserning power.


Raise the power of A packs significantly. They are utterly useless, with extremly poor range.


Reduce potency - since ARC schematic fix in previous publish, our stuff is UNRESISTABLE. I dont think its right. Before ARC fix with usual RC potency was around 70% and that was a dilemma - experiment power or put some points into potency.


To additionaly quickfix comabt issues and improve PvE, make following:


- increase poisons strength twice, easiest way is in multiplier damage = CM effectiveness X 2, make that "CM eff X 4".


- 75% reduction of PvP damage (total PvPreduction compared to current is 50%, total PvE increase is also 50%).


Not exactly sure if you ment to reduce the current pns/disease 75%, but unless we also getsimilar mods that come along with every other combat class (1.5x base dmg isn't it?) we should not get hit with reducing us 75%.


Suggested fixes (other):


- Revamp /healMind. It is awful now. For more suggestions consult our Correspondent, my favorite is nondamaging (only mind cost, no wounds) DoT-like heal (when applied, it heals mind everytick, 8 seconds, by relatively small amount like 100).********************


- add /takeCover ability from Rifleman tree (but dont forget to fix it before adding)


- add enhancers slots to CM medicines and switch all useless stuff like Rancor Bile and Donkuwah poisons to be enhancers.***************************************


Can't stress this enough, really i would like to see CM as a much more combat class. It should be unique (only one to use chemical warfare), but also have unique weaknesses and tactics associated with it. Truthfully, ranged stims are nice, but if the call of a Field Medic profession would make sense, it would seem appropriate for the area stims (all types) to be moved there and allow the COMBAT medic profession to focus much more on combat tactics







Grozurr
Thu Jan 22, 2004 11:58 pm
#96






PsionicHawk wrote:

I've been thinking about the combat medic alot and some ideas have come to mind. The following is one idea of how the combat medic could change.


Master Combat Medic:


Healing Range +25
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


4th Tier


Master Ranged Distance:
150,000 Combat Exp


Master Ranged Speed:
150,000 Combat Exp


Master Combat Medic Support:
90,000 Medical Exp


Master Combat Med Crafting:
50,000 Crafting Exp


3rd Tier


Expert Ranged Distance:
100,000 Combat Exp


Expert Ranged Speed:
100,000 Combat Exp

Expert Combat Medic Support:
65,000 Medical Exp

Expert Combat Medic Crafting:
37,500 Crafting Exp


2nd Tier


Advanced Ranged Distance:
70,000 Combat Exp


Advanced Ranged Speed:
70,000 Combat Exp


Advanced Combat Medic Support:
40,000 Medical Exp


Advanced Combat Medic Crafting:
25,000 Crafting Exp





just looking at these numbers, they're a bit high, mostly b/c of the type of xp that they take. I don't know that combat xp is the solution, but possibly Medical combat xp or something along those lines. combat xp is just too hard to get, and it involves lots of PvE, which combat medics are horrible at. the crafting xp is also high, and while i agree that it should probably be higher i don't think it needs to be quite that high-so long to get just500xp.

Jaska
Fri Jan 23, 2004 12:01 am
#97

Oh, and put all medical actionsin the combat queue. This is a must.



Resident Mr. Magoo
NovaSpice
Fri Jan 23, 2004 11:57 am
#98

I'm still a supporter of CM's receiving a weapon cert at Novice CM. Combat Medics should have a class-specific weapon that they can use in battle, albeit it doesn't need to be overpowering.


Some ideas for a CM based on my extensive knowledge of Star Wars lore:


-The BlasTech Q2 hold-out blaster with low HAM costs, low damage, high speed, and bonuses to accuracy would be a great addition. This is Padme's blaster in TPM which is different from the S-5 (aka Republic blaster).

-The DDC Defender sporting blaster with medium HAM costs, medium damage, low speed, and bonuses to accuracy would also work. This is Leia's sporting blaster in ANH that she uses on the stormtroopers.

-The Caliban Model X heavy blaster with high HAM costs, high damage, low speed, and bonuses to accuracy would be ideal. This weapon, however, was made by Imperial Munitions and thus should be exclusive to Imperial Combat Medics.


In fact, more weapons period would be great. Multiple class-specific weapons for other combat professions are needed badly.
Badbrew
Fri Jan 23, 2004 2:06 pm
#99

I think all of you crying nerf misunderstand. If you play a combat medic, explain what value the classholds if poison is nerfed. You cant heal well (8 whole schematics), you cant defend yourself (nodefense mods), and now you have practially no offensive punch to the other 80 schematics and abilities you have.


Explain why YOU would want to be a CM. To be a class that sucks? Exaplain the great value of CM's in the game? Cause I dont see it. You can rant day in and out about how CMs are supposed to be coreman, but doctors fill that role, and IMO they suck too. There is no game advantage to being either class. CMs cant heal worth a **edit** and yet all the critics here say they are healers. I dont get it.


Listen I have no great love for the CM, other than time invested. This forum is about game balance and frankly the combat medic is useless. The poisons are the only thing even resembling a useful role in the game.


You nerf poisons and give no significant substitute you will have a useless class, end of story. Add this to the list of horrible balancing issues in the game.


This goes through, I will sell my med supplies and become a living testament to how horrible pvp in this game is. I'll be a dabble template in a week and kill CMs by the bushel.No sweat off my back. SOE asked my opinion on the class, I give it.


Conceptually its busted. Get rid of it or boost it.





"For our fight is not against flesh and blood, but against principalities, against powers, against rulers of darkness of this world, and against spiritual wickedness in high places."

Nerve'Agent
ShrissOfTheSands
Fri Jan 23, 2004 3:03 pm
#100

They need a nerf. Plain and simple.



--------------------------------------------------------------------------------------

"What we see now is like a dim image in a mirror...then we shall see face to face."

Sephrin Kai
Bounty Hunter
3/4/4/4

The Honored Maidens, Council Member
Grozurr
Fri Jan 23, 2004 3:30 pm
#101






Melampus wrote:

I'm the first mCM on kauri and prob one of the first in the galaxy...


Apollo


Master CM, Master Carbinier







First CM? a few questions....


1) does carbineer work that well?


2) when did you get CM?


3) what faction side (if any-imp or reb)?


btw...you're going on my "buddy" list as soon as i get on next


Grozzer (yes i know the login name is different)


DSB


Travixius
Fri Jan 23, 2004 3:41 pm
#102

Whether the CM's want to cry, shout Flame whatever. The truth is they ruin the fun of the game as it stands now. I have been a number of different professions, and when it comes to PvP they are rediculously powerful. If they want to keep their posions, let them. But make it so they possibly have a posion rifle or something that has a slow attack speed. But to be able to blindly through a AOE that is uncureable is in no way fair.


Not every raiding team has available a CM to heal their team, and it is a serious unfair advantage. I think it is just bad planning to allow a Novice combat medic start throwing posions around, but yet you have to be 2 boxes up in Doctor before you can even heal poisons?!?


And please don't cry to me about the 169 points that it takes to acquire the skill. If the guy above can be a MCM and a master carbineer, you have the ability and the free points to take on a offensive profession as well. It just seems to me, that this is a case of wanting your cake and eating it too.


Now go ahead and flame me





....An Idea is infectious, so everyone is going to have one....
IlyaMasool
Fri Jan 23, 2004 9:08 pm
#103

Interesting post by TH on DoT.


Check the Dev tracker.


He is talking about Commando's DoT but I think this is their usual way to slipping in changes without making it seems like their are giving into popular demand.


I wouldn't be surprised if some big change are coming to Poison/Disease with the DoT revamp.


Then again they may make em more powerful.


Who knows


RhenGordon
Fri Jan 23, 2004 9:14 pm
#104






Travixius wrote:

Whether the CM's want to cry, shout Flame whatever. The truth is they ruin the fun of the game as it stands now. I have been a number of different professions, and when it comes to PvP they are rediculously powerful. If they want to keep their posions, let them. But make it so they possibly have a posion rifle or something that has a slow attack speed. But to be able to blindly through a AOE that is uncureable is in no way fair.


Not every raiding team has available a CM to heal their team, and it is a serious unfair advantage. I think it is just bad planning to allow a Novice combat medic start throwing posions around, but yet you have to be 2 boxes up in Doctor before you can even heal poisons?!?


And please don't cry to me about the 169 points that it takes to acquire the skill. If the guy above can be a MCM and a master carbineer, you have the ability and the free points to take on a offensive profession as well. It just seems to me, that this is a case of wanting your cake and eating it too.


Now go ahead and flame me







OK you asked for it.


First you say poison is uncureable? How so? Any Doctor that bought the right tree can cure any of my poisons and do it effectively. OK so they cannot keep up with the AoE poisons, and that is why we have said many times that instead of nerfing a combat medic, how about putting something in the game for Doctor's to be able to do mass curing?


I personally think that the current cure's should go to the medic tree, and then give Doctors the ability to AoE cure, and possibly even create innoculation packs that would increase their resistance to poison and disease.


I am struck by how many people just yell nerf this and nerf that, if everyone of you went and cried out for added powers for another class, then that is what would happen. No it is much easier to get a nerf through so you all come screaming about that. There is a time whena line needs to be drawn and we all say "NO MORE" I was trying to get that started with the last round of nerfs but it failed. Oh well.


If it is so hard to find a combat medic to go with you on a raid, then why does your opponent have one. CMs are around and most of them are more than willing to go out on a raid with you, have you ever asked? Drop me a line on Ahazi and I will go out and raid with ya. Either way, there are times when you have to have a well rounded group. I played EQ for a long time and I never heard anyone screaming about nerfing the MOBs in the game because they had to have an enchanter to fight anything. You should make sure you have all your tools together or don't raid. That is the way it is. If you need a CM, make sure you get one, if you need a doctor make sure you get one. It sounds like this is anothe of those, "WAAAAHHH I can't do what I wanna do because I have to have someone else with me" whines.


Oh and the poisons that a Novice Combat Medic can throw are not nearly as powerful as the ones that you are crying about. I have been in situations where I have tossed 15 charges of an A poison and had it resisted every single time.


169 skill points? I am not crying about paying for them, I will if you get your way though.






>~~~~~~~ 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!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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