Doctor Archive

Thread: Are any of you retired combat medics?

AWThirdup
Fri Sep 05, 2003 8:50 pm
#27

One of my toons is a master doctor now who was originally going CM. I wanted a "support role" character and the heals/res of the doc seemed to outweigh the ranged heal or the CM for support.

A CM, in it's current form, seems more like one of the characters I dispised in Asheron's Call years ago. One of the mage-classes basically sat behind a wall and sucked the health out of mobs/NPCs (not all of it, just enough to get full credit for the kills as the other poor gamers tried to find some xp). It was "area-effect-griefing" basically. The CM in it's current form reminds me of that scenario.

I pictured a CM as being support. Fast and agile. Something like: great evades, terrain nav, burst run like no other.....dragging the wounded back to the docs in the rear to be healed/res'ed. Stuff like you see combat medics doing in reaql life or in the movies. In SWG, I picturted them doing AE heals and distance heals.....running thru the battle saving who they could and retrieving the wounded. But I didn't see them as being the SWG-version of the "wall humper life mage" from Asheron's Call.....which is what the current form of CM reminds me of.

Just my opinion....



Unlocked: 6 Feb 2004

".....a great disturbance in the Force....like thousands of voices crying out and suddenly silenced.....oh wait, that was beta"
azuma
Fri Sep 05, 2003 9:04 pm
#28






Shug_Ninx wrote:

We're wondering how many of you doctors were once combat medics that decided to migrate into the doctor profession. If you did "retire" from the life of the combat medic and decide to take up the role of a doctor, can you tell us why you made the switch?


Haden Blackman


LucasArts Producer






I never even bothered trying to do Combat Medic yet. I went the doctor route because I heard a LOT of negatives about things not working with Combat Medic. IF that gets fixed I'll switch in an instant.



Obri - Novice Ranger/Novice Creature Handler/Novice Pistoleer - Flurry
Formerly Treb'Ro - Weaponsmith/Master Medic - Lowca
Kaejz
Fri Sep 05, 2003 10:25 pm
#29

Almost Master Doc, still working up the CM trees. I will probably drop the CM skills when I need them for something else, mainly due to the fact I plan on being a Master Swordsman. Can't comment on the crafting issues, but CM do require less medical xp (both crafting and regular medic xp). Doctors can cure CM poison/disease, CM's can apply area poisons/diseases. Doctors have no area cures. That's all I have to say



Erenax
Fluffy_TiO
Fri Sep 05, 2003 10:41 pm
#30

for me it basically came down to would i rather be able to heal everything and buff myself, or heal and poison and disease. Considering a doctor can heal anything a combat medic can throw at it i thought the choice was easy
SolSpur
Fri Sep 05, 2003 10:45 pm
#31

I'm currently a master doc and master combat medic although I've been thinking of dropping cm and possably the game as well. I can't stress enough how great it is to see you here. SWG is a great game, one of the best I've ever played. Shure theres bugs and like all massive multiplayer games they're never perfect or complete, always gonna be fixes. But when the community finds problems and asks for them to be fixed we get no responce from the devs.


We need a new CM corrospondant and a better system of communication. For the cost of being a combat medic and how little we do, it's just not worth it. Every other class wants you to nerf us even more than we already are. For one we need line of sight for our poisons which have far less range than a gun. If we manage to survive long enough to throw the poison they get resisted a great deal for the amount of resources needed to make them. If they manage to stick they're damage is pitiful since we can't use the best available components. And in the end our damage output is far less than most other combat related classes. In all honesty, does this sound like we need to be nerfed even more? Sometimes the majority vote isn't always the right vote. The CM class is slowly dying because of the complaints calling us cheap or overpowered yet when they spam knock down, eye shot, ect they call it fair game. When an AT-ST obliterates 20+ rebels, they call itfair game. When the devs beat us to death with their nerf sticks, hey it's fair game right?


You guys have made a great game and put a lot of time and effort into it. Why not play it yourselves and experience first hand why people cancel their accounts, the power of your nerf sticks, and the equality of fair game.




12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
Phrakture
Fri Sep 05, 2003 10:47 pm
#32

Actually I am just the opposite here. I orignally was going up doctor, but when I noticed that their focus seemed to be more off-field healing (wounds and enhances) I decided to go Combat Medic. I was a bit disappointed at first, with the healing, and ended up using stim Ds to get me up a few lines to use better ranged stims. I never went CM for poison or disease (and frankly I don't want to waste days hunting down resources to make decent ones). I went for CM for the ability to heal people without "*click name* /follow /healdamage". I am very pleased with the healing ability of CMs in general (I can make area stim Cs better than I can make stim Ds). Poisons/Disease... I don't much bother with as I don't find them viable at all.

In addition to this, I have Master Surgeon in doctor - for revives on the field (I buy my revive kits). I also have 2 boxes of Doc crafting so I CAN experiment on my components when I do make poisons.

That's all I have to say on the matter - I've been debating mastering both professions, but seeing as the "Combat Medic" should actually just be "Long Range Medic", I have to get my "Combat" elsewhere...i.e. carbineer (yes another sorely below the norm profession, as far as balance goes).

In summary:
Poisons -> not viable due to crafting requirements (doc components, obscure resources)
Combat portion of CM -> non-existant

Doctor+Any Elite Ranged Profession = True Combat Medic



Dr. Phrakture, D.D.S. Combat Medic, Surgeon, Carbineer - Starsider
MrSloth
Fri Sep 05, 2003 10:49 pm
#33

I was a master CM in beta and a master Doc and frankly Master Doc is better.


When you go combat medic your healing skills actually regress. That's not a good thing right off the bat. I actually used Stim C's and Stim D's more then my Ranged Stims for most my climb up CM. Cheaper to make and work better. Another thing that blows is the way the components are set up. You get them in the medic tree so they use normal med experimenting points which you stop getting at master medic so to make your stuff better you either need to climb doctor or get a doctor to craft your components. Then there is the fact that unless you PvP Poison/Disease is pretty much useless. The only perk is the ranged heals which is not even that big of a deal sense you can get by with normal stims just as easy and the area heal stims that can heal a close together group. Useful after a fight but barely during a fight.


On the other hand you have doctors. Doctors get two big things which completely outclass anything CM gets for groups IMO. Revive and Buffs. I consider both those much more useful with groups then the combat medic stuff. To top it off you can heal more wounds and heal them at a quicker rate. If I wanted to roll a medic today it would be no second though on going doctor.




Slothy, Master Tailor
Corbantis
-1229, -2978 ; By Bestine on Tatooine
Machina_33
Fri Sep 05, 2003 10:51 pm
#34






Shug_Ninx wrote:

We're wondering how many of you doctors were once combat medics that decided to migrate into the doctor profession. If you did "retire" from the life of the combat medic and decide to take up the role of a doctor, can you tell us why you made the switch?


Haden Blackman


LucasArts Producer







After I mastered Medic. I went Combat Medic because I wanted to be effective in battle as well as support other players in my group.


The deciding factor to drop combat medic and go doctor was that all my medical skills i built up in medic didn't apply to combat medic. especially medical experimentation. the 2nd factor was there wasn't a ressurect skill in the CM tree. this skill should be for both Doc and Combat Medic.


Have Combat medic able to use their pre exsisting medical experiment pts from the medic tree usable and add ressurect to the CM tree and I'll come back to CM.


leave the Doc's for buffing stats, healing wounds, and curing the ill.


saber1
Fri Sep 05, 2003 10:58 pm
#35

Im a retired doctor i didnt migrate, I just stoped playing the charactor there were several reasons for this


first the action of healing in the game ia repetitive and shallow there is no player skill needed, no challange


second is the exp and skill advancement and reward wasnt satisfying relying on tips, no devices to operate


third has alotto do with the what I think is a very generic combat system used in the civil war and how it fails badly to address noncombat classes and how medics especially are abused by the process of the civil war


getting flagged for healing in hospitals getting me and my patients farmed for easy faction points while trying to help people getting an expensive medical droid grief killed doing my job



and trying to be a neutral medic is very descriminated against there are few people to heal that are neutral and of those you have to try and pick out of all the other players you try to heal and get "it is unwise to help this person" noncombatant doctors cannot heal anyone that is injured (if you are in a group that raids another faction whether you shoot or not you are a combatant medic for simplicity nonfaction controled city hospitals should be noncombatant) faction hospitals like those in an imp/rebel base are combatant


lastly is, most of the damage ive seenlately has strongly shifted to mind pool damage and wounds that no class can defend or treat so many medics and doctors can do nothing but watch all their team mates helpless around them get systematicly death blowed for many that take the medic or doctor class it is mentaly painfull not to be able to help AT ALL


its like watching your friends suffocate in an air lock because you cant reach the valve just out of reach over head.

mithiris
Fri Sep 05, 2003 11:02 pm
#36

God there are tons of medics and doctors. FIX THE SMUGGLERS. Still waiting on our 1st dev post in the smuggler forums.



Mithiris- Victim of the holos

I'd tell ya what my template is if I knew it.
Pollaxius
Fri Sep 05, 2003 11:09 pm
#37



mithiris wrote:
God there are tons of medics and doctors. FIX THE SMUGGLERS. Still waiting on our 1st dev post in the smuggler forums.




Oh give me a break and go to your own forum already. Stop trying to thread jack something that has nothing to do with you.

*sigh*

Pollaxius
mithiris
Fri Sep 05, 2003 11:15 pm
#38

hey look I posted here again does that bother you?



Mithiris- Victim of the holos

I'd tell ya what my template is if I knew it.
Phrakture
Fri Sep 05, 2003 11:16 pm
#39



mithiris wrote:
God there are tons of medics and doctors. FIX THE SMUGGLERS. Still waiting on our 1st dev post in the smuggler forums.




Tool



Dr. Phrakture, D.D.S. Combat Medic, Surgeon, Carbineer - Starsider
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