Doctor Archive
Thread: Request for Doctor heal range increase
Simple request, simple reasoning.
Doctors have 6m healing range - melee HAD 6m attack range. Melee had 6m ranged increased to 10m because of latency issues where you could be 1m from your target and get an *Out of Range* message. Doctors still suffer from this inability to effectively heal moving targets which are inside of 6m (even while at 0-1m). Doctors should have their heal range increased to 10m like melee did to fix this issue. This range increase is minor and in no way will effect the combat medic profession.
Please consider this as one of your top 5 issues next time around!
Thanks.
Fellow Master Doctor
Cakins7005 wrote:
The overpowered elite medical profession wants to become even more powerful. Combat Medics spend more skill points than you and yet get fewer special abilities. Compare ranged stims and poisons to Buffs, Revives, bonuses to medical assembly and medical experimentation, cure states, easier to find resources......
Cakins,
Compare doctor to Combat Medic? There is no comparison, two different professions with totally different needs and play styles. Combat Medics have their place as much as doctors do and they both are elite professions.
I have both mastered and I love it.
Cakins7005 wrote:
The overpowered elite medical profession wants to become even more powerful. Combat Medics spend more skill points than you and yet get fewer special abilities. Compare ranged stims and poisons to Buffs, Revives, bonuses to medical assembly and medical experimentation, cure states, easier to find resources......
WOW, what kind of doctors have you been hanging around buddy??
Idiots like that make me laugh, and I'm a CM/DOC too. So, stop crying and join the medical community or OUR OVERPOWERED ELITE RACE OF DOCTORS WILL DESTROY YOU, MUAHAHAHA!!
Seriously, are comparing a combat person to a healer?
Many debate on whether combat medic is a support class or a combat class. It is rather crappy at both of them in my opinion. Doctor ismuch more powerfulsince they can make lots and lots of cash while combat medics make no money from combat medic skills. Doctors can cure every stat ailment that a cm can inflict and buff, revive, make better meds to sell, etc. The doctor profession can serve as a way to make a combat class more powerful. Examples include Doctor/TKM, Doctor/Swordsman, Doctor/Carbineer. Cm on the other hand is not good to go with another class. Lol, you need the doctor's crafting line tree to make components for the best poisons.
I have both mastered too, and anything to keep that stupid ranged stim "animation" and pause from happening when only 8meters from the target is good for me.
Takes away from combat medic? I don't think so.
Cakins7005 wrote:...Doctor ismuch more powerfulsince they can make lots and lots of cash while combat medics make no money from combat medic skills....
Used to be true for me until about 5 weeks ago.
Now my profit from CM equals if not exceed those I make from my Doc stuff.
As a rule Non-crafting CM have more cash from mission than Docs. But non-crafting Docs make cash from buffing so they are both equally pretty loaded.
You atta kick start yor CM business again. It is whole new ball game.
The original issue stated here really is a MEDIC issue, not doctor. There is nothing about doctor that increases damage healing ability in any way above that of a medic aside from the ability to create more powerful stimpacks (master medic can use stim Es, just can't make them).
Ultimately, this change would be good for all healing professions. When I was a CM, I liked to use regular stims whenever possible as they cost me fewer resources to make.
This isn't taking anything away from the CMs any more than increasing melee range to 10m took away from ranged combat professions. It's just a kludge for network latency issues that make any short range skill extremely frustrating to use in practice. Anything that requires two objects to be close together just doesn't functionwell in the game.I'd much rather have the latency issues resolved but that is not a reasonable expectation at this point. Right now you can put someone on /follow and cannot heal them. Frequently you'll go up to a corpse and try to /revive while it's right at your feet and get out of range errors.
You can't even sit on a chair without sliding 15m away from it a few seconds later. Ever been standing right on top of your vehicle and get the "too far to mount" message? If you have another suggestion to fix all theseissues other than a small range increaseI'd love to hear it.