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Also with chnage to non-combatant , whts ur plan for combat conditioning? Maybe run and gun/adrenaline rush cooldown reduction like one tat assault has or are u gonna keep it same and have it negate the aderenaline penalty.
One more question since first time i've added a new class, when u do update the class, is it gonna be save game compatible or gonna need new game to work?
You could replace Kill Zone with an ability that grants passive debuff chances to your shots. Like, maybe you have a chance to poison, disorient, or stun enemies with each hit.
I haven't actually played the mod yet, but just reading the perks, it seems like the combat medic tree really undermines the purpose of the class. Anyone who tries to build a combat medic is going to find that they rarely want to use their health kits to heal. At that point, it becomes a regular soldier that so happens to have a couple health hits for free. That's good, but not as good as if you took a different soldier who was able to kill enemies before they even had a chance to wound anyone.
Perhaps rework that entire combat medic tree with a whole new set of unique abilities that perhaps spend medkits to hurt enemies. Afterall, too big a dosage makes a medicine into a poison.
I like that because it adds a dynamic to whether you want to spend your medkits on allies or enemies. It also blends well with the squaddie ability, allowing their combat effectiveness to scale with Medical Specialist.
Do you have any thoughts on this concept?
Normally, any updates would be save compatible, but since we have WotC coming and I want to work in the option for non-LW2 campaigns, the next update will probably be a new mod that will not carry over the class in a savegame; however, this one will stay around for compatibility with any ongoing games and the next major update won't be until after the expansion is released when everyone will be starting new campaigns anyway.
@Zebo12345, using medkits to buff damage instead isn't something that would really fit the class or work well without just being a re-implementation of venom rounds and the like. The class as a Combat Medic is intended to be exactly as you described... A slightly weaker rifleman that has good healing potential, if needed. That's the trade-off and if you,re playing a configuration where you never take wounds or don't care about them when you do (no Red Fog, etc), there isn't much that can be done to make a traditional medic class viable without relying on some nonsensical abilities.
However, the concept of choosing to use the medkits to provide temporary buffs to themselves or teammates vs saving them for wounds is a good one and I can think of several options there that fit the theme of the Combat Medic well... The problem is fitting them in. The only space on the tree that's really still open is KillZone and coming up with something of an appropriate power level for that rank is much tougher than the earlier ranks. I'll have to think about that a bit and see if there's a way to work something like that in.
I definitely see what you mean about the combat medic tree though. Never thought about how Red Fog would interact with it.
Well, you're the designer here, not me, so I'll just keep an eye on this mod to see what you end up doing. :)
There is a WOTC version of the class (and others) that would be a much better starting point if you wanted to use it in LWOTC: https://steamcommunity.com/sharedfiles/filedetails/?id=1265143828