Combat Medic Archive
Thread: Could CMs live with that? Serious thread
Schiller wrote:
Instead of nerfingCM damage in pvpcould you live with this?
1. area cures for docs
2. immunity timer of 30 seconds on poisons. Like it is on KD. So you cant just apply another poison right after the target got a cure.
3. range bugs and triple incap fixed.
pls this is no "nerf" shout so keep serious.
the only thing i take issue with is the area cure for docs. it needs to fall squarely in the hands of combat medics. who better to develop the cures for poisons and diseases than those who create them? Ranged area poison and disease cures, tossed by Master Combat Medics should have been introdused with the class origonally
30 second timer is a great idea that has been discussed before
Ranged bugs and triple incap are issues that should have been fixed long ago. in fact they have been TRYING to fix them (at least the range) for a while now.
Schiller wrote:
Instead of nerfingCM damage in pvpcould you live with this?
1. area cures for docs
2. immunity timer of 30 seconds on poisons. Like it is on KD. So you cant just apply another poison right after the target got a cure.
3. range bugs and triple incap fixed.
pls this is no "nerf" shout so keep serious.
#1 Agreed as long as the cure is point blank range from the doctor. I dont agree with giving this ability to CM's. It has always been a doctors ability and i think that it should stay there. Giving it to CM's would just turn the doc's into buffbots.
#2 A good idea that ive seen pop up more then once.
#3 They've been trying to fix this. You also need to include poisoning/diseasing through walls and the vertical distance from the infection site not being taken into account when determining whether or not a person is in range.
Schiller wrote:
Instead of nerfingCM damage in pvpcould you live with this?
1. area cures for docs: I don't like doc's being given area cures, allow us to add a master doctor cure pack to our area stims. (interdependency, yay!). I would only support doctors getting area-cures if the medicine required to makeit required components made by us to work.
2. immunity timer of 30 seconds on poisons. Like it is on KD. So you cant just apply another poison right after the target got a cure. No issue with this at all, could impliment today and I would only cheer.
3. range bugs and triple incap fixed. Very sticky issue, I honestly think weapons should get longer range. I realize this will never happen because the game doesnt draw in everything at a long enough distance. I don't play my character as a suicide bomber, I use tactics and guile to keep myself alive(although the bodyguards I always travel with *might* help, *shrug*). I dont run from the fight, I move to lower your accuracy, and use LOS against you, like you should against me. (I am saying you, but I dont mean the poster specifically) I try to draw you in, so my tkm/rifleman friends can dizzy/kd you, so I can apply numberous diseases to you, as BF is currently the only thing that even slows down the group-tef wars that I absolutely loathe. Triple incap should remain until the TEF system is re-visited, as this is the only means of slowing down the TEF wars. I generally DB people that I know will go declaire and return, that is how the fight is supposed to be. Honor shown is also respect received. Unfortunately, there are a lot of people who do not fit into that category, so thus the triple incap should remain as a counter to group-tef..
pls this is no "nerf" shout so keep serious.
Message Edited by Morganite on 03-11-2004 03:33 PM
Schiller wrote:
Dont you think everyone would turn into cm if we give him the cure ability? I mean there is no point then in being a doctor.
Combat medic is not a dabbler's profession really. It is by far easier to dabble in doc then it is combat medic, for a variety of reasons..
1) harder to find in decent quality resources...
2) the ranged support part
Now get into even the assumption that people would dabble... You would see CM's with a tiny tiny area cure ability. Let's face it, our ranged stims/area stims have horrible range as it stands, add to it dabblers? and it wont be a huge perk.
As I said, I wouldnt mind doctors getting this, just force them to use 3 components only a combat medic can make like we have to do for ranged stims and such.. Let us get some credits back off them for a change, instead of vice-versia..
Schiller wrote:
1. area cures for docs
Like Morganite said, if you make some sort of inter-dependancy with CMs on this then I'd be all for it. I've suggested this myself in the past. Require docs cures to depend on 1-2 components only a CM can make at Crafting 4 or higher. Or give the cures to CMs.
2. immunity timer of 30 seconds on poisons. Like it is on KD. So you cant just apply another poison right after the target got a cure.
I'd only agree to something like this if the cures were on a timer themselves and the cures required an argument. By requiring an argument I mean, you can't apply a cure to someone who is not poisoned/diseased.
Also another thing to be looked at would be, what happens when a person is mind poisoned, they recieve a cure, CM then applies a health poison. Is the victim automatically protected from health poison as well? Since it is affecting a different pool I don't think it should be.
3. range bugs and triple incap fixed.
Triple incap happens with fire too so they would need to do a slight revamp to the whole wounds/damage scenario.
Range bugs should be fixed but, if my range is taken away I want a boost in power to compensate. I also want the 4 second self-root removed when we toss our poisons/disease. Do that and you can beat my range down to 64m max.
Schiller wrote:
Dont you think everyone would turn into cm if we give him the cure ability? I mean there is no point then in being a doctor.
I'm actually in favour of the 75% reduction on us rather than Area Cures. Any Doc that know's what he's doing ruins my ability to do ANY damage on one opponet. On multiple opponents, if the Doc has the Heal Time food and the group is smart enough to work as a unit but not so much they are with a few metres of each other all the time while I lob poison, there is still very little damage I can do.