Combat Medic Archive
Thread: Why don't CMs have ranged & area cure abilities?
Suggestions:
- increased effectiveness of chef poison/disease resist food
- CM or doctor area poison/disease heal
- Doctor inocculations (sp?) to compete with chef food in preventing poison/disease
- Gas masks...that'd be cool.
I suggested that doctors give inocculations to *prevent* poison/disease. Add in several types of poison/disease resist medpacks. A's resist 10%, B's resist 30%, C's resist 50%, D's resist 75%. They should work like buffs i.e. not stackable and last for some duration.
KetherSWG wrote:
Docs can already cure poison & disease, but to have to chase after each individual combatant and get within 5m, thus putting the doc well within the line of fire, is a little silly when the CMs can nuke a whole group of players from +60m.
Achilles467 wrote:
I suggested that doctors give inocculations to *prevent* poison/disease. Add in several types of poison/disease resist medpacks. A's resist 10%, B's resist 30%, C's resist 50%, D's resist 75%. They should work like buffs i.e. not stackable and last for some duration.
Achilles467 wrote:
I suggested that doctors give inocculations to *prevent* poison/disease. Add in several types of poison/disease resist medpacks. A's resist 10%, B's resist 30%, C's resist 50%, D's resist 75%. They should work like buffs i.e. not stackable and last for some duration.
KetherSWG wrote:
Docs can already cure poison & disease, but to have to chase after each individual combatant and get within 5m, thus putting the doc well within the line of fire, is a little silly when the CMs can nuke a whole group of players from +60m.
Oh...and then I want a doc buff that makes blaster bolts and melee attacks miss me 75% of the time too...that would be cool, oh and make them last 24 hours.
Christ these ideas are retarded...Chef food I've seen that protects 25%, that's a 1 in 4 chance that we miss, there's no other food in the entire game that effects any other class like that, basically takes our potency and throws it in the crapper...
Xytroncore wrote:
Christ these ideas are retarded...Chef food I've seen that protects 25%, that's a 1 in 4 chance that we miss, there's no other food in the entire game that effects any other class like that, basically takes our potency and throws it in the crapper...
- Deneelian Fizz Pudding: +30-45 Dodge (CM poison/disease not affected by dodge but all others are)
- Flameout: Reduces damage by 70-100%for3-6 attacks(CM not affected again but all others are)
- Synthsteak: 17 - 31% Damage reduction for 22-50 attacks (CM not affected but all others are)
I'd also like to point out that all def mods (ranged and melee) have no affect on CM poison/disease. At the very least there need to be area cures for poison and disease.
Message Edited by Achilles467 on 02-16-2004 09:26 AM
Achilles467 wrote:
Xytroncore wrote:
Christ these ideas are retarded...Chef food I've seen that protects 25%, that's a 1 in 4 chance that we miss, there's no other food in the entire game that effects any other class like that, basically takes our potency and throws it in the crapper...
Wow. Maybe you just don't know about these foods:
- Deneelian Fizz Pudding: +30-45 Dodge (CM poison/disease not affected by dodge but all others are)
Oh please, that's at best what? a 10% chance to dodge? I wasa pistoleer and hardly ever dodged with a higher mod then that
- Flameout: Reduces damage by 70-100%for3-6 attacks(CM not affected again but all others are)
Oh noz, 3-6 attacks, there's 3-6 seconds of safety compared to what are you proposing a 75% resist to combat medic? lmao...let's see, 5 seconds per toss, missing 3 out of 4 tosses, it could take 20 seconds to even attack someone lol, compared to 7 seconds for anyone trying to attack me when I've eaten a flameout lol...oh ya...great balance.
- Synthsteak: 17 - 31% Damage reduction for 22-50 attacks (CM not affected but all others are)
Big deal...that only hurts pistoleers. A riflemen would still be able to do a ton of damage per shot....on average I get hit for 900 damage through my armor from a riflemen, now, 30% less is still 600 damage a second...now tell me, how does that help at all?
I'd also like to point out that all def mods (ranged and melee) have no affect on CM poison/disease. At the very least there need to be area cures for poison and disease.
I'd like area cures too, but I'd rather let us get them instead of doctors, I'm tired of being a second rate combat healer to a doctor, we're combat medics, we should have a more pronounced healing role. As it is right now there is no need for a combat medic to heal anyone since there are a bunch of docs around all the time and they have more healing uses then us.
Xytroncore wrote:
Big deal...that only hurts pistoleers. A riflemen would still be able to do a ton of damage per shot....on average I get hit for 900 damage through my armor from a riflemen, now, 30% less is still 600 damage a second...now tell me, how does that help at all?