Combat Medic Archive

Thread: The Death of a Combat Medic. Part II (Correspondent, please read)

TsunamiKata
Mon Jan 19, 2004 3:00 pm
#1

I'm getting aggrevated over few posts in the recent weeks and I feel as a long time devoted Combat Medic, I should shed some light.


I'm a member of an elite PvP guild on Bloodfin, which is unofficially known as the PvP server. And after reading the recent posts here, I feel people are not educated enough and I want share with you some thoughts.


I have 3 items that I want to discuss.


1: Poison/Disease incap.


Since the last patch, poison no longer incaps, but brings the HAM to +1. This may not be as bad for PvE since most of the critters are easy to hit, however, in PvP, it is litereately impossible to land the last blow with all the defense mod that was introduced to both Melee and weapon users.


If poison/disease is an unforseen bug of coding, then Combat Medic will have no effective way of damaging the last amount of HAM without resorting to a huge amount of skill tapes that boosts accuracy to weapon. And if you have MD/MCM combination, then you will have no ability to incapcitate the other individual.


I remember when Zalor said how hard it would to take away that last bit of HAM, I bet he didn't have to use hisCDEF pistolagainst a pistol/fencer defense stacked Rifleman that has over 1500 willpower, regenerates 150+ mind every few seconds, wearing a full suit of 90% composite armor, knockdown/dizzy at 20 meters, and have over 150+ ranged and melee defense along with 150+ dodge, while chasing you down and spamming HS3 at you with his 500+ damage Krayt enhanced, damage sliced Jawa Ion rifle that doesn't cost any mind pool to use.



2: 64 meter range cap.


This one is really bugging me more and more. Why should we hop several planets, wait 3-4 months to find that ideal material so I can make that superb sub-components only to find out that it would be capped at 64 meters? People should be rewarded for their effort in gathering rare resources.


It is the rare resources that makes Combat Medic unique. I have the best resources on the server and people don't realize what it takes to make that 80 meter poison pack. We're at complete mercy of the randomly spawned resources.



3: 75% damage reduction.


I hear more and more outcry for damage reduction to combat medic. I've been a combat medic for well over 5 months now, and in the process, I've collected some of the best resources that's needed to craft my poison/disease pack. At best, my area poison is a bit below 500 damage every 8 seconds. That's less than 63 damage per seconds, compare that to a Rifleman, it's laughable.


It really botheres me that people argue that the poison can't be resisted or that we can hit 20 people at once. It can't be resisted because I searched all the planets to find the resource to make them so you can't resist, that's why it's potency is 130 not 80. And if I hit 20 people all at once, you should learn more tactic.



Well, I think I ranted on long enough. I'll go and make more poison packs now.





TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Kumi
Mon Jan 19, 2004 3:53 pm
#2

You are my HERO!!!


Every CM or future CM needs to sticky this page to the top!!

Ackew
Mon Jan 19, 2004 8:12 pm
#3

Well said




RIP SWG April 27th 2005
cincoalto
Mon Jan 19, 2004 9:01 pm
#4

just one thing, how come u can "throw" a poison farther thani can snipe as a riflemen? am i missing something here?



Kman / Ifrit-
rhaspede
Mon Jan 19, 2004 9:52 pm
#5

That's not the point. The point is, we have to spend thousands of credits searching the 9 different planets of the galaxy to find the best resources. Gotta have a factory to produce those high level posions too; thatcosts money to maintain. Oh yea, and we have to either buy power torun the factory, or harvest the power ourselves with agenerator which also costs money to maintain. Then we need a pretty good crafting station to make those high level posions cause critical failures cause great reductions to the final product. You go spend maybe 10-15k on a really good rifle, get it sliced, and then hit us with advanced strafe for 400-450 damage every 2-3 seconds. Even fully armored and enhanced, I'm going to be dead in about 18 seconds while you can survive my bombad posion that took me 2 months to make...INDEFINATELY!
Raanan
Mon Jan 19, 2004 10:09 pm
#6

It's an expensive profession no doubt but it's a bit odd you can throw things farther than a rifleman can shoot. Granted, it's a nerf to cap at you cm's at 64m when the devs could have just as easily made the rifleman range 80m though I imagine there's some technical issues if your range is too far and there-in comes the 64m cap on range.




*******************************************************
Explorer 80% - Socializer 53% - Killer 40% - Achiever 26%
Player type

Raanan Soulfire - Bloodfin MSmuggler/MCommando
Breytei E'kre - Starsider Commando/Bounty Hunter
Darth_Llama
Tue Jan 20, 2004 3:14 am
#7






cincoalto wrote:
just one thing, how come u can "throw" a poison farther thani can snipe as a riflemen? am i missing something here?




Do max range weapon powerups still work? If so, you too can shoot past 64m.



yay!
Alarkac
Tue Jan 20, 2004 3:48 am
#8

nope they dont, and weapon smiths have very similar problems, t21's are exdrotinarly expensive in difrent resources, which is why they cost 50k on ave. the max range issue is a big problem, the response we got from the devs for rifleman on extending the range of rifles was:


2. Range of rifelman attacks is limited (Combat Medics can now throw farther than riflemen can effectively shoot)


Devs have stated that the Combat Medics throwing further than Rifleman can shoot is a bug. However the request for longer range than 64 meters was stated the platform is not set up beyond 64 meters.


theres also issues with master pistoleers being pretty much as effective as rifleman at 64m's as well so its not just picking on combat medics.



and:


I remember when Zalor said how hard it would to take away that last bit of HAM, I bet he didn't have to use hisCDEF pistolagainst a pistol/fencer defense stacked Rifleman that has over 1500 willpower, regenerates 150+ mind every few seconds, wearing a full suit of 90% composite armor, knockdown/dizzy at 20 meters, and have over 150+ ranged and melee defense along with 150+ dodge, while chasing you down and spamming HS3 at you with his 500+ damage Krayt enhanced, damage sliced Jawa Ion rifle that doesn't cost any mind pool to use.


theres so many things wrong with this staement i dont even know where to start, but to sum up those defences dont stack while your using a rifle. and if your up aginst a rifleman put on a stun resist helmet, and take a muon.


I also enjoy the way you complain about spending alot of cash traveling to diffrent planets, and then start moaning about kryat enchanced ion rifles as though you can kill a kryat by looking at it.


my main point is the range though, we had a response that noone should be able to get higher then 64m, and if they adjust it so people are capable of corretly getting above 64mthen rifleman will become even more of a problem to you.

Gallion
Tue Jan 20, 2004 4:46 am
#9

Krayt enhanced weapons are alot easier to come by, and alot easier to use than 80m 250effectiveness 90 potency poison.

They also last a good deal longer if well maintained.

I think it was brought up in the other thread that the CM has healing benefits that need to be taken into consideration for evaluating the power of a combat medic. Recent changes to ranged healing, specifically adding LOS have made it pretty much useless. The healing benefits of a CM over a master medic are negligable in most combat situations. Area Heals are nice when you can actually see a target to through them at. The other ranged stims tend to only be useful at ranges less than or equal to normal medic range. Mind heal is not ranged, and has such significant side effects that using it in combat is pretty much suicidal. Combine all that with the less than stellar combat abilities of poison and disease, and the monumental monetary cost of the profession, and you've got. well, you've got why I quit
TsunamiKata
Tue Jan 20, 2004 8:09 am
#10






Alarkac wrote:

nope they dont, and weapon smiths have very similar problems, t21's are exdrotinarly expensive in difrent resources, which is why they cost 50k on ave. the max range issue is a big problem, the response we got from the devs for rifleman on extending the range of rifles was:


2. Range of rifelman attacks is limited (Combat Medics can now throw farther than riflemen can effectively shoot)


Devs have stated that the Combat Medics throwing further than Rifleman can shoot is a bug. However the request for longer range than 64 meters was stated the platform is not set up beyond 64 meters.


theres also issues with master pistoleers being pretty much as effective as rifleman at 64m's as well so its not just picking on combat medics.



and:


I remember when Zalor said how hard it would to take away that last bit of HAM, I bet he didn't have to use hisCDEF pistolagainst a pistol/fencer defense stacked Rifleman that has over 1500 willpower, regenerates 150+ mind every few seconds, wearing a full suit of 90% composite armor, knockdown/dizzy at 20 meters, and have over 150+ ranged and melee defense along with 150+ dodge, while chasing you down and spamming HS3 at you with his 500+ damage Krayt enhanced, damage sliced Jawa Ion rifle that doesn't cost any mind pool to use.


theres so many things wrong with this staement i dont even know where to start, but to sum up those defences dont stack while your using a rifle. and if your up aginst a rifleman put on a stun resist helmet, and take a muon.


I also enjoy the way you complain about spending alot of cash traveling to diffrent planets, and then start moaning about kryat enchanced ion rifles as though you can kill a kryat by looking at it.


my main point is the range though, we had a response that noone should be able to get higher then 64m, and if they adjust it so people are capable of corretly getting above 64mthen rifleman will become even more of a problem to you.




Obviously you don't PvP much, so I'll pardon your ignorance. I'm taking well over 150+ damage even with a 36% stun helmet on and adding a 37% PSG3. A Rifleman can Headshot 3or Strafe 2 every second, and you don't see there is something wrong with that?


It's really not that hard to kill a Krayt dragon, all you have to do is have 2-3 people, one war cry 2 on the Krayt while the other drop some bleed on it. I've done it with a group of 2 even. You must be new, so again, I'll forgive your ignorance.

My main point is range too. You do not craft your own weapon that shoots for 30 shots and have to be replaced. You do not travel through out the planet and have to spend 15 skill points to get Novice Artisan and another 9-14 skill points to learn survey, further more, you do not have to spend 169 skill points to master your profession. So I do see a problem there. You spend little over 90 skill points to master rifleman and claim greatness because you can headshot 3 every second, well you need to wake up and smell the coffee if you think that's going to last.




TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
PhiberOptic
Tue Jan 20, 2004 8:17 am
#11

Only problem I see with CM's in PvP is that it doesn't suffer any damage reduction. A CM can toss poisons from 60+m on me, hop on his/her swoop bike and run away... now it takes me about two minutes to stop the poison from meditation and he can easily come back, hit me with a head shot move and I'm dead. Two biggest concerns from non-CM's is the fact that they can throw poisons from a ridiculous range and the damage from poisons don't suffer any penalty.



-----
Nam
Happymob
Tue Jan 20, 2004 8:30 am
#12






TsunamiKata wrote:

1: Poison/Disease incap.


If poison/disease is an unforseen bug of coding, then Combat Medic will have no effective way of damaging the last amount of HAM without resorting to a huge amount of skill tapes that boosts accuracy to weapon. And if you have MD/MCM combination, then you will have no ability to incapcitate the other individual.


I remember when Zalor said how hard it would to take away that last bit of HAM, I bet he didn't have to use hisCDEF pistolagainst a pistol/fencer defense stacked Rifleman that has over 1500 willpower, regenerates 150+ mind every few seconds, wearing a full suit of 90% composite armor, knockdown/dizzy at 20 meters, and have over 150+ ranged and melee defense along with 150+ dodge, while chasing you down and spamming HS3 at you with his 500+ damage Krayt enhanced, damage sliced Jawa Ion rifle that doesn't cost any mind pool to use.




I completely agree. I originally thought it would be no big deal as well to do 1 (or 10 due to regen) points of damage. Remember, we get better weapons than CDEFs with novice marksman. We also get overcharge shot. That does a nice chunk of finishing damage (over 200 in PvE). But take a 75% PvP damage reduction and another 80% from a typical 60% resist composite suit of armor and you are left with 10 points of damage, which will probably not hit the pool you want it to.


Of course, that's only if you hit. If you are fighting a melee/ranged defense stacker (0-0-0-4 TKA, 4-0-0-0 fencer, 4-0-4-0 rifleman) with 180 or so ranged defense before accounting for skill tapes and the like, you simply won't hit them with novice marksman skills.


Of course you can spend your other 81 skill points to get a combat profession, but if they take away incaps from disease, a CM will not be able to incap many players using only combat medic skills. Even if the person just stands there. Maybe that's ok. Maybe we should be a class that is useless as a solo character (much like squad leader), but useful in groups. We do have the 81 skill points to spend after all. I think this goes back to the lack of developer vision for what the CM profession is supposed to be.






2: 64 meter range cap.


This one is really bugging me more and more. Why should we hop several planets, wait 3-4 months to find that ideal material so I can make that superb sub-components only to find out that it would be capped at 64 meters? People should be rewarded for their effort in gathering rare resources.


It is the rare resources that makes Combat Medic unique. I have the best resources on the server and people don't realize what it takes to make that 80 meter poison pack. We're at complete mercy of the randomly spawned resources.




I disagree with you here. As long as no other profession can attack beyond 64m (creature handlers excepted), we shouldn't be able to either. That said, I would like to see more variety in gun range. Pistols should be naturally well under 64m (max around 40), carbines around 50, and rifles around 60, but weaponsmiths should be able to experiment max range upwards. At a sacrifice to damage, HAM costs, and condition of course.


Then the CM tradeoff of distance for damage would be fair as other professions would have the same options. But that is not going to happen, so I think we have to live with the 64m cap. I am kind of sad that CM crafting will become rather boring. With ARCs, you don't experiment on potency. Now, you won't experiment on range either. So it's all damage, damage, damage. Boring.






3: 75% damage reduction.


I hear more and more outcry for damage reduction to combat medic. I've been a combat medic for well over 5 months now, and in the process, I've collected some of the best resources that's needed to craft my poison/disease pack. At best, my area poison is a bit below 500 damage every 8 seconds. That's less than 63 damage per seconds, compare that to a Rifleman, it's laughable.


It really botheres me that people argue that the poison can't be resisted or that we can hit 20 people at once. It can't be resisted because I searched all the planets to find the resource to make them so you can't resist, that's why it's potency is 130 not 80. And if I hit 20 people all at once, you should learn more tactic.




Completely agree here. 75% reduction kills the profession, pure and simple. Poisons aren't our only ability, but it's out only abilty that makes us worth 169 skill points.





Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


LuciferMullins
Tue Jan 20, 2004 8:37 am
#13

"Since the last patch, poison no longer incaps, but brings the HAM to +1. This may not be as bad for PvE since most of the critters are easy to hit, however, in PvP, it is litereately impossible to land the last blow with all the defense mod that was introduced to both Melee and weapon users."


Oh so you have no other combat skills? Jeez mate aim a little. Heck I'm 2h/Carbine and a CM had no problems poison/killing me.


"2: 64 meter range cap.


This one is really bugging me more and more. Why should we hop several planets, wait 3-4 months to find that ideal material so I can make that superb sub-components only to find out that it would be capped at 64 meters? People should be rewarded for their effort in gathering rare resources."


Oh yeah, then my uber carbine should be able to kd at 75m too. Don't worry too much, there's a bug that lets cm throw poison (at least) 88m. Maybe if your lucky you'll stumble on it.


"3: 75% damage reduction.


I hear more and more outcry for damage reduction to combat medic. I've been a combat medic for well over 5 months now, and in the process, I've collected some of the best resources that's needed to craft my poison/disease pack. At best, my area poison is a bit below 500 damage every 8 seconds. That's less than 63 damage per seconds, compare that to a Rifleman, it's laughable."


Umm but isn't it mind poison? Oh wait only a CM cantoss that poison in the field. Oooh wait again, most people only (after food &spice buffs) have only about 1800MP top end with low recharge rates on humans in armor. That means that your 500 poison = less than 4 tics. Let us knock it down a bit though, 'cause I've only been hit by 375, which is still = less than 6 tics. Plus it makes you useless until it wears off or you find a doctor!




Degriz Morningstar
Currently playing WoW on Kirin Tor
Dead Men Tell No Tales
Death and Honor
"Do not depend only on theory if your life is at stake."

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