Combat Medic Archive
Thread: Why can MCM be Melee?
Duztin wrote:
mcm shoudlnt be melee for 1 reason.
You throw poisons from up to 90m as a master cm.....and as melee your going to run up to them from 90m?
Actually, I'd think that the strategy would be the opposite:
- Toss a 90m bomb
- They run to you as theydesperately try to kill you while you are rooted w/ toss animation
- You spin kick them to dead
Duztin wrote:
mcm shoudlnt be melee for 1 reason.
You throw poisons from up to 90m as a master cm.....and as melee your going to run up to them from 90m?
Its actually 96m but then again its a bug, been acknowledged by the devs, and slated to be fixed by the combat revamp (hell might even happen during the next patch).
You only get the 96 thing with VERY good quality subcomponent resourcesthat have only spawnedonce ina 4-10month period on your server. Reality is that alot of us have a hard time reaching the 64m range unless we managed to get a piece of those spawns or paid exuberant amounts of money to someone that did (just dropped 500k credits on 10k units of electon gas). On top of that since the poison is inheirently weak weak since all experimentation was put into range we have to decide if we really want to use that pack or a full strength pack up close. A 400 tick area MIND poison wont override a 50 tick area MIND poison thats already been applied.
In all honesty the people who complain about the 96m poisons usually haven't been hit with one or were too scared to realize that it wasn't doing that much damage to them (unless by chance its venom enhanced but thatsa waste and rare stuff) The psychological factor of the little skull and crossbones is incredible though ![]()
Brainplay wrote:
You only get the 96 thing with VERY good quality subcomponent resourcesthat have only spawnedonce ina 4-10month period on your server. Reality is that alot of us have a hard time reaching the 64m range unless we managed to get a piece of those spawns or paid exuberant amounts of money to someone that did (just dropped 500k credits on 10k units of electon gas). On top of that since the poison is inheirently weak weak since all experimentation was put into range we have to decide if we really want to use that pack or a full strength pack up close. A 400 tick area MIND poison wont override a 50 tick area MIND poison thats already been applied.
Duztin wrote:
mcm shoudlnt be melee for 1 reason.
You throw poisons from up to 90m as a master cm.....and as melee your going to run up to them from 90m?
Obviously youhave never thought much on how well melee classes go with the CM profession. You see alot of classes tend to kite you as much as possible. Using poisons I tend to force them to come to me. Melee classes have some of the better abilities to dizzy, posture change and KD a player. There is nothing more satisfying than knocking someone into a dizzy loop and letting poison and disease whittle them down to nothing.
jfang wrote:
Brainplay wrote:
You only get the 96 thing with VERY good quality subcomponent resourcesthat have only spawnedonce ina 4-10month period on your server. Reality is that alot of us have a hard time reaching the 64m range unless we managed to get a piece of those spawns or paid exuberant amounts of money to someone that did (just dropped 500k credits on 10k units of electon gas). On top of that since the poison is inheirently weak weak since all experimentation was put into range we have to decide if we really want to use that pack or a full strength pack up close. A 400 tick area MIND poison wont override a 50 tick area MIND poison thats already been applied.
By all rights, getting a 64m range for a master combat medic is relatively easy. You need to have advanced dispersal mechanisms resource spawn, but you don't need good quality subcomponents.A properly made ADM of any reasonable quality (it doesn't need to be good, but don't use 100 OQ components) will get you to 32m base rangewith only token experimentation in the final poison. (This is one of my complaints about experimentation mind you...)
Let's not exaggerate numbers, lest we be like trollers who complain about the 2k mind ticks that hit after 3 seconds...
I've got some decent stuff for my ADM right now and the base rate only comes to 30m. Experimentation gives us maybe 1 point of range per point of experimentation sometimes more depending on the stats of the subcomponents. Whats the big complaint about experimentation? Just about every crafting class has a similar result with good materials when having to deal with 2 or more item stats to experiment on.
Are you just posting to get your numbers up or are you legitimately trying find something here?
Brainplay wrote:
jfang wrote:
By all rights, getting a 64m range for a master combat medic is relatively easy. You need to have advanced dispersal mechanisms resource spawn, but you don't need good quality subcomponents.A properly made ADM of any reasonable quality (it doesn't need to be good, but don't use 100 OQ components) will get you to 32m base rangewith only token experimentation in the final poison. (This is one of my complaints about experimentation mind you...)
Let's not exaggerate numbers, lest we be like trollers who complain about the 2k mind ticks that hit after 3 seconds...
I've got some decent stuff for my ADM right now and the base rate only comes to 30m. Experimentation gives us maybe 1 point of range per point of experimentation sometimes more depending on the stats of the subcomponents. Whats the big complaint about experimentation? Just about every crafting class has a similar result with good materials when having to deal with 2 or more item stats to experiment on.
Are you just posting to get your numbers up or are you legitimately trying find something here?