Combat Medic Archive
Thread: Ideas to help live through the CM nerf.
Poisons and Diesease are just gonna be pointless soon.
I was thinking maybe the Devs might like an idea to at
least make up for all the nerfage we will endure this
coming week.
Why not give a CM HOTs ?? Heal Over Time Stims. Where
they pulse 100 points every 2 sec tic for 20 secs or 30.
They could give us this ability for any of the HAM bars
or make them just like a normal stim. Or even better allow
the HOTs to be for Mind only.
Maybe we could get Toxic barrier stims that add a layer
Poison/Diesease to our Patients armor/clothing for a very
limited amount of time. IF an enemy hits a Toxic Barriered
player they will get a does of Poison/Diesease/Acid.
Acid stims that will DOT the players like a Poison
but will give them acid DMG.
Fatigue Stims that will slow down a running player Or
there combat attack speed. Maybe even reduce the ludicrous
speed FR3 jedi. Or fatigue stims that increase the BF of
an enemy player by 100 points.. making heals from Docs
Less effective.
Blinding Stim that puts a haze over the enemy screen making
anything outside of the GUI hard to see.
Befuddling Stims that Randomly change movement making the
enemies character hard to control.
I could go on forever but maybe some of you have better ideas ?
Do not think for one minute that i would expect all of this to
be added to a CM, i was just thinking something would be nice
to counter the huge NERF were getting soon.
OMGStarsiderisdownagain wrote:
Poisons will still work 25% of the time, so if you throw 5 poisons at 20 folks, they will still all get poisoned
Message Edited by Happymob on 08-08-2004 03:08 PM
OMGStarsiderisdownagain wrote:
I have no respect for anyone who claims to be a combat medic but has no area cures in their inventory
Syn Hun'atar MD
Kavedawg wrote:Watch closely how PvP battles go down and take notes. Think hard on how to make it better and how CM's can fit into a role for the GCW. Cast aside all the rules and prejudice forced on the CM profession and post ideas in the rebuilding CM from scratch thread. Most likely after the new HAM system is set in stone CM's will need to be rebuilt or redesigned so everything now is just temporary.
Umm please dont Hijack my thread i just wanted others to post some useful
ideas we could have added to CM.
I am not flaming anyone not saying we did not need a reduction in our poisons.
I just want a way we can be useful on the battle field again.
Voicu wrote:
Kavedawg wrote:
Watch closely how PvP battles go down and take notes. Think hard on how to make it better and how CM's can fit into a role for the GCW. Cast aside all the rules and prejudice forced on the CM profession and post ideas in the rebuilding CM from scratch thread. Most likely after the new HAM system is set in stone CM's will need to be rebuilt or redesigned so everything now is just temporary.
Umm please dont Hijack my thread i just wanted others to post some useful
ideas we could have added to CM.
I am not flaming anyone not saying we did not need a reduction in our poisons.
I just want a way we can be useful on the battle field again.
And I want CM's to be more usefull than what they were before the nerf. My point is with all the promised changes after JTL this might be a good time to take a step back and decide amongst ourselves what the new role of a CM should be, the Offensive and defensive power weshould have, the abilities, the medicines,and what exactly should be our part in the big picture. All the kneejerk patches and fixes over the past year have left many professions in ruin, CM is just the latest. My personal opinion is that the Combat medic profession is going to need a total overhaul to make it a viable profession again and all suggestions should be limited to one or two threads to ease the correspondent's job. I am sorry you see this as a hijack
OMGStarsiderisdownagain wrote:
Poisons will still work 25% of the time, so if you throw 5 poisons at 20 folks, they will still all get poisoned, and thats even assuming your server has all the resources to make C packs, combat medics needed a counter and this is a quick solution by the development team so they can delay the combat revamp and keep players. I suspect riflemen will be the target of the nerf bat next, more than likely with a 2 sec min delay cap on their weapons. I have no respect for anyone who claims to be a combat medic but has no area cures in their inventory, at least on my server it is like this, you ask a cm for a heal , they reply........I dont have any area cures......you reply **edit**?? This is great for the game, and think of it this way guys rangers won't be the only useless prof in SWG now! Haha =D
Syn Hun'atar MD
neutrineaux wrote:
OMGStarsiderisdownagain wrote:
Poisons will still work 25% of the time, so if you throw 5 poisons at 20 folks, they will still all get poisoned, and thats even assuming your server has all the resources to make C packs, combat medics needed a counter and this is a quick solution by the development team so they can delay the combat revamp and keep players. I suspect riflemen will be the target of the nerf bat next, more than likely with a 2 sec min delay cap on their weapons. I have no respect for anyone who claims to be a combat medic but has no area cures in their inventory, at least on my server it is like this, you ask a cm for a heal , they reply........I dont have any area cures......you reply **edit**?? This is great for the game, and think of it this way guys rangers won't be the only useless prof in SWG now! Haha =D
Syn Hun'atar MD
lol, this guy as much as admitted he is stoned out of his mind when he plays! hahahahaha!
And hes right.
CMs are damn useful in large group high end PVE where a ranged heal can be a matter of life or death.
/healmind is quite useful if you take the right food (not halfassed made stuff) couple that with entertainer buffs and with the right proportion of CMs in the group you're nigh unbeatable.