Combat Medic Archive

Thread: Rifleman vs TKA vs Combat Medic

RubiburnLorderon
Fri Jul 30, 2004 1:25 am
#1

First the facts.


Skillpoints


Rifleman: 92 ------ Rifleman + Medic 4040: 135

TKM: 92 ------ TKM + Medic 4040: 135

CM: 169


Attacks


Rifleman: Headhit 3 -> 2k dmg every second

(2000/100).90 = 2000-1800 = 200Dps

Rifleman has a dizzy attack, a change poisture attack (if not well yeah too bad, forgot then), area attack, area cone attack.

With Mediic 4040 he can heal himself for the same effectiveness as a cm can.


TKM: Dizzy attack, KD attack, Headhit3, UnarmedHit3

I don't know the exact numbers but when a cm is down (we have no defences) you are dead. You can use takthillo but a TKM has no prob with getting a cm.

Warcry - Lunge 1 - Dizzy - KD - Spam an attack.


CM: Poison 300/poison

300 + 2 secs = after around 3-4 secs you did an attack of 300 every 9 secs.

so 300 + 2secs + 9 secs = 300 + 11 secs.


During this time the TKM has you down on the floor or the the rifleman has done 2200Dps. Mind buffs. They are irritating for a rifleman, but same effect as for CM.


Conclusion


For 135 skillpoints a TKM can beat a cm + heal as good as the cm can (or almost, not area but you can use rly good stimms).

For 135 skillpoints a Rifleman can beat a cm + heal as good as the cm can (or almost, not area but you can use rly good stimms).

For 169 skillpoints a cm can beat a TKM/Rifleman when the TKM/Rifleman has absolutely no idea on how to do pvp.

For 227 skillpoints the person can be a TKM/Rifleman/Medic4040.


This is all what I wanted to say about how overpowerd we are

Btw: I have been all 3 professions so don't come and tell me I don't know anything about it.


Rbn

Message Edited by RubiburnLorderon on 07-30-2004 01:42 AM



Decebal - Deceneu
[ Dark Jedi Padawan - Loothunter ]
Greek Ownage Squad | Chimaera
Warcry Bot if needed
All I post is my and only my opinion, not the GoS statement.
PsionicHawk
Fri Jul 30, 2004 1:40 am
#2


I'll simply comment quickly.


Lunge 2 comes from master brawler so you would have to add more skillpoints for that, however they do have an unarmed KD attack.


I don't know that riflemen gets a posture change down attack. They can get it if they go 4/0/0/4 for surpession fire 1and that would add another 14 skill points. I have not been a riflemen so I can't say for sure.


Not saying your arguement isn't justified but there were a few errors.

Message Edited by PsionicHawk on 07-30-2004 04:41 AM



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

RubiburnLorderon
Fri Jul 30, 2004 1:44 am
#3

Startle shot = upwards poisture chane. Not as effective idd, but a rifleman just kites and blast headshot3 normally.
The lung 2 I have changed as Lunge1 is more the enough.



Decebal - Deceneu
[ Dark Jedi Padawan - Loothunter ]
Greek Ownage Squad | Chimaera
Warcry Bot if needed
All I post is my and only my opinion, not the GoS statement.
Gnuut
Fri Jul 30, 2004 2:04 am
#4

In order for a rifleman to initiate a dizzy/KD they must use a posture down attack. The change in posture that the system checks in order to roll vs dizzy KD is a voluntary posture change not a forced change. Since riflemen are limited to posture up then they must wait for their target to be kneeling or prone, use startleshot on that target and pray they are dumb enough to kneel or go prone again. Suppression fire is the only way a rifleman can force a posture down.



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

RubiburnLorderon
Fri Jul 30, 2004 2:05 am
#5

Well leave that part away then and read the rest, troll!



Decebal - Deceneu
[ Dark Jedi Padawan - Loothunter ]
Greek Ownage Squad | Chimaera
Warcry Bot if needed
All I post is my and only my opinion, not the GoS statement.
Chemistrius
Fri Jul 30, 2004 2:30 am
#6

Your 300 point poison may be a bit conservative. I don't think I've every been hit with anything less than 500ish and usually it's somewhere between 1000-1200.

That's just been my experiance though...



__________________
Chemistrius Ul`Veldrin
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Ocain
Fri Jul 30, 2004 2:49 am
#7


Rifleman: Headhit 3




TKM: Dizzy attack, KD attack, Headhit3



no, neither of those exist

put the herb away bro and get off the forums till the smoke clears outta ur room at least
Gavvot
Fri Jul 30, 2004 4:11 am
#8

TKM have unarmed head hit 1.

They do kinetic dmg.
Wich mean even a CM with no defense has at least 80% resist on his damage.

Head hit 1 does about 500 dmg. Before armor and PvP Damage reduction.

Roughtly 25 dmg per hit.

Currently, you can have easily 90+% protection against KD and dizzy.

If the TKA cannot make you stick on the ground, he's a piece of dead meat.

The true strengh of the TKA is his ability to tank. He can resist damage alot.
Except from poison and disease.
He'll have to meditate to deal with those.



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RubiburnLorderon
Fri Jul 30, 2004 4:16 am
#9

headhit 1 srr.

And with that headhit3 I meant UnarmedHIT3. They SPAM dmg on you and even if you have 80% kin you get loads of dmg. Put your sunglasses away and learn your attacks.



Decebal - Deceneu
[ Dark Jedi Padawan - Loothunter ]
Greek Ownage Squad | Chimaera
Warcry Bot if needed
All I post is my and only my opinion, not the GoS statement.
Gavvot
Fri Jul 30, 2004 4:25 am
#10

Thanks, I know my attacks.

That's right, some TKM spam UH3.

They're the one tha usually die first.
Because in PvP, when you do that as a TKM, you do more dmg to yourself than you do to your opponent.

UH3 has a cool animation, but beside that, in PvP it sux.

On a side note, Head hit 1 does a very little less damage but to one specific pool, mind, for a lower ham cost.



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SakeO
Fri Jul 30, 2004 6:27 am
#11

Does any notice you are comparing the two notably overpowered elite combat classes toan elite medic class. The fact that there is even a comparison tells you there was an imbalance. why not compare it to Squad leader which at least has similarly amount of combat requirement or to Smuggler or any of the rest of the combat classes. CM have had it real good, the ride looks like it is coming to an end.


SakeO
IveBeenNerfed
Fri Jul 30, 2004 6:40 am
#12






SakeO wrote:

Does any notice you are comparing the two notably overpowered elite combat classes toan elite medic class. The fact that there is even a comparison tells you there was an imbalance. why not compare it to Squad leader which at least has similarly amount of combat requirement or to Smuggler or any of the rest of the combat classes. CM have had it real good, the ride looks like it is coming to an end.


SakeO







Combat Medics arnt just medics. The devs have stated that combat medics can chooseif they want COMBAT or just be medics. I guess we can just forget about the fact that we have combat experience.



They nerfed my Sig.
Dynastar
Fri Jul 30, 2004 6:49 am
#13

Just exactly how many skill points do you spend on combat related skills? 29?

Now, I realize some people in this world are dyslexic, but 29 != 92.



Ramsey Logan
By Federal Law, Riflemen do it with 16 inches or more!
Master Pikeman
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