Combat Medic Archive

Thread: So you want to nerf poisons...here are the conditions.

Merrin
Sun Aug 17, 2003 1:43 am
#1

1. You must maintain multiple harvesters or purchase 50-100k resources a day, depending on the economy of your galaxy.

2. You must spend up to one hour a day, depending on how much you pvp, loading ammo into your gun for special attacks.

3. You must own and maintain a factory, then wait for your factory to finish production of three schematics before you can load ammo into your gun. For around an hour's worth of good PvP, you will need to wait around six hours for factory crafted components.

4. You have a 50% chance to fail loading ammo into your gun, the ammo will be destroyed if you fail.

5. You will deal the same damage in PvE as you do in PvP, effectively a 75% reduction of damage in PvE.

6. Your range will be affected by experimentation on each clip of ammo and the quality of resources and components used in creating that ammo. This range will be also modified by how far you are in your profession. A Novice elite marksman profession will have a maximum range of 11m. A Master elite marksman profession will have a maximum range of 50m.

7. You may increase the range for your ammunition to 70m by drastically decreasing how strong it is.

8. Your hit/miss rate will also be affected by your ammunition, with poor experimentation resulting in up to a 90% miss rate.

9. You have limited experimentation points. At the Novice elite marksman level, you have one experimentaion point. At Master, you will have ten.

10. Replace one elite markmsan experience line with a crafting line.

11. 169 Points will be required to master an elite marksman profession.

In return, Combat Medics will lose their ability to Poison and Disease without line of sight. Poison DPS is already comparable to or outmatched by damage dealt by other elite professions. Brawler elite professions are SoL, since the designers said so.



---------------------------------------
Merrin Nightwind
Master Doctor, Master Combat Medic, Carbine Specialist
Starsider, Test Center
#starsider @ stratics.frws.com
Nerf Image Designers!
http://www.pvponline.com/phpads/adimage.php?filename=roe_strip2.gif&contenttype=gif+
Pulpp
Sun Aug 17, 2003 3:03 am
#2

hehe, can't say I disagree



Still LoS needs to be fixed at least...



===========


Cryss Yun'Ti (AF)


Imperial Combat Medic/Pistoleer


Ahazi

MycroftTHan
Sun Aug 17, 2003 3:54 am
#3

he, someone make this sticky.


and LoS does not need to be fixed because it's not broken. there just need to be restrictions implemented that limit us in regards to buildings (i.e. Starports, Cantinas, private structures etc.)

Sisalik
Sun Aug 17, 2003 4:10 am
#4

Seconded.


Nerf the non tef thing. Don't nerf anything else. Look at poison from a NON pvp perspective. Dark Jedi Masters have 30,000 HP. Hmm.

Also, if you nerf poison, you should never use knockdown or suppression fire or anything that might prevent your opponent from fighting back. Actually, just don't shoot at all because technically if you are damaging your opponent you are cheating and exploiting and should be nerfed, executed, and neutered, not necessarily in that order
MycroftTHan
Sun Aug 17, 2003 4:13 am
#5

yourorder sounds interesting though...



btw the TEF thing is not a nerf, that's a fix. because it is obviously broken ,)

Sisalik
Sun Aug 17, 2003 4:20 am
#6

Yeah, I just got so excited thinking about all the nerfs that are coming, even though they are not due.

They are going to nerf our class so that we return to sucking at PVP, and it will also destroy any ability we have at PVEing as well. Combat Doctors, I suggest you go pistoleer/bounty hunter/whatever if you want to kill anything.
AmidEpoc
Sun Aug 17, 2003 5:41 am
#7

It doesn't matter, combat medics and doctors (enhance packs) will be nerfed into oblivion simply because people are using the word "tactics". That's a code word for "yea we know it's cheezy, cheap and overpowered but we're going to rage against the light anyway"

You saw the same argument as this lead post in regards to rangers in DAoC and you saw the same screaming of "use tactics" and guess what -- rangers suck in DAoC now and have for the past year and a half or so.

As a doctor and combat medic I know it's only just a matter of time before we're smaked to the ground with the nerf bat. And no discussion of tactics or eloquent discussion of the downtime for us to be so "uber" is going to change that.
Kinsei
Sun Aug 17, 2003 5:52 am
#8

Way to fight the good fight, AmidEpoc.


We will casually surrender in the night and "meh" about it in the morning. Wooo!



Do Combat Medics become uber at master or something? I'm halfway through a coupleof the skills and I'm still finding a hard time just trying to get one poison to stick regularly. Sometimes it hits on the first throw. Others take at least 2 packs or more (in cases like these I usually just give up and walk away). Also, consider that these packs were made by resources I had to travel to several worlds for.


Eloquent my ass. It takes a lot of hard work just being a Combat Medic everyday, I expect something in return and right now I'm not just seeing it.




* * *
- Slowly taking over the Universe, one profession at a time.
Former Musician, Dancer, Swordsman, Creature Handler, Combat Medic, Pistoleer, Bounty Hunter, Tailor, Architect, Rifleman, Pikeman, Fencer, Teras Kasi Artist, Image Designer, Carbineer, Smuggler, Doctor.

Currently a Spy.
Good bye, choices. We will miss you!

- "Don't feed the animals."
Merrin
Sun Aug 17, 2003 6:37 am
#9

The benefits at Master Combat Medic are significant compared to other classes at Master.

All your skills have 25% more range, and are 25% stronger and faster(to use again). You also gain enough medical skill to use the most powerful tools available to us, and gain the schematics to the C poisons and diseases that everyone and their uncle is complaining about. +10 Terrain Negotiation also grants a significant movement increase up slopes compared to having none at all.



---------------------------------------
Merrin Nightwind
Master Doctor, Master Combat Medic, Carbine Specialist
Starsider, Test Center
#starsider @ stratics.frws.com
Nerf Image Designers!
http://www.pvponline.com/phpads/adimage.php?filename=roe_strip2.gif&contenttype=gif+
Hydrotricithline
Sun Aug 17, 2003 11:03 am
#10






Merrin wrote:
The benefits at Master Combat Medic are significant compared to other classes at Master.

All your skills have 25% more range, and are 25% stronger and faster(to use again). You also gain enough medical skill to use the most powerful tools available to us, and gain the schematics to the C poisons and diseases that everyone and their uncle is complaining about. +10 Terrain Negotiation also grants a significant movement increase up slopes compared to having none at all.




True .. however a combat medic .. excluding ranged stim - c's are completely useless until master aswell tho.



My thoughts;

Not yours.


-Tumblak Illumanaki-
"Spreading lies and misinformation since 04/15/2003..."
-Myrick-
Sun Aug 17, 2003 11:05 am
#11

I really like this list, it's a pretty good example of what we have to do to get some damage.


TEF needs fixed.... LOS doesn't


Fine reduce our damage to 75% but first you have to increase our effectiveness so that in PvE a CM AoE poison does about 1000 - 1200 damage minimum. Preferably up to 1500 since that's what most ranged AoE attacks do.




Myrick

Hydrotricithline
Sun Aug 17, 2003 11:40 am
#12

I believe the answer to this is simple.. I don't believe the LoS needs to be fixed.. as that is a definate advantage.. as with LoS coding for buildings only .. it's difficult and buggy at best.. I won't hold my breath to see that.


Reguardless of the changes in pvp .. With.. knockdown.. Dizzy.. Panic shot .. attack delays.. gurrecks .. AT-ST's .. and 4+ faction troopers; pvp is still a first shot wins game.. more than half of the time.


Combat medic is excellent as they are one of the only passive combat classes I've seen and it suits my PvP (player killing) styles well. Add to that the max range on weapons is 64m. I suppose theoretically you may beable to craft a posion or disease pack to go that far.. But not likley.


The no LoS is the classes only saving grace at the moment as is the only reasonable way to beable to apply poisons and such. Combat medic also has a counter class. The Doctor. Where as most other classes do not have an exact 'counter' for them. Combat medics I believe are well balanced in pvp as soon as players bend their head around that a doctor isn't just something that sits in the medical facilities healing wounds all day long. I think we'll be seeing more doctors in the future .. as this is becoming a more and more popular class.


At the moment there is a serious TEF problem with combat medics. I'm not sure.. and have had no official dev responce if this is intentional .. or an exploit. (where you can disease and poision on a TEF w/o retaliation)


PvE however I find combat medics seriously lacking. Where as the poisons simply do far too little damage.. and are resisted far too much to be realistically useable. Myself I just use a blaster and stims. A 'fix' for it .. I might suggest a +50% increase in Dot damages for the combat medic.. Then a 50% damage reduction in pvp on poison and disease (effectivley raising PvE damage without unbalancing PvP)


Which brings me to one of my major concerns; the mind poison.


I have tried to use health and action poisons out of all fairness. but everyone and their dog has stims .. and usually any orginized group just uses stims to heal the damage. Where as mind poison is pretty obviously (in pvp anyhow) superior to action/health poison lines as it cannot be healed. I don't have any immideate suggestions or fixes for this.. I think the problem doesn't lay within this class.. but perhaps a second look needs to be had at the game mechanics of the mind pool.


Which brings me to disease.


Disease I have found little use for .. aside from just a griefing tool. Two well skilled players pitted against another.. one being a combat medic.. you will get no chance to use a disease. And they are far too prevenatable.. and avoidable .. Dots in general on any pets can be 'cancelled' at any time by simply storing them and recalling them. A player can suicide himself into mobiles. or have a doctor cure (which is the least likley at present time) In pvp if you incap a player .. the disease ceases to 'tick' and if you death blow.. or they somehow die.. they respawn.. without the disease.


These new mods .. Would *not* stack with another. (ie. can't use health and mind disease at same time)


My disease modification suggestion is as follows.


Cut disease 'tick' time .. to equal the poisons tick time. Half the effect on the diseaseand to perhaps help effectiveness.. and stop players from completely 'blacking out' pools.. Discard the current Health/str/con/action/quick/stam/mind/focus/willpower disease lines into 3 new neat ones. Health disease. Action disease. Mind Disease. Where as each tick (same speed as poison) would randomly hit either a primary, secondary or tertiary stat of the same pool grouping. (somewhat akin to how a 'body hit' with a range weapon has a chance to randomly wound health/str/con on that hit) For example (numbers fictitional) Lets say this disease does 5 ticks for arguements sake .. and does 100 even wounds per hit it might look like this for a 'health disease'


-100health, -100 health, -100 con, -100 strength, -100 health


Or something similar to that.. Usingstr/con/stam/quick/focus/willpower and secondary diseases at the moment isn't really plauseable as the actual pools themselves are more ideal for pvp and pvereasons to use. (I have excluded mentioning Disease in PvE situations. In my opinion, Disease is not currently viable in PvE.)


The end result of this change would be faster disease damage.. allowing for use of disease realistically in pvp.. and would 'stop' future exploitations of 'suicides' or other ways to avoid disease without legitimatley getting a 'cure', this would also stop combat medics for the most part of beingable to completely 'focus' on one stat for the disease.. and instead spreading the 'effects' of the disease over one general area or set of stats.. vs one specific stat.. which works and makes disease a little more so dehabilitating without allowing for too much 'grief play' (ie just tossing mind disease after mind disease .. then continually one shotting them with any weapon that does any mind damage) I would also suggest something similar for PvE as I mentioned previously about poisons above.. Disease wound increase 100% .. then a reduction of the same amount to pvp (so effectivley it would do double wounds to monsters.. but still same old wounds to players.. compensating for the abnormally high ham pools of npcs)


Lemmie know what'cha think guyz.





My thoughts;

Not yours.


-Tumblak Illumanaki-
"Spreading lies and misinformation since 04/15/2003..."
MycroftTHan
Mon Aug 18, 2003 6:01 am
#13

did someone see me bumping this thread? no? good.
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