Combat Medic Archive
Thread: CM Master Mind Damage Poison needs to do more damage (read)
Right now the most powerful mind poisons with EXTREMELY EXPENSIVE ingredients only do about 400 per tick. 1 tick seems to take about 15 seconds. That is 400 max mind per 15 second. Some comparisons:
Rifle's most powerful mind shoot = 1000 max per 4 seconds = 3750 per 15 sec
BH's Eyeshot = 200 per 1 second =3000 per 15 sec
As you can clearly see, Combat Medic's DIRECT DAMAGE MIND POISON MAX at 400 mind per 15 seconds is WAY underpowered. Please increase the damage or increase the rate it ticks away at.
i don't agree
1) we have AE poison, neither rifleman nor BH have access to ae mind attacks
2) our poisons are pretty much fire-and-forget missiles, once it sticks just get out of harms way. RM and BH have to stay engaged
shard MCM
We will have more in the next publish when the Advanced RCs become active.
How much more...we'll have to wait and see.
Jacore
Straight DPS calculations don't hold for a couple of reasons -
1) We have great area attacks
2) Our weapons are fire and forget (as is a rifleman mindshot) allowing us to do things other than stand there and get shot while the damage is occuring
Ultimately, it means we may be at a disadvantage one-on-one, but in group actions, all of our skills are enhanced.
Take a group of 5 combat medics VS a group of 5 just about anything and the combat medics loose out.
I bet 2 BHs + 1 doc could take out 10 combat medics.
You are calculating the maximum possible damage for the other classes, but not for yourself. In order for them to get max damage, they have to roll max damage several times consecutively.
If you want to calculate their max possible damage like that, and then compare it to your own damage, you have to calculate YOUR OWN max possible damage also. Multiply your 400 tick by the number of people it is possible to hit.
Do not make specific class comparisons. Why not? Because here's the next comparison: CMs can instantly fully heal from 50m away, but Bounty Hunters and Riflemencan only heal for ZERO damage, this is obviously unbalanced, we need to raise the bounty hunter and riflemanranged healing to be balanced with CMs.
you people are either nuts or have never tried to do any pvp really... sorry if that sounds insulting but get with the program guys. we CANNOT solo in pvp and make faction. simple fact. if you're a CM you need freaking support out there cause if you dont have it, some BH or Commando or Pistoleer or CH will beat you down before you can blink at the master level. then you get to watch as he DBs you before your poison takes him/her. its a loosing battle all the time. sure, i can mind poison 10 people and piss them off, but in the end I get sent to the clone facility loosing faction, and they gain it every time.
when we're backed up with people in front of us, we are KILLERS, no doubt, but then again isnt a commando? or perhaps a rifleman using strafeshot2? in case you guys missed it, a rifleman using strafeshot2 can bust down a group of 3 or 4 people with one or 2 hits from a T21. support that rifleman and voila, many dead people.
comparing classes like some of you do just doesnt work out too well. every class has its strengths and weaknesses (except the poor chefs, DEs, and BEs) that need to be taken into account in the game. know your opponents effectivenesses and weaknesses and then stop bitching about how your opponent used his or her strength to target your weakness to kill you...
No way.
Good mind poisons from a master medic vs mind bleed from a master rifleman... poisons come WAY on top.
Anyways, I think the poisons are fine, there is very much still to be discovered in the galaxy (Recently I made a poison pack with 90 charges) and I dont want to see another patch/nerf when the whole potential hasnt been realized yet.