Combat Medic Archive

Thread: Another proposal for a CM 'fix' can this be lived with?

Pahdbacca
Tue Mar 02, 2004 6:36 am
#1





Listen...non CMs arrange the fixes for CMs, only if I get to fix defense stacking MMMmmmKay?

Message Edited by Pahdbacca on 03-02-2004 08:37 AM



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Xytroncore
Tue Mar 02, 2004 8:21 am
#2






TonPhannan wrote:


I've just heard a lot of calls that CM's are overpowered, even (and in fact mostly) from CM's.




No...you're seeing that from people who either A) pick up the class just to get it nerfed, but don't know the first thing about the class, or B) People who aren't even combat medics, but say they are.



_________________________________________________________
Manimal : Gunslinger
Xytroncore
Tue Mar 02, 2004 8:23 am
#3

And I don't like that species specific crap....There's already far too many different schematics and stuff that we have to keep track of, there's no way I'm dealing with another 500 schematics just so I can poison rodians and no one else...



_________________________________________________________
Manimal : Gunslinger
Achilles467
Tue Mar 02, 2004 8:44 am
#4

Master chefs should be able to make an 80% poison/disease resist food that lasts for 20 minutes and has a filling of 80. And all arguements about "blah blah we'll be useless" are nullified by that TKM facing someone in 80% kinetic composite with dmg mitigation food. Schematic should be complicated and expensive to make.





_________________
Diomedes "Carl" Godshill
Captain, Imperial Army
Flight Officer, Imperial Inquisition

Hate has made me powerful
TonPhannan
Tue Mar 02, 2004 1:10 pm
#5


I'm not advocating a CM nerf here or anything. I've just heard a lot of calls that CM's are overpowered, even (and in fact mostly) from CM's. I hear a lot of GCW turning into CM waste-laying and clean up crews.


I was just wondering if anyone here has suggested or givin any thought to species specific poisons and diseases.


Here is my thought.


Aside from Bacta, which is the cure-all for what ails ya for all species, other medicines and medical treatments in the SW universe are species specific. Throughout the EU there are more than enough examples of this that I don't really feel the need to cite them. Also within the EU there are examples of how one illness is deadly to certain species, but extremely mild to others. My thinking is why not the same for the diseases and poisons that the CM throws out?


I understand I may be talking about a revamp of chef-like proportions, but it would seem to make sense to have these bio-weapons be species specific. Alternately, the varying types of disease/poison might have varying effectiveness on the varying species', making some more powerful against wookiees (for example) and almost non-affecting to Rodians.


Either of these concept would seem to make (at least in my mind from the comments I've heard) CM's more manageable, particularly in regard to AoE attacks, and make a greater variance between the different species in the game. While it might be a slight nerf to CM's, it wouldn't seem to be too terribly offsetting for them to implement something like this, nor take away too much of the CM's ability/power.


Thoughts?
Can this be lived with? Does it go far enough? Too far?



Rowlurorowf (AKA Bitter Rowl)
Wookiee Jack of Many Trades (Master of only 2),
WOOK Former Council Secretary Elder, resigned 10/31/03,
New Rwookrrorro quarter, Alacio Island, Naboo (Bria)
(former professor from Mrllst) Bard of Kashyyyk
"...as constructive as playerly possible... "
only player known to have been banned by a "bug"


Does anyone else wish they had one of those stress relief balls but in the likeness of Raph Koster? I would have bought the collectors edition for that.
TonPhannan
Tue Mar 02, 2004 1:11 pm
#6

BTW - I'm not a CM, so forgive me if I've posted somewhat in ignorance, or if this idea has been already considered.



Rowlurorowf (AKA Bitter Rowl)
Wookiee Jack of Many Trades (Master of only 2),
WOOK Former Council Secretary Elder, resigned 10/31/03,
New Rwookrrorro quarter, Alacio Island, Naboo (Bria)
(former professor from Mrllst) Bard of Kashyyyk
"...as constructive as playerly possible... "
only player known to have been banned by a "bug"


Does anyone else wish they had one of those stress relief balls but in the likeness of Raph Koster? I would have bought the collectors edition for that.
Blackzephyr
Tue Mar 02, 2004 1:30 pm
#7

Sounds like a good compromise to me




Rizla has left the building.
gpunk
Tue Mar 02, 2004 1:36 pm
#8

There are plenty of ideas on the table, bu tnone of them will be examined / tested / implemented until:


1) Combat changes go in. It seems likely that the mind pool will be easily healable at this time.


2) The 'bugs' are fixed. ie, over 64m, etc.


I could maybe see some more %resist ideas going in before the fixes, otherwise I wouldn't expect anything too ground breaking anytime soon.


A large portion of the nerf-cries and complaints are due to bugs (greater than 64m), and a largely unhealable mind pool. Fix that, and we may find that CM isn't the be all end all.






__________________
"I am not Oobacca, I am Not Oobacca"
nef2005
Tue Mar 02, 2004 8:52 pm
#9

hehe in responce to the previous post:


I would be more than happy to have the chef food that does the 80% resist to disease/poison if they will give me a way to KD/Dizzy someone as a CM.


Aigar


Daylis
Wed Mar 03, 2004 3:02 am
#10

heh sure make a disease thing speciese specific, then let BE's have tissues to boost those diseases, there ya go i think its perfect! go from what ever our diseases are now to something like an 600 power mind disease, for one species. 6 species, 6 disease pack, lots of grief



Pikeman : The only class that couldn't hit the ground if they dropped their weapon.
Pikeman : Doing massive damage; to the air surrounding our target.
Pikeman : You're dead meat, unless you happen to be standing in front of us.
Pikeman : Because the devs were one profession short.
DEVs : Pikeman? Thats a class?
WillbieJedi
Wed Mar 03, 2004 3:33 am
#11

in case someone in a position reads this:


speciecs specific disease and poison is an interesting idea but it would turn the combat medic profession to suck


Which it already does. Just because you can disease and poison doesn't make you any less dead meat on the field seeing as how that's all I can do.


I can heal other peoples minds with an insane cost to my own in WOUNDS which means I have to spend several mins watching an entertainer... but that's not very good in the middle of a war now is it?


HERE is the solution to combatmedic poison. combat medics who can also CURE disease and poison.


Ranged and Area poison and disease curing stimpacks. That way if you have a CM with you CMs can possibly counter each other making CM vital in PVP but not the end of a battle for both sides. Docs should of course retain their abilites to cure both states but CMs need this.


And for all the docs who want to disagree... please just keep it shut. No one cares that you don't want to share your ablitites. Riflemen dont' like sharing mind pool damage with bounty hunters either.


(and now, by the way, they have a reasonable gripe,with the new genocian pistol being able to do 700 damage if you get a superb one BH will outdo riflemen which is stupid because rifles in general are more damageing to something than a pistol)


I guess I need to post this over again in a thread of it's own.


Why shouldn't CM be able to cure these things? They're sent out with the poison why wouldn't they have the antedote and same with disease what if they spilled it on an ally you think the millitary they wouldn't be required to be able to cure it? That's stupid to think.


As for poison being nerfed into the floor that's dumb. Poison is nasty it needs to do heavy damage after all the point of most poisons are to kill people and they will do so very quickly so IMO they dont' tick fast enough. Smaller ticks quicker ticks maybe. Spread the damage out over the 8 seconds that it's ticking have it just run down that many over an 8 second period over and over. so it's like a trickeling. Disease is a bit different I suppose. I'd liek to see it fill in a percent of current damage with wounds that would be nice kind of like a disease that keeps you from recovering kind of like AIDs (apologies to those who actually have AIDS or HIV not meant to offend you just the only real illness I could think of that has this affect) It would then make more sense to stack disease and poison for reason other than incap.


Oh and poison should not only incap but if it ticks again when they're incap it should DB. Sorry to those who disagree but both poison and disease should be able to incap you and kill you. If this idea seems utterly outrageous to you ... I suggest you go out and buy some arsnic and consume it all ... then we won't have to worry about you screaming nerf at us. (by the way don't actually go out and consume poison as it will kill you... that was my whole freaking point.)


well those are my thoughts for the moment.
Mild-Breeze-Trooper
Wed Mar 03, 2004 4:24 am
#12

Basically it's a good idea. Ssadly it is not really doable. As previous posters have stated, we have a dretload of schematics as it is. We allready carry huge amounts of wierd cannisters for the diffrent poisons and diseases. And it is hard to make out the diffrence between species. Especially between Zabraks and Humans wearing any kind of helmet.


All this boils down to a system that just would not be possible to handle.





Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
TonPhannan
Fri Mar 05, 2004 12:01 am
#13






Xytroncore wrote:





TonPhannan wrote:


I've just heard a lot of calls that CM's are overpowered, even (and in fact mostly) from CM's.




No...you're seeing that from people who either A) pick up the class just to get it nerfed, but don't know the first thing about the class, or B) People who aren't even combat medics, but say they are.





Um, no, Oklu and his bunch of CM's on Bria have been so as their first profession and have been here since day 1. Oklu is, in fact, quitting because of the bugs and other issues, not entirely having to do with CM, but at least partially so.


Don't post what you state as fact (even if it is an opinion) in ignorance. I tried to not do so by asking questions or making a suggestion, not calling for anyhting to be done to CM's. I asked for advice and comments on the topic, not what you thought about where I gathered my info.


Your other post on having to manage a large load of schematics was by far more helpful.





Rowlurorowf (AKA Bitter Rowl)
Wookiee Jack of Many Trades (Master of only 2),
WOOK Former Council Secretary Elder, resigned 10/31/03,
New Rwookrrorro quarter, Alacio Island, Naboo (Bria)
(former professor from Mrllst) Bard of Kashyyyk
"...as constructive as playerly possible... "
only player known to have been banned by a "bug"


Does anyone else wish they had one of those stress relief balls but in the likeness of Raph Koster? I would have bought the collectors edition for that.
Page 1 of 3
Previous Next