Combat Medic Archive
Thread: How to balance CM without the massive nerf that would kill it...
Message Edited by GrueLokk on 04-24-2004 08:47 PM
yeah thats probably for the best, tho i really dont want to see one of the highest skill point investement professions be reduced to the effectiveness of health shot 1 and mind shot 1.... 75% reduction = effectiveness of a novice medic, and novice marksmen. 30 sp vs 150+ sp invested. Wouldnt be a hard decision to drop the profession. I just hope the development team is creative, and doesnt just change a few numbers in the code to nerf its damage to nothing. In real life which is why i wrote this post, a chemical warfare specialist wouldnt toss out an aerial poison that could kill anyone in a matter of a few seconds, with his comrades in the vicinity. (hopefully irl noone ever tosses one heh) I also think there should be a to hit roll under 5 m of application, caues if you think about it realistically, your stabbing them with a syringe which is no easy task. Especially vs a melee, lol i have a feeling if bruce lee didnt want to get a shot, he wouldnt. The singles also should be alot more effective than anything aerial. I also like the idea that there is a maximum and minimum range it can be thrown, if its AoE.
Devs just be creative.
If we are going to make it so that CM AOE attacks hit everyone overt or TEF, then we should turn on Friendly Fire for ALL PvP attacks, including Flames, Area Knockdowns, Area Stun/Dizzy, etc. All of them. At least all or none.
I dont see a reason to do this.
I still think the best idea I've heard is to have Poison/Disease Cures give a short (15 to 30 seconds) Immunity to said combat meds. This alone would remedy the perceived inequities between CM and all the other classes. The alternative is to give CMs the ability to buff resistances (I would love to have a way of making some money, aside from bumming off my guildies).
Give Master Docs an AoE cure poison/disease. Docs become the counterbalance to CMs. Simple.
This also means more docs appear in the game and thus more rezzing and the battles rage on longer = more fun.
M
Area heals are the property of Combat Medics and Doctors should not have them.
Doctors surely feel the same way about poison cures (even though it is ridiculous that combat medics cannot cure what they themselves design and apply, and that the professions that everybody insists should be a "combat MEDIC" only can cure some5 out of 13 types of combat damage)
So how do we solve this gordian knot?
Giving poison and disease cures a lingering effect (I know I've said this in other threads but I will keep repeating it) would be the perfect solution. It would give some (or complete) invunerability to poisons for a limited time after the poison had been cured. This would effectively offset the effect of AoE poison "spamming". It would not break Combat Medics. It would not require having the Doctors coming in on "our turf" neither would Combat Medics have to muscle in on the doctors territory.
Furthermore I think it would be a change that could be put in place without disturbing the upcoming combat balance, and would continue to serve properly after the combat rebalance has been published.
Mild-Breeze-Trooper wrote:
Area heals are the property of Combat Medics and Doctors should not have them.
Mauros wrote:
Mild-Breeze-Trooper wrote:
Area heals are the property of Combat Medics and Doctors should not have them.
I am suggesting area *cures* for Doctors, not area heals. I agree that area heals are the CM's "turf". But we don't cure. They do. And I have no problem if they can cure an area of effect.
Affecting an area of effect is not the sole domain of the Combat medic, nearly every class has some sort of ability that covers multiple targets: Area shots for the standard weapon users, flame cone for commandos, multiple target strikes for the melee classes, etc.
Ok... let me rephrase that AoE "medicine" is a CM perogative. Doctors get far to may perks as it is.