Combat Medic Archive

Thread: How to balance CM without the massive nerf that would kill it...

GrueLokk
Sat Apr 24, 2004 8:42 pm
#1

Ive sen this posted here and there but alot of people havent looked deep enough into it..

Just make them non prejudice. As soon as its out of the CM's hands let it hit anyone overt or teffed in its area of impact. That would require strategy to be useful, outside of 1v1 conflict. No more would someone toss an area poison at thier base, it would nuke them and thier adversaries. No moreflinging of small pox caliber aerial viruses, while in he heat of a group battle. This would become not only extremely decisive in pvp, but it would eliminate 90% of the poisons thrown half assed. Please post your comments. Im sorry, i am Master Cm and if you guys force us to have a 75% reduction across the board i might as well be a master medic with less effectiveness than a commando outside of a base raid... I think this would solve everyones problems. Please post your view on the idea.

Message Edited by GrueLokk on 04-24-2004 08:47 PM



Haliburton's Tools Of Mass Destruction
Rush- Limbaugh____ Tent 1 Brenn ____Xiou-Shen

Master Weaponsmith_______________ Masta Playa
http://www.livejournal.com/userpic/25283271/394497
Whitewind
Sun Apr 25, 2004 3:56 am
#2

a small (10m) area heal for poison and disesase for master docs



__________a______________________________________________
Ice-Fire
Xel'Dar-IceFire Pharmaceuticals · Healing for the Masses
XCS
Mos Themis, Tatooine · Shadowfire

teeth0r
Sun Apr 25, 2004 5:43 am
#3

Add aminimum range for poisons and diseases, like 10-20m so a CM can't poison anyone who is very close to them.


Modify the Doctor's Cure Poison and Cure Disease so that in addition to curing the effect, they also give the patient a boost to poison and disease resistence for the next few minutes (i.e. the drug stays in their system and helps fight further infection for a limited time).


Increase the power of the poison/disease resist food 'Cho-Nor-Hoola' so that it becomes more useful. Currently with perfect resources the max you can get is 30% resist(with good resources and additives 25% is normal is the best most Chefsare able to make currently).


These are just a few ideas, that would make things more fair but without overly nerfing CMs imo.
teeth0r
Sun Apr 25, 2004 6:05 am
#4

I would also like to see a reduction in duration, right now a good C lasts over 4 minutes. That's enough time to do 10000 mind damage, which is a bit excessive.


In most PvP fights the action is over long before then -it would be nice if you somehow manage to beat the CM that you're not a walking corpse for minutes afterwards. Also a reduction in duration would make the Chef food 'Dustcrepe' (which reduces duration by a small amount currently) more useful.

Omass
Sun Apr 25, 2004 7:16 am
#5

CM isn't PvP only!!!







--------------------------------------------------------------------------------------------



Koaso, President of -Kosas- Hunting & Weaponry.
Zarlor
Sun Apr 25, 2004 8:48 am
#6

I still say that, while all of these ideas may have some level of merit to them, that we simply need to wait for the combat revamp before talking about these kinds of changes to CM. Without the revamp in place we cannot say just how much of an impact any of these proposals might really have. Just hang in there until it's done.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
GrueLokk
Sun Apr 25, 2004 11:34 am
#7

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.





Haliburton's Tools Of Mass Destruction
Rush- Limbaugh____ Tent 1 Brenn ____Xiou-Shen

Master Weaponsmith_______________ Masta Playa
http://www.livejournal.com/userpic/25283271/394497
JudasTyberius
Mon Apr 26, 2004 12:15 am
#8

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).




Ledo Valasio - Master Bounty Huh?
Mauros
Mon Apr 26, 2004 2:36 pm
#9

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


Iporz
Mon Apr 26, 2004 5:59 pm
#10

People already **edit** about having to spend their precious sp on anything non combat realted, area heals would mean less docs because one doc can heal your whole group.



Iporz on sunrunner
TKM
Master Heavy Swordsman
4-0-0-4 Rifleman
Nowem Ona on Tarq
Master Doctor
4004 Cm
0030 TK
Mild-Breeze-Trooper
Tue Apr 27, 2004 3:57 am
#11

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.





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.
Mauros
Tue Apr 27, 2004 6:09 pm
#12






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.
Mild-Breeze-Trooper
Wed Apr 28, 2004 3:56 am
#13






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.



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.
Page 1 of 2
Previous Next