Combat Medic Archive
Thread: How would CMs feel about this?
Page 1 of 2
Tyrst
Sat Jun 12, 2004 9:17 pm
#1
I was looking on the commando boards today and apparenlty they get hit by thier grenades when they are in the blast raidus. How would CMs feel if thier range was reduced to 64m and they were affected by thier poisons/diseases if they were in range? This would give most CMs a 34m safe zone. It would also mean that if they were charged they would have to consider whether or not to throw a poison/disease if thier target was in range. If they stacked a ranged profession with CM they would have to kite or be at a disadvantage if melee made it into range. If they took melee they would not be able to master both of them and would have to reduce the effectiveness of 1 of thier professions. If they took doctor to cure thier poison/disease they would not have any combat abilities. Just some thoughts to put some strategy in the profession without taking away your combat ability.
Mild-Breeze-Trooper
Sun Jun 13, 2004 5:43 am
#2
I'm fine with reducing the range of poisons, thank you for asking.
But making them hit ourselves if within radius?
Isn't it stupid enought that the people who make and administer poisons and diseases don't know how to cure them? I mean, in any RL terms that is a major FUBAR.
Should we now use poisons that we have no counter for in our professions that hurt us if we're not carefull? (Or we take up another elite profession?)
Isn't it bad enough that resists for other players work as badly as they do? Do we have to add even more stupid parameters to poisons?
(And lastly, since poisons apperantly are reverse stims on a time delay making poisons affect friends would probably make stims affect enemies.)
Grally
Sun Jun 13, 2004 6:33 am
#3
yea hitting ourselves is just dumb, remember when you go Master CM you dont get really any worth while combat modifiers besides having poision and your stuck picking up a gun skill. I picked rifleman because I like to PVP too, if i was just PVE'ing i woulda probly gone pistoleer. The range the CM has is another of its (Well it dont have much other combat stuff) categories to me. without that range it would be a whole **edit** load harder to disease the lair then pick them off with my rifle from 60m effective range on it. A lot of people that complain just look at the PVP side of the argument, i look at both and do agree that in PVP we should have a damage reduction to our diseases, and that it wouldnt make us useless either in PVP, but you start messing with ranges and making us able to poison ourselves its gonna hurt the PVE side a lot specially for us RM/CMs
Mild-Breeze-Trooper
Sun Jun 13, 2004 5:29 pm
#4
But that makes even less sense IMHO.
Does grenades work that way?
Sorry, I appreciate your attempt to sell a non-destructive solution to the CM problem, but I just can't buy this. It just seems wierd even by SWG standards.
Tyrst
Sun Jun 13, 2004 10:15 pm
#5
That is exactly how grenades work. Go find some looted grenades and toss them at point blank they will damage you.
Tyrst
Mon Jun 14, 2004 12:19 am
#7
I wasn't saying that the poisons should hit friendlies just you. The reason I say this is because if a commando throws a grenade and he is in the blast radius he gets hit. If they just changed the poison/disease to act like a grenade it would only affect you and not your whole team. It was just a thought to minimize the changes to the profession.
jfang
Mon Jun 14, 2004 7:10 am
#8
I was actually thinking of something similar, that one way to make crafting more interesting would be to give effectiveness a slight to moderate bump up in power, but add a parameter of "chance of backfire" or something. It might start at 5% and be experimentable to .5% or so (maybe 0 depending on what the devs want to do). Basically it would be the chance of the poison you toss a poison of the poison backfiring and affecting the combat medic who tossed it as well as the "normal" effect. In essence something like "was I supposed to waitone second or two after mixing these pouches before throwing it... oh I guess one". (As experimented, there are more fail safe devices put into place, and the system is easier to understand and use in the chaos of battle.)
This might be further supplemented by a "throw disease carefully" ability which would throw a poison slower and/or at less range, but significantly reduce this chance of backfiring.
On the up side this would give combat medics something new to experiment beyond "effectiveness-effectiveness-effectiveness". On the down side, this has the very real possibility of turning into a major nerf, so lots of feedback and testing would be required.
Mild-Breeze-Trooper
Mon Jun 14, 2004 7:11 am
#9
Tyrst wrote:
That is exactly how grenades work. Go find some looted grenades and toss them at point blank they will damage you.
Yes, that much I gather, but do they leave your group unharmed or do they harm everyone in the blast radius?
Tyrst
Mon Jun 14, 2004 8:11 am
#10
They leave your group unharmed but it will hit you if you are in the blast radius.
I know the first toss by a CM would rarely hit you but if I got hit I would charge you. Once I have covered 30m or so you would be vulnerable to your own poison/disease, but not the rest of your team. This would make CMs make some hard choices about what to stack with CM:
1. Pick up some doctor to heal your poison/disease, which would mean 0 or almost 0 defenses.
2. Pick up a combat profession and suffer the same triple incap that is inflicted on those you throw at.
a. If a ranged profession is picked up pistoleer is the only one that provides any worth while CQ defenses.
b. Pick up melee and you either have to drop master CM or you can't master your chosen melee profession.
jfang
Mon Jun 14, 2004 8:26 am
#11
Tyrst wrote:
They leave your group unharmed but it will hit you if you are in the blast radius.
I know the first toss by a CM would rarely hit you but if I got hit I would charge you. Once I have covered 30m or so you would be vulnerable to your own poison/disease, but not the rest of your team. This would make CMs make some hard choices about what to stack with CM:
1. Pick up some doctor to heal your poison/disease, which would mean 0 or almost 0 defenses.
2. Pick up a combat profession and suffer the same triple incap that is inflicted on those you throw at.
a. If a ranged profession is picked up pistoleer is the only one that provides any worth while CQ defenses.
b. Pick up melee and you either have to drop master CM or you can't master your chosen melee profession.
Currently, all hardcore PvP combat medics already have to make that choice. 
I heard a rumor that triple incapping no longer happens in the game. I only glanced at it in passing, and it could just be a rumor. Do you know if it still exists?
BigOlJim
Mon Jun 14, 2004 1:08 pm
#12
Here is my proposal to make CM fair. Divide up theeffect ofarea poisons/diseases. This could be done 2 ways:
BigOlJim
Mon Jun 14, 2004 1:16 pm
#13
damn it sorry...
Here is my proposal to make CM fair. Divide up theeffect ofarea poisons/diseases. This could be done 2 ways:
1. Divide up the potency of the poison/disease. So if a CM throws and area into agroup of 10 ppl
instead of doing 500 (or whatever) per tic, the poison/disease will only do 500/10 ppl = 50 per tic.
This will force the CM to either use areas when there are groups of 2 or 3, or use single target poisons/diseases.
This way in PvP doctor will actually have a chance to heal thepoisons as fast as (or close to) the CM can throw them.
2. The othe option is to divide the duration between targets hit. This would still result in a strong hit to everyone, but may only tic once or twice.
Just an idea i had, yes i'm sure there are flaws in it. But to me i believe the first would do the trick.
2. The othe option is to divide the duration between targets hit. This would still result in a strong hit to everyone, but may only tic once or twice.
Just an idea i had, yes i'm sure there are flaws in it. But to me i believe the first would do the trick.
Page 1 of 2