Combat Medic Archive
Thread: Some Q and A on upcomming changes
How do you balance AOE poison/disease without this?
They are called Commandos and Creature Handlers, with a Master Doctor
How do you justifyincap given that our range is beyond any other profession?
Sorry but wrong, CH has the greatest range. BTW, how are you getting ranged to go so far? I have to be less than 40m from them to throw singles, and even closer to throw aoe items.
How do you justifyincap given our accuracy is craftable to 100% and unmodified by stance (gated in some cases), movement, range or opponents armor (only moderatly by loot attachments)?
Again, how? I make items with 100% rate to stick, and yet only about 40% of them stick.
I have only been MCM for about a week now. I dont see how you guys say you have been MCM since day one, now that is some hardcore gaming. If I missing something on the items please inform me.
Also Kave, and Zarlor are doing what they think is best to for the game, PERIOD. Although I do not support the +1 HAM thing, at least they are doing something. Keep up the good work, maybe some other solution will present itself amongst all this mess.
asmith - Scylla
Master Combat Medic.... that's it, all I do.
Pahdbacca wrote:
My understanding is that mindheal works like /tendwound...uses no components and gives the user mind wounds...Not something to be spammed but used in emergencies. As of right now only CMs have it on test center? Don't know about when (If) it hits live. It is discussed a litle more in some of the other threads in this forum.
the healmindshould hit live at the same time as cities and mounts, and the same goes for
- the ARC
- changed component resource attributes
- AOE disease C fix
- CM components moved to the CM tree
- CM effectivness boosted to 100
- some other good things i can't pull from the top of my head
- and the +1 cap unless I hear something back from the dev
Kavedawg wrote:
the healmindshould hit live at the same time as cities and mounts, and the same goes for
- the ARC
- changed component resource attributes
- AOE disease C fix
- CM components moved to the CM tree
- CM effectivness boosted to 100
- some other good things i can't pull from the top of my head
- and the +1 cap unless I hear something back from the dev
Kavedawg,
Again, could you make sure that the extra +10 effectiveness belongs to the Master Combat Medic skill box? I've already made my point across regarding to the reason, and I'm sure everyone agrees with me since 95% of CM here are either Master Combat Medics or will Master Combat Medic profession.
We should richly reward those who masters their profession.
Um, maybe don't fight people next to their private houses?
jexra wrote:
If you make the 1HP poisen change how the heck are we supposed to kill the folks running into houses? I think you need to give us a way to get past those house forcefields in PVP. folks that take pot shots from privite houses are the lamest of the lame.
CM's where the only ones able to get these buggers. They pop out and you get lucky dropping a poisen on them.
DeQuosaek wrote:Um, maybe don't fight people next to their private houses?
jexra wrote:If you make the 1HP poisen change how the heck are we supposed to kill the folks running into houses? I think you need to give us a way to get past those house forcefields in PVP. folks that take pot shots from privite houses are the lamest of the lame.
CM's where the only ones able to get these buggers. They pop out and you get lucky dropping a poisen on them.
Thats fine from an offensive perspective, but what happens when someone plops a private house near your PA hall/HQ/whatever and puts the CM on a defensive measure.
Gallion wrote:
DeQuosaek wrote:
Um, maybe don't fight people next to their private houses?
jexra wrote:
If you make the 1HP poisen change how the heck are we supposed to kill the folks running into houses? I think you need to give us a way to get past those house forcefields in PVP. folks that take pot shots from privite houses are the lamest of the lame.
CM's where the only ones able to get these buggers. They pop out and you get lucky dropping a poisen on them.
Thats fine from an offensive perspective, but what happens when someone plops a private house near your PA hall/HQ/whatever and puts the CM on a defensive measure.
I have read a post on the TC board that they are working on some code to prevent the squatters from using a house for cover. I have not witnessed this code in action myself and will try to determine if it is a solid report. the code will prevent anyone in combat, or who has been in combat recently from entering a house or structure from what I read in the post
The way I always thought of it is this. A Master Combat Medic has the worst chance one on one against any master of any other combat class. So shouldn't a master combat medic do the most damage to a groupsince we do the least one on one damage.With just mater combat medic one on one you couldnteven hold up against amidlevel of mostcombat classes. As for the +1 thing it it would be allot more fair if the other dot's would stop at +1 also. I dont think it should be implemented at all unless its for every dot.
Frankie-A Nostromo (Master Combat Medic) NaritusServer
Kavedawg wrote:
Gallion wrote:
DeQuosaek wrote:
Um, maybe don't fight people next to their private houses?
jexra wrote:
If you make the 1HP poisen change how the heck are we supposed to kill the folks running into houses? I think you need to give us a way to get past those house forcefields in PVP. folks that take pot shots from privite houses are the lamest of the lame.
CM's where the only ones able to get these buggers. They pop out and you get lucky dropping a poisen on them.
Thats fine from an offensive perspective, but what happens when someone plops a private house near your PA hall/HQ/whatever and puts the CM on a defensive measure.
I have read a post on the TC board that they are working on some code to prevent the squatters from using a house for cover. I have not witnessed this code in action myself and will try to determine if it is a solid report. the code will prevent anyone in combat, or who has been in combat recently from entering a house or structure from what I read in the post
Ugh... the squeaky wheelgets the grease again... with horrible results. Now, you cannot enter ANY building within a certain time limit after fighting ANYTHING. This makes certain missions impossible. I don't know if this is just on TC or if it's live too.
I understand that something needed to be done, but I don't know if the pressure from the boards was just too great or what, but these things need to take more time and people need to understand that.