Combat Medic Archive
Thread: What is the main problem you have with the +1 change
Thanks both =)
Sorry if in any of these threads I seem to be starting to get snippy. I'm really exhausted from having to try and explain some things repeatedly, lol.
For all I know the change will be great, though I don't believe it. But I hate to see it happen because non-cm's have decided that their idea of what we should be is the correct *Devs Vision*
LOL! Yes, nice argument Bender. That read alot like the posts I see on the BH forum. Oh, how I would love it if they decided to drop the Master Scout requirement from BH, but then you would see no end to dabblers. The same is true of CM's. It seems noone is listening in either case. BH's pretty much suck compared to alot of other professions or pvp templates, especially once all of these defense increases go live, even though the purpose of being a BH is to track people down and kill them. Most professions wouldn't be particularly worried as things stand now if a bounty were put on them. I don't even think BH's should be involved in the GCW anyway. (One of the many reasons I don't PvP anymore) They should go to the highest bidder.
I would like to point out however that while a BH can deal damage, sure. A CM can toss in a few area effect poisons and them commence to heal everyone in the group. Ouch! In a large group encounter, one CM is easily worth 3 BH's, or Commandos for that matter. The one on one encounter is where your weakness should be. Everyone has to have one I suppose. Oh, except for the pistoleer/smuggler/tka, hehe.
I'm just a little worried that when BH's finally get player bounties, they will be a waste of time, because we won't be able to kill anyone. Everyone's defenses are too high, we have none. Most combatants have a one-shot kill, we have lightning single 2, within 16m anyway with a 2.5xmelee damage modifier when equiped. So, we're already in melee range=dead unless we get the first shot off and target isn't wearing good composite.
Well, I don't want to turn this into a rant for my profession. Suffice it to say, I understand your concerns, but your profession already rules the group encounter in PvP, as it probably should. I think it will continue to do so. I just pray theylay off thenerf bat while making everyone else stronger. Why not just fix what's wrong for a change instead of deminishing what is making the game fun for most. Really DEVs, this is getting rediculous.
If you say you use your resources, I am pretty sure, you wont come here complaining about Commandos.
Actually Austrian, that post was directed at Eriki. The point of it was to demonstrate that all other combat classes can dish out more damage in a much smaller time frame.
And for the record, I complain about NO other classes
If I can't beat someone, I can't beat someone. Not because their class is so much better than mine, but because they were a better player/fighter *that* time.
I am completely against the entire concept of nerfs no matter the class or situation. I believe in fixes and buffs for profs that are weaker than they should be or broken. As a rebel I have not once ever complained about AT-ST's and find it sad that they are being nerfed. I will stand shoulder to shoulder with any player regardless of class in defense of whatever skill/ability/pet or whatever they are trying to protect. I will, to the day I am no longer able or desirous of playing pc games, NEVER complain, cry or whine about the fact that any other player can do something that I can't. I will attempt to discover tactics that will give me a better chance to defeat my opponents. If there are no such tactics then I will bow to the greater ability/power of my opponent ![]()
My problem is the incredible lack of thought that went into this fix. Come on throw a band aid on it quick, the artery has been cut!
There are other ways this could be fixed. The loot problem should just be fixed. How hard is it to keep track of the damage that was caused to a target?
On the griefing part, maybe there should be a stat for Effectiveness, Charges, Ease of Use and Duration. If you want to have the duration of your poison last longer, then expirement it up, at the cost of the others. This is a choice we make already.
Yeah that fix is harder to do than just putting a 1 point limit on poison. Just stick a band aid on it and try and keep the subscribers that are left.
Kavedawg I think you are doing a fine job, but that suggestion was really a sad one in my opinion.
BenderTheGreat wrote:I have a question for those of you who think it's aok super duper #1 fix (ok, being a little facetious there, but I hate this change, lol):
Right now, before this change, do you use disease?
I don't think I fall into the aok super duper opinion, but to answer your question, I don't use disease in pvp much because my opponents quickly dispatch me and my teammates, then duel each other (or their reserve member who I couldn't infect) and deathblow to "cure" the disease.
As I see it, disease is our number one weapon. Especially now that they seem to have stealthed in a change where disease does damage in addition to wounds. so if a targets health is 600 out of 800 and a disease ticks for 50 (crummy diseas
As I see it, disease is our most potent weapon (in pvp). it does the most lasting damage, and is the hardest to legitimately cure. Something has to be done about this duel to "cure" issue.
Austrian wrote:
God, if I see another post complaining about a commando one shotting them, I think my head will explode.
All this whining about one shots from commandos is just stupid. GET SOME BUFFS AND COMPOSITE ARMOR!
I guarantee you, you'll never be one shot again. And you'll eventually outlive the commando with a mind poison ticking on him.
Learn your enemy. The only time you STAND still vs a commando is when you apply your person (which should happen at 65+m). Then you always keep moving and poof, he wont be able to hit you that often and you can heal away the dmg he does easily.
/rant off
Sure, thats a way to survive a commandos flamethrower, but it doesn't fix the balance issue of a single weapon for a single profession being orders of magnatude more powerful than any other without having any real limitations on it. It has penalties to hit at long range, but 64m for a flamethrower is an obscene max range. It needs to be in line with the tangle and sr combat pistols at the very least. The commando has other weapons at their disposal for long range anyway.
And you justify a 70m+ range poison how?
My post wasnt directed at you bender, but at bcasey.
Now back to the real topic.
The problem I personally have with this 1+ change is based on the following arguments(Most of them have been stated):
-This is no fix. This nerf (and it is a nerf) doesnt fix the capability of a CM going raid busting. Just need a rifleman with Strafe Shot 2 to finish the poor sobs off.
-This patch will have a follow up nerf for CMs. Why? Because with AE diseases coming in, we will be able to AE Poison, then AE Disease. And then people will wish they'd get incapped. As it is, a Doc cant keep up with an AE Poison when it comes down to curing it. With the Spamming of AE disease and AE poison he will need TWICE his mind to help people.
-This patch doesnt address the real issues most intelligent (people that discuss instead of whining) people have with CMs. Its a superior range, the high potency and the HUGE Area effect. Again this patch, isnce its not addressing any issues, will just have another nerf follow up, which will leave us with this stupiud 1+ tick AND all other issues nerfed.
My suggestions of a CM fix:
-Reduce poison dmg by 25% in pvP and increase Poison dmg by 75% in PvE
-Have poison wear off after the 2nd incap.
-Cap range and potency at 32 and 100 and put the points your poison is above those stats w/o experimantation into effectivness.
-Give Doctors some kind of PBAE heal poison that drains like 50% of their mind bar and leaves them with wounds and BFs.