Combat Medic Archive

Thread: What is the main problem you have with the +1 change

Syzygy-Gorath
Mon Nov 03, 2003 10:38 am
#196

To those of you that have suggested armor as a countermeasure for BHs, commandos, et cetera. Thank you ever so much for your concern, but I have a question. Which dev would I have to sleep with to get it so armorsmiths can make armor in Wookiee sizes? 'Cause right now my best option is an expensive, fragile, mostly-useless PSG3, and while I intend to buy one tonight it's certainly not going to keep that LLC from taking me down in under 15 seconds.


(Side note: did you know that you can't even get anti-bleed clothing on anything but a standard shoulder pad for a Wookiee? Not only are they ugly, that means you can't even possibly reach the +25 cap, which is absurd.)




œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
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Austrian
Mon Nov 03, 2003 10:59 am
#197

Besides you can spam poisons, heals and you can even spam /stateheal dizzy through when you're perma KDed.



Austrian Avenger

Master Combat Medic, Master Doctor
411 uR w0und5 4r3 b3l0ng t0 u5 !
Jacore
Mon Nov 03, 2003 11:18 am
#198

nhillism,


Yes i think we are indeed finding more common ground.


As a MD/MCM allI had availabe to me was marksman pistol ranks. No elite ranks at all. With it I have soloed FS critters in dant, and DJM using health poisons and a scout pistol...and at times a cowardly gurreck. The notion that we cannot do well in PvE is true at mid levels where we have to surrender other skills to progress. At very high levels, given that no critters (even most likely the coming PC jedi) have resistance to pioson/disease but have like 80/90% resistance to all conventional damage...we shine. Few other classes can solo what an MCM can...using only marksman skills and a bit of patience. While TKMs can kill a jedi faster, I would argue that MCMs are the most efficient at killing them while providing little risk to themselves (neither of us should but that's a compeltely diffferent story..intimidating a jedi is moronic in concept).


In PvP, I agree that looking at combo skills is tougher, and in a sense is opening Pandora's box. While box is more complicated in a skill-system they are open to players and within their optimizations. A discussion that purely relegates us to what a single class can do brings a balance discussion to trivia.


There was some time ago...like 2 months ago a foundations post by Holocron where htey discussed a few bulletted goals that they live by. One of them was a red con should kill you solo 95% of the time...and they admitted that wasn't happening for a few reasons...but that it was and will always remain their balance objective. One reason it was off was because the con system is still fubar. We get no credit for poisons or healing ability and as such we can kill red cons solo....that shoudlnt' be red cons. That has yet to be fixed.


My point comes with the second of the main reasons, and that was because the devs themselvse didn't pay enough attention to dabbling. There was a post in that large thread so far back by a used named Oracle_Centuria. I have remember it ever since. This talked about being able to solo anything, and basically laid out his dabbler skill template and showed how he was master of nothing and yet master of the game because he took a bit from ehre and there and vastly eclipsed the power the devs thought characters can have.


From that thread and that time came timers on KD and several other changes. I'm rather appalled that the devs never had that mindset from the beginning, but neither they nor we should forget the value of that lesson.


Even an MD/MCM has the remaining skillpoints for marksman ranks and can get that last point of damage. To try to fill the deficiencies of any profession within that profession leads us down the road to a recent requests by a Bounty Hunter in this forum who believed that BHs needed healing skills to self-heal wtih stimBs for the sake of PvE marks...which was obviously flawed.



Jacore

Austrian
Mon Nov 03, 2003 11:23 am
#199

sigh no edit button...

Yes, I fought a Master TKA/Doc. we even started the duel at 10m range. He would perma KD me, I'd either heal myself or just heal dizzy, stand up and would dodge thru some pillars.

Perma KD isnt the end of a duel, at least not for a MCM/doc/tka.

I use FoW everytime I incap. Most of the times it drains all my bars and leaves me lying on the floor. And yes, I am running around with 2.5k+ mind when PvPing.

You can trust me, I use all the resources available to me (which includes dizzy packs, buffpacks, food, powerboost, drugs, 70+m poisons) and I rarely loose a 1 vs 1 fight (I loose when having a downer or confronted with a new strategy, till I figure out a counter strat). Specially against the TKA/Doc combo that is so feared. I fear a dabbler BH/commando combo more. Or a Rifleman with a jawa ion rifle (gotta get me a stun resitant helmet and hotkey equip it I guess).

Thing is that most people are satisfied when they got you locked in KD/Dizzy and think you're done. The truly skilled players are using /warcry on a KDed player and finishing him off. The truly skilled players are the rifleman out there shooting with stun dmg on comp armor. But besides a really skilled TKA (not the one relying on FoW to bring him back, but the one that has Master Brawler, or Panic Shot from smuggler) I dont see any class coming even close to beating me when prepared properly. Can any other class say that about CMs?

Well, I am going off topic completely, so I will stop here. However, to come back to the points addressed.. FoW will not let you come back in a state in which you can actually win. Period. If you loose against someone that used FoW successfully you should rework your strat. It is possible to spam another poison thru when you're KDed. One tick and the TKA is down again. A TKA cant meditate the poison away when you're just letting your auto attack run on him. Even out of range he cant go into /peace to meditate. Those are the reasons why you wont loose to a TKA, if you made the mistake of letting him come close.



Austrian Avenger

Master Combat Medic, Master Doctor
411 uR w0und5 4r3 b3l0ng t0 u5 !
Jacore
Mon Nov 03, 2003 11:30 am
#200

Austrian you're quite right that a 90m poison doesn't have to be.


I use 80m+ to throw singles on docs at the back of a party...he's busy curing while the others chase me and i throw an aoe on them which often drops them before the doc catches up. Works often enough when it does it's me and the doc or the doc with many fewer friends.


The key, I believe, to CMs battling in a city is to have several different tactics. I see so many younger CMs using nothing but AOE suicide vests, and there's so much more available to our class.


But I never even finished the 88m one...soon as i had it to schematic/prototype stage i destroyed it. I was merely trying to answer antoher poster in the forum who claimed that you couldnt' even get close. I am quite happy with the 72, 76 and 86 variants I keep.


100% of the time I will choose a lesser pioson that allows me to keep my defensive/escape position than heading into get a stronger one gone and turning tail to run.


Jacore

Sleksheea
Mon Nov 03, 2003 12:41 pm
#201

Wow! I just made a poisons that will go 180 meters! Really! I'm more uber than Jacore now! OH, ytou want screen shots to proove it? And I can't photoshop them? Awe.... well, nevermind I was just kidding...



I TOLD them they should have made our spherical space station out of the same magnetically shielded walls as the garbage compactor! -Sleksheea
Jacore
Mon Nov 03, 2003 12:44 pm
#202

Sleksheea,


Maybe this will be sufficient proof for you...it was for the rest of the community when i posted it originally.


Take 1 pot out of ease of use and put it into range, and you have 88m. I did swap the non-ferrous in the 88m variety but that's the only change.


http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=10435&highlight=icbm#M10435


Jacore


nhilism
Mon Nov 03, 2003 12:45 pm
#203

>>Actually you dont even have to KD to keep people locked in the dizzy/KD lock. Just posture change is enough(when dizzied).


Actually I don't think suppression/dizzy in duels. I tried it recently with a friend two times. Let me know if you have found something different.

>>And FoW again brings you up with 1 pt in HAM. You cant lie in bait and rely on an arguably 75% chance of getting up with 1pt HAM and call this an unfair strat. Its simply not working. You wont be able to use any specials.


No, you get up with more then that I'm positive.A Master TK/commando with flame 1 has enough to even do a flame special.


Also, ifa MTK gets a kd2 ona CM (no defense mods)(and they will if you are in a building), you will not get up before they kill you. You must be comparing a non MTK with a CM with defense mods from another build.


And yes a brawler cando a warcry on you while you are kd, but a dizzy will be more then enough for the 4-5 seconds it takes to kill a KDed CM.


BenderTheGreat
Mon Nov 03, 2003 12:52 pm
#204

Sleksheea, I am on the side against this change.


Having said that, yes 80m is not only possible but a reality.


If you want a demonstration, let me know and we'll meet up on Eclipse. No screenshot necessary on this one since it's easily provable by doing it


Before today, I thought that a hard cap on poison range would be a good idea. Having given it a little more thought I'm not so certain. Basically because I can't really say (nor can anyone) that the Devs don't INTEND for us to have poison with that kind of range. Until a red name chimes in and lets us know the ony thing we can do is live with long-range poison or complain about it, depending on the players perspective.


DEVS!!! GIVE US THE COMBAT MEDIC VISION (tm)!!!!!


It would solve so many problems if we just *knew* what we are supposed to be.




::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Ailix Fry - assassin/doc/jedi
"What you must know is how man reacts.
Weapons change, but man who uses them changes not at all.
To win battles you do not beat weapons - You beat the soul of the enemy."

::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Heltain
Mon Nov 03, 2003 11:54 pm
#205

So let's recap this thread. We have a few very dedicated and good PvP players here that argue that our class is too powerful when played right (like lots of time to play, unlimited fantasy money funds, good ressource spawns etc.) so you agree not only with this nerf, but with comeing.

At the same time you have about 80% (this number is of course an educated guess) that are casual players who won't ever have the ressources to do anything like you guys. It's not easy to get a 80% resist composite or the best ressources in quantities.

How about we make the tree a little more casual player friendly, get a reduction in needed specific ressources, before we foul up the game and class for lots of players, because some here think that the world resolves about their skills and power ?
So some PvP players whine, ffs let them this time.
Everytime the Devs did some balancing stunt on PvP it affected PvE the same way regardless if that was a good idea or a bad idea. This time again not only dedicated PvPers or dabblers therein will get affected but also casualdude1 in PvE.

It's really nice that Jacore and Austrian can do those high range/potency/effectiness poisons, i can too after a few month of ressource gathering, most however canT' do them now and won't be able to do them in the future.
Kavedawg
Tue Nov 04, 2003 12:33 am
#206

just an FYI since you all have been talking about the long range poisons in this thread, even with the crafting changes on TC I was able to make a poison I can toss 67m without experimentation into charges / range. This poison was made with all three advanced components, and the components were made with some mid quality resources. If you have HQ resources tucked away for the advanced components, heaven help anyone that is caught in the corner of your radar. I did post to the dev about this but I have no idea how they will go about handling the range factor.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Austrian
Tue Nov 04, 2003 1:58 am
#207

You can spam heals with /stand between the falling down. Just takes 2s longer than normal healing.


The suprression down will not make you fall, but as soon as you stand UP, you will remain on the floor.

I am not talking about surviving the dizzy to stand up, I am talking about being able to poison, heal and heal state WHILE dizzy/KDed. My poison takes less than 30s to finish off a TKA that closed in those 70m on me...

The thing about warcry II is that it delays your next action for 10s. This means you cant spam heals thru or poisons or healstates. Same for panic shot. Someone with warcry or panic shot on them cant even stand up or do ANY action in his combat queue.

Besides 4-5s? Are you kidding me? Is the KDed CM holding a rifle or something? Fully buffed, in decent composite, a MTK takes about 20s before I am close to dieing. In that time I have removed dizzy, poisoned him and healed the dmg he did away. unless he did mind dmg of course. But with 3.2k mind he'll have to hit darn long.



Austrian Avenger

Master Combat Medic, Master Doctor
411 uR w0und5 4r3 b3l0ng t0 u5 !
Austrian
Tue Nov 04, 2003 2:39 am
#208

Heltain I dont agree with this nerf. It is wrong, for reasons that have been stated several times (not adressing the issues, bandaid fix, etc).

I agree however that we need a tune down (25% less poison dmg in PvP, 75% more dmg in PvE;poison off after 2nd incap). This current nerf will just get us nerfed even more once AE diseases start to kick in.



Austrian Avenger

Master Combat Medic, Master Doctor
411 uR w0und5 4r3 b3l0ng t0 u5 !
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