Combat Medic Archive
Thread: What is the main problem you have with the +1 change
Kave,
Agreed, my initial assembly is 68m on live with HQ resources under the told rules.
I would imagine that good spawns of the newly adjusted gas on TC woudl put initial assemblies into the mid to high 70s, making 100m+ poisons possible. That's just going to be ugly.
In tha toriginal post awhile back i think I did find a cap on experimentation for the ALS. I think they're going to need to revisit it as well as a cap on initial assembly.
They need to find a way to make changes not 'regressive' by making the avg CM have a 30m range. However, they do need to place assembly/exp caps in that limit the long end and funnel those points elsewhere.
At the same time Kave, I'd be very cautious about duration under the new rules. This is not only for higher DR reactive gas but also for the change in rule specs as well as the viability of ARC.
Jacore
I got a question for all of ya:
LOS, when it comes live, how will that effect us. If I am standing over a hill will I still be able to throw my grenade like poison/heals over that heal or am I gonna have to get up close and personal to use them?
I am all for the LOS but I think these issues need to be addressed first. I understand building corners may still cause a problem, but a hill..am I not going to be able to target and throw a poison over a hill.
all im saying is realism come on if your poisoned, its not gonna wear off right before you die. and this is pathetic, the only reason it was nerfed in the first place is becuase the cry baby bounty hunters and commandos could actually die.
"awwww he actually killed me NERFFFF HIMMMMM!!!!"
the was it was before the nerf WAS balanced. a poison SHOULD be able to take someone out. ESPEICALY if a docter can heal them. i could see if doctors couldnt get rid of the poison then MAYBE it should be nerf. but a doctor can get rid of the poison. so it should be able to take them out.
people can bleed and get incaped. so why shouldnt people be able to get poisoned till incap. the onyl reason you dont hear any of them crying about that is beacause its not hard to get bleed shot.
they need to change it back to how it was.
This reminds me of the guy in the movie "Mystery Men" whose shtick was that every weapon he built was "non-lethal".
This patch gives us Poisons-That-Don't-Kill. Combat Medics will now be the wielders of non-lethal weapons.
Biggest probelm will be this:
I poison Target A... Target A uses burst run to get away... I use burst run to catch him. I switch to rifle and luckly get to incap and then I DB him. Target B comes along... I posion... he burst runs to get away... I cannot catch him... Target C same thing Target D etc etc... This kills the CM class. It will die if the Devs go with the +1 instead of incap.
The complaints I keep hearing from my combat medicbrothers is that they will no longer be able to kill anyone in pvp or in pve. The truth of the matter is that you can kill with poisons still. Just not with the mind poisons that were so unbalancing. You can do damage to pools other than mind folks, just use a health or action poison.
And to those who complain that their CDEF wepon will not do enough damage... why would you use a CDEF when you have decent pistol or other wepon skills? Perhaps the ones who worry are those who went a non combat profession to go along with combat medic, doctor perhaps like me? I can still kill using my pistol skills folks. I just dont see where the issue is coming from. I could care a whit if my poison actually kills what i am shooting or if i have to shoot it once to finish it off takes a whole second to do it.
Does this mean that all bleed shots will stop at +1? Does this mean that flamethrowers will stop at +1? Will the poisons of Voritor Lizards and other creatures also stop at +1? If the issue is the Mind pool, then will all Mind Bleed attacks also stop at +1? If not, then this nerf is going to do more harm than good.
The fact that poisons can actually kill (for the time being) makes the Doctor profession actually necessary in the game. If you take the killing ability of poisons, then the targets can easily disperse and move away to let the poison wear off. Then, some simple stimpack b's can handle the job. Death is still viewed by some as a quick way to head to the city--there goes the rez demand for Doctors. Now, you are taking away the real danger of poisons (which, by the way, is the only real weapon pure CMs have). Why not just get rid of the Doctor profession altogether in one fell swoop?
The Combat Medic profession, asevidenced by some others above, was touted to dole out life (which we do to some extent) with one hand and (here it comes) DEATH with the other. Did you catch that? It said the D-word. If the community and the Devs feel like Mind Pool is not a fair target, then take out all forms of Mind damage. I would be content with that. If they feel likethe Mind Pool should be able to be healed in some way during combat? Fine, give CMs (or Doctors, or entertainers, or whoever you please) the ability to make Mind stimpacks. Here is another suggestion, allow Doctors to make Area Poison/Disease Antidotes. That way there is the way to cure the Poison/Disease en masse. This would (1) make the Doctor profession relevant and (2) balance the perceived power of CMs.
Look, bottom line, our weapons are chemical in nature...others have rifles, pistols, carbines, Rancors, Grauls, etc... to do their damage. Chemical warheads is what we wield; they are not easy, cheap, or pretty, but it is the damage medium of our class. Just because our weapon looks different than some of the others, does not make it cease to bea WEAPON. And, a weapon that does not kill...well, it would be useless.
In conclusion, the +1 proposal is not a viable alternative for the community as a whole. The proposed solution would be to have the Doctor profession make Areawide Antidotes to counter the effects of a chemical attack.
Regards,
-=H=-
LoL well i change my mind last night i did a bunch of PvsP as a master BH combat medics are lunch meat and i thought it was a cool part of the game. Now poision can never win a duel ive never been beated by a Combat Medic in a duel and as a former combat medic i know its a loosing profession but it is currently valuable in group play. By my judgement it is the weakest combat profession overall and i think with or without the nerf combat medics will continue to be equally weak but now its going to take away there only weapon which changes the whole game. See my group are so sucessful because we have someone from each profession and we have a doctor at all times i think this will hurt the group element which i enjoy and thats why i play this game. Too be honest at first i was all for this nerf for selfish reasons i think we all want our profession too dominate. But thats what scares me is that with my group so well trained on staying together to get poision heals and area heals from those members other groups as well as mine may spit up and i will loose that eliment of play. If poision wouldnt incap then it might hurt our docs. What i predict will happen is that yes doctors will still survive but they wont get invited too raids as much as they would only be a convienience not a necessity cause u could just buff in the city before u left. I dont know maybee im wrong here does anyone else enjoy group play or have insite to how the change will affect group play that is my main consern. I have been killed by a CM one on one only cuase i was hitting on enterainers but if i see them they are dead yes they may poision me but not before i DB them then i go to my doctor and he heals me i dont know how everything works i just want group play to be sucessful like how i have used it. And i think that CM's are cool because they add variety too the game and i want them to have a real weapon it takes the fun of winning if they are at a disadvantage anyway. My suggestion is this allthough im fine with mind poision its possible the devs could find a alternative such as possibly making it so after u incap the first time it just gives u mind wounds or some draw back i think what pissed me off so much was going incap over and over but now that I feel the CM profession is on the line im marching with you guys to prevent this. So i place my vote rite her rite now not too do this for preserving group sucess as it currently exists.
One of these ideas might help solve the issues people have with the +1 change.
1) Poisons should have low impact damage (5-10) + DOT damage down to +1 HAM, that would allow CM’s to kill with their primary weapon.
2) Modify incapacitation formula to check an additional pulse before standing a player up, allowing for the realization that poison would just knock the person out again, and instead increase the incapacitation timer.
What about combining Ranged Healing Distance and Ranged Healing Speed in one tree, then maybe giving us a Carbine tree or something like that?
I'm not convinced we need it any extra weapon skills. I would probably support some sort of bio-gun (if it wasn't so powerful that we used it all the time), but novice marksman *should* give us adequate punch to finish people off. I mean, we do get certs for 3 weapons other than CDEF and we do get /overchargeshot1. In most cases, that should do enough damage to finish our target, even if we don't hit the right pool (the spillover will do it).
My only remaining concern has to do with what happens when the opponent has their secondary regen stat buffed (so they aren't really at +1 when we shoot, but instead at +10 or +40 even) and they have 80% composite (the new max after the patch) on. Then it might be tough to do the 10 or 20 points of damage with our base skills.
I amok withthe +1 change, but would be *much* happier if the target actually stayed at +1 until the poison wore off rather than regened between ticks.