Combat Medic Archive

Thread: Combat Medic Issues List: Final

Vaboz
Tue Apr 06, 2004 2:48 pm
#14

Very good ideas here! Making poison or disease incap would be a great idea!
KakaroMonkey
Wed Apr 07, 2004 10:20 pm
#15

Heh not suprising that nobody raises an issue about effectiveness and that CMs hit every poison and disease with +125 effectiveness while defense caps at +25. Yes this is a cry for nerf because all PVP now is a CM war. And defintely apply the PVP reduction to poisons and diseases. Getting 800 mind poison ticks is ridiculous.




Ekeido...
Jeedai Knight
(insert witty comment here)
Heltain
Thu Apr 08, 2004 2:33 am
#16

Texxi i like the list.

Dear Mr. Monkeysomething a piece of advice for free. When underinformed about an issue stay silent then people won't notice it as quickly. Note also that this is a constructive thread for CMs to discuss and not another whine and cry about CM thread.
Riflemen and TKAs are missing a few whiners of theirs due to easter holidays perhaps you can apply for a position there.

Message Edited by Heltain on 04-08-2004 02:36 AM

ShortStuff
Thu Apr 08, 2004 10:38 am
#17

Disclaimer: Everything below is an opinion and you are more than entitled to dissagree.

I was reading through your top issues and I just had my own two cents to speak. Coming from someone who is not a CM, making poisons incap would definately *not* make me a happy camper. Right now your range is so out of whack (yes, I know this is on your issue list too) that it's not even funny. Essentually you are able to throw a canister of poison or disease the length of a football field whereas, to be able to shoot you the rest of us would need to be about half way across. So if the range and current damage/wound rate were to stay the same, here's exactly what would happen.

CM lobs off a poison/disease.
Ranged Attacker starts running in to fire.
By the time the Ranged Attacker gets anywhere in range most of his mind bar is gone and now incapped (if you make them incap).
Rifleman DBs from 64m out.
Ranged Attacker never even was able to get a shot off.

Of course, thats not too much different from how it works right now either. The only difference is that instead of the poison/disease incapping it's the Rifleman incapping. It can be really disheartening when all CMs have the arm of a superstar football player, and all diseases are some uber form of ebola that kills within 5 minutes.

I do know you are trying to get the range fixed, and yes that will even the playing field quite a bit. Aside from that though, I'd really suggest taking a look at the rate at which poisons/diseases give *WOUNDS* and not just damage. No doctor/cm I know can keep up healing at the rate that the wounds are created and so essentially once you get poisoned/diseased the fight is over.

As an example, we came to the rescue of a base that was being taken over. There were quite a few of us trying to stop the count down sequence but we were still failing miserably. Then along comes our one unbuffed, unarmored CM. He manages to make it into the base, lob a disease or two and immediately the tide has turned. Within 2 minutes of our unbuffed, unarmored CM running in there we had exterminated everybody who was trying to take over the base and won it back for one more day.

I know you don't want to hear another person crying "Nerf the CMs" but I really do think that you should *really* be looking at just what kind of damage you can do in what little amount of time. It is just very disheartening knowing that in PvP a single unarmored and unbuffed CM can kill an army within seconds.




Ade Bre'Nel - TKDS
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JLF
Thu Apr 08, 2004 4:27 pm
#18

I'm not a CM anymore, but I think those top issues are great. I really liked the weapon dot thing... that would be pretty cool if that was implemented



* Goodbye. *
:shifty:


Silverion
Thu Apr 08, 2004 9:07 pm
#19


I am not trolling or screaming nerf either, and I agree with ShortStuff, what he says has alot of merit.


Most of these issues seem fair enough, but I have serious issues with #4 and #8.


#4 I think is lunacy, sorry I cant think of another word to describe it. Bringing this back would be nuts and would turn the already whacked PvP scene into sheer chaos, assuming PvP survived it.


Disease already incaps people for you long after you have been sent to the cloners, yes it takes a while but it is still very effective and a griefers delight in its current form, making poison with its fairly extreme damage do the same would be just nuts. And you would be handing the 4/0/0/4 dabblers even more power than they already have.


#8 I think would just create an even bigger burden on us doctors who cant cure fast enough as is to deal with a CM's area headshot of doom that doesnt miss.


Combine both of these and I think we just made PvP very not fun.




Marshall Hawkins
~ Dark Knights ~

vortexala
Thu Apr 08, 2004 9:40 pm
#20






Silverion wrote:


#4 I think is lunacy, sorry I cant think of another word to describe it. Bringing this back would be nuts and would turn the already whacked PvP scene into sheer chaos, assuming PvP survived it.


Not All CMs want it back. But there have been enough to warrant placing it as an issue.


#8 I think would just create an even bigger burden on us doctors who cant cure fast enough as is to deal with a CM's area headshot of doom that doesnt miss.


Not sure how it would overburden a doctor. It's the same damage output, simply smaller ammounts and quicker intervals.








~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Morganite
Fri Apr 09, 2004 1:05 am
#21

I have to take umbrage to #15..



Think of the AoE to be like the smell of paint. (some industrial paints actually do poison you if you do not wear a mask while applying them) You know how when you paint the first floor bathroom, you can smell it upstairs without great ventalation. I agree with the LOS if we are talking about small rocks and dead tree's that come up to our knee's, but not in reguards to the cries of "I was behind a wall, or hiding inside with 30 other people".




I would still love to see the Area cures being ranged cures, maybe a doc's cure pack, and our area stim a, lower the useor something so a master medic could use it. That would give a great reason to master medic only for pvp, and be a tool any member of the medical profession could use to help negate our damage, and have the nerf-criers go somewhere else.





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