Combat Medic Archive
Thread: MASSIVE NERF for CM's on TC!!
I can agree with the first and the third. But if the second come on live server, i'll gonna /surrender my CM and gonna try to have my FS slot open...
48m is a pure joke... With my adv schem i have a better range than that without any experimentation...
I've never thrown an advanced poisosn....ive never really done any pvp.....all i've ever really done is beena group healer. Why is my ranged stim being dropped to a max of 48m? Hunting groups is how i made my money..... healing large groups. Yes i may be a crazy stim dispencer....but i was good at what i did and people loved me for it (im also doc 1441). Now they nerf the range of my stims? They should keep it the way it is or drop it to 64m worst case scenario. Like whoscreamed nerf the healing part of CM? Since radio 1 is not on my server i've had a great time watching my stims sail 70+m to save the life of a noob on a hunt. yes i agree 64+m offensives can be unfair depending on the damage ur dealing. Why are they killing the part of CM that everybody loved in a group? I've never heard any1 complain about the range of my heal......so why is this happening. ive never heard a BH cry nerf me because im an uber healer and can hold large groups in pve. Range is what made CM worth it asgroup healer for me.
Im not sure how many of u guys ever acted as a healer for hunts......but this has nothing to do with balance imo. i need this range when huniting kimos or krayts in groups of 8-20 peeps.U should see how people scatter yet every1 has a great time because of me. I hunt many times a day so i do have alot of experience this way. Not every 1 in swg became CM for pvp....i wanted to meet and heal people. I feel like im being robbed of a skill that made methe god of life on hunts. Am i unique in the way i feel? Another 1 of my friends is also a cm/doc ...he's never thrown poisons in pvp and he too loved the fact that we were geat combat MEDICS. Does any1 sympathize? This game has become alot of soloing and small group holo hunting. I brought huge groups and PAs together for good times, something i think is important in an mmorpg. i get nonstop requests to hunt with people because of the HEALing abilities of CM. Alot of debate has gone on about the offensive capability of this profession. ....well i bring to u the question should they nerf ranged stims? Should they nerf the fact that CM can bring large numbers of people together to hunt and enjoy a great game b4 all the holo madness?
I never charged a group for my services...i gota thrill watching sweet lifelaunch from my hands to any1 in need. Not evry1 in this game is an uber hunter ...or a pure combat class. I feel at times thatmy abilities are what keeps many crafters and newbies out on these big hunts. Not every1 knows how to hunt perfectly...and I feel that amonst the chaos i prevent alot of frustration and intimidation for newbies and other players without master combat proffessions. Combat MEDICs bring people out for fun and make hunting less intimidating for others. PLEASE dont nerf my HEALing range!!!!!!!
If any 1 would like to comment pls do. If any 1 agrees pls support me or bump or repost this. I think i have a few good points. pls prevent this part of the nerf going thru.Would theCM profession representative pls bring this to the Devs attention as i fear this will go unheard amongst the cm offensive discussion.
Ro'Lin A'Phili <CoS> Bria - Master Healer of the Hunt
MCM, doc 1441, pistoleer 0031
Just a clarification so folks will understand crrectly. That second part that talks about a 48m cap sounds like the range will be rescaled so that the base range tops out at 48m. In all that means virtually nothing to a Master CM in terms of limiting us to 48m because that should easily allow us, with our skill mods, to throw to the full 64m cap. I.E. it woudl be a 48m cap on the pack, but a 64m cap on the throwing of that pack. Just too keep the two numbers clear, if I'm reading that correctly.
Yeah it's going to be tough going back down to that, but I think most of us saw this one coming a long ways away.
BTW, we are not the only class affected by the stop-motion. Any throwing action is affected by it, such as is used for grenades and traps.
Ok maybe i read the post wrong....base range is 48m.....leave me alone it was 7am when i wrote that![]()
Anyway i still think i should be able to heal further than 64m! I wish i could heal for more than 72m ....my best stim. Ive seen too many good people go down!
Anyway ......no 1's ever complained about the range of my heal.....so why nerf it? Whats wrong with a support HEAL at 72m? At worst im prolonging pvp by staying out of range andONLY healing. I think thats a good thing. DONT nerf the heals! Save us something!
Ro'Lin A'Phili <CoS>
In my opinion it is just another nerf and a serious decrease to combat roleof theCM. The +1 DOT made playing PvP as a CM useless (and decay on death). Poisons and diseases in PvE are usless. I could kill someting faster with a CDEF. Those of you who say lets accept these changes so they dont nerf the damage of our already low damage poisons and diseases you can expect that next. The DEVs favor CHs, melee types, commandos, and BHs. So dont expect any favors. They have already ruinedthe 3 professions I like the best (CM, DE, and carbine).
THe DEVs have in effect made the CM useless in a combat role. The only thing we have left our our area and ranged heals. I'll be quiting Master CM for only the area and ranged heals now. My Fun meter is starting to run empty.
Our correspondent needs to get our poisons and diseases stronger to be on par with damage done by other combatants and most importantly he needs to get the +1 DOT rule removed.
Sorry I haven't posted on this earlier, I was trying to get set up on testcenter last night. This was the first 'discussion' I had involving the Devs when I became a correspondent. I haven't got any permission to post results from that but I think I can say this was amore nicefix from the original 'fix' being discussed.
About the caps......I will test it when I get the chance but his is what it should mean.
The 48m cap on experimentation is the max range values you will see on the meds as they are made. I f you are able to get a hold of 48m rated meds before you are a master CM it means you can throw that med 50m as a novice with no other training, 56m with range1 training and 64m with range 2 training. Enjoy this. There were no masters around to make meds when I was a novice. This cap shouldn't be a problem.
The 64m cap on skill mods means just that. No matter how good the value on the med is, you won't be able to throw it farther than 64m. A master Combat Medic only needs a med with a range value of 32m to be able to throw it 64m.
The range mods that CMs get have not changed on TC. Only these caps mentioned above have been put into place.
Saratoga wrote:
Our correspondent needs to get our poisons and diseases stronger to be on par with damage done by other combatants
Working on this, esp diseases.
and most importantly he needs to get the +1 DOT rule removed.
Working on this also but looks unlikely. Don't hold your breath.
Message Edited by Pahdbacca on 11-27-2003 11:11 AM
Pahdbacca
Thanks for replying. It just seems the DEVs are ruining professions I have an interest in playing and I need to vent. Like everyone else I want to keep playing this game, but the DEVs really have to stop killing the game experience for us non CHs, TKAs, or commandos.
No Problem.
Like Zarlor said in another thread on this forum, the corrent changes on TC, IF, and not when, they go live may open up the possibility for us to do other things. The Devs are very busy right now but are keeping track of the observations you guys give to us to pass on to them. They do listen (they don't always agree), but yes, they do listen.
Saratoga wrote:Pahdbacca
Thanks for replying. It just seems the DEVs are ruining professions I have an interest in playing and I need to vent. Like everyone else I want to keep playing this game, but the DEVs really have to stop killing the game experience for us non CHs, TKAs, or commandos.
I agree with Saratoga... Every profession I take up (I havent done BH/Commando/TKA - yet) seems to wind up being changed for the worse, with little consultation of the players opinions and suggestions.
I can agree about vehicles and droids being made poison resistant. But our range was the strongest thing we had going for us. It gave a profession that did poor damage the ability to keep up with other professions in damage, be a valuable asset to a team, and to let us play solo.
I dont want to be a BH/Commando/TKA/CH. I enjoy playing my CM just like he is now. And if I have to reset his skills then I really dont think I have the patience to go through leveling up another profession again. Its too much of a grind, it seems far too much like work, and its just plain boring and un-fun.
On a side note Ill add some suggestions of my own for the devs:
1) Combat medicine use is a bit skewed on some things we can make. Schematics we get at crafting 4 need to either have their medical use requirement lowered, or the schematics need to be moved to Master Combat Medic.
2) Resources - why, oh why, cant we get a good supply of high quality resources on all servers? Kettemoore has always had most of the resources for advanced components, but only low quality. Some servers never get some of the advanced component resources at all. Some others have high quality resources of all kinds. This needs to be balanced.
3) Fix resistance on low level mobs when being hit with poisons. I can poison Krayts, but I cant poison Kreetles? Not a major thing really, but its kind of annoying for beginner CMs.
4) CMs could use some defensive skills.
5) Mind Heal is a very bad execution of a very good idea. Why not have it lower one of our other pools and not wound us? Or even better give us a mind pool stim schematic at Master CM.
The above are just my opinions and suggestions.