Combat Medic Archive
Thread: Why you are hated (from a non-CM)
1300 damage from 100m... *laughs* thats just to much. Just like me claiming I can hit someone for 3k damage with a t21 (non exceptional
Now I write something serios in response: Do you really think you can beat a master of a ranged profession with a melee profesion from 100m out???????????? You never heard of the invention kiting huh? You couldn't even beat a novice Pistoleer (without CM!!) in the scenario you decribed! Not ever!
Now if the battle were to start at 20m's its a whole new story.
All numbers aside, the thing -I- have a gripe with is the triple-incap bug and the lack of answer to the area poison. If you're in a group that has, say, five combatants, you pretty much need three doctors along to keep the poison at bay, unless the combatants can take manage to take out the CM first and fast. And the triple incap... I know lots of people say, "I try not to do that," but you have to admit that for every one honorable player there's five that'll use every trick they can as long as it's not "illegal" and one of those five still will even if it IS against the rules.
Dying in PvP is a joke. It costs you nothing but FP, which is easy enough to grind. Unless a CM hits you with poison/disease and you don't have a doctor to cure it. Yes, it's a bug. But it's currently being used to grief people. Everyone agrees on that, right? That's the biggest point of the first post (I know, I was listening to him on guildchat.) Sure, CMs can do scads of damage, but the real thing is that they can KILL you, cause your items to decay (the only way this can happen in PvP) and there's basically nothing you can do to defend against it UNLESS (and possibly EVEN IF) you're a master doc.
Rifleman's first shot, I realize someone's shooting. Second shot, I realize someone's shooting at my party. Third shot I realize I'm the one being shot. And by that point I've hit the ground and been db-macro'd.
At least when a master rifleman kills me in three shots and I'm dead on the ground before I even know what happened, my items don't decay. With triple-incap disease/poison death, not only do your items decay, but you have to sit there and WATCH and WAIT for it. It's maddening to be griefed - it's infuriating to have to sit there and wait for it knowing full well that it's coming.
That is a totally different problem though, if you are killed by a commando flame DoT the same thing is going to happen to you, why then would you hate a CM for this? It is not our fault, and many of us are using the tools that are available to us.
This cannot be ruled illegal either. Sorry, but it is not my problem that you do not have a doctor with you to cure your poison or disease before you get incapped. Disease is so slow acting that it should not be any sort of problem to get healed. Another thing, if your mind is buffed with brandy, you will never be incapped unless your buff resides.
In my opinion this is only a marginal problem, there are effective counters against it, use them.
Why should CM's and Commandos be able to cause degredation but never feel it themselves? THAT -is- wrong.
I don't mind it the degredation, honestly. I'd rather have my items need replacing now and then than have to 'corpse run' half way across Dathomir naked. I just wish they'd fix it so that everyone's on an equal footing. Anything beyond that is a separate discussion in my mind.
GlenSharkio wrote:
I tried this ...
MCM/MRM vs Doc/Fencer
100m Poison single throw ... hits fencer
Fencer and MCM/MRM closes gap with burstrun
Fencer realises he has been hit
MRM StrafeShot2
Fencer gets dizzy
/curepoison
/curestate
Combat queue lag
Poison ticks (-1300mind, 100 left)
Poison cure failed due to insufficient mind remaining
CureState failed due to insufficient mind remaining
MRM macro/headshot3 /pause 1/SniperShot
Then with Mind Buff by Dancer and Musician and with canape and brandy and Muon...
100m Poison single throw ... hits fencer
Fencer and MCM/MRM closes gap with burstrun
Fencer realises he has been hit
MRM StrafeShot2
Fencer gets dizzy
/curepoison
/curestate
Combat queue lag
Poison ticks (-1300mind, 2000 left)
Poison cure works
MRM/MCM Posturedown attack (supression)
Fencer loses burstrun and falls over dizzy
CureState cannot work when knockdown
MRM/MCM headshot3 (1400 mind left)
Fencer cures dizzy
/stand
MRM/MCM headshot3 (650 mind left)
MRM/MCM headshot3 (70 mind left)
Fencer moves closer to CM, but 50m distance still
MRM/MCM headshot3 (No mind left)
MRM/MCM /snipershot
Heh, sorry you can not cure yourself before poison ticks, thats your problem, not a CM thing. I know, poison never ticks on me unless someone gets a lucky KD/dizzy off on me, or I am being attacked by like 3CMs
. Not that hard really, the problem with CMs is the AE abilities, I believe the single target stuff to be inline just fine. Perhaps you should try peace before curing yourself. Also, why do you think you should be able to stand a chance vs a rifleman in an open field, the trick with the game is to make people play on your terms, not theirs.
Also a few other problems with your story. Im *fairly* certain, that strafeshot does not dizzy, flurry shot would be that one. Also trying using a helm, you should not be getting hit for 530 damage a shot. You see, its posts like these that make the CM community flame people over and over again. I mean 1300 damage poison? Like anyone would use that in a test against you. For the people that do have it still, Im sure they would save it for the big battles. Also, MRM shouldnt be hitting you all that much with /center on. Maybe you do not know this, but Ive never been killed before closing the gap, and I rarely play with dancer buffs.
gentlegiant wrote:
For BHs and commandos it's mostly because I don't like getting hit for over 1k dmg in PvP and they tend to steal all the xp especially in crowded places like Fort Tusken.
so basically, you just whine about every class that's not in your own template...cm, bh, commando, etc.
way to go, here's your cheese and some tissue
you guys are in denial if you think that clearing someone's mind in 2 ticks (4 ticks if buffed, 6 ticks if buffed with brandy and other food/spice) and having disease on there as well that ticks for 200 wounds each time and will triple incap you without the thrower of such weapons having to even be WITHIN SIGHT of the 25 opponents he just killed, is not overpowered.
combat medics are supposed to be support personnel, not bio and chemical warfare delivery agents.
hit me with the 1 star.
Pahdbacca wrote:
No, we are just saying you are inept if you can't take care of that CM in the 60 seconds it takes those 6 ticks to go off
The issue is not taking care of the CM. Killing the CM isn't the problem. The problem is that his damage, unmitigated and not reduced by the PvP 75% reduction like EVERY other class in the entire game is, sticks around and kills you long after the CM has died and cloned. A single CM can take out entire groups of buffed, battle ready warriors by TEFing out of the cloner with no buffs, no armor, no preparation. /activateclone /throwdisease /throwpoison. Viola--The entire opposing team is dead, besides the doc who was able to heal himself and 2 other people in the time that the DOTs were ticking (it takes time to heal people, you need to remember this).