Combat Medic Archive

Thread: Mind Posion/Diease... ouch

DoG18
Sun Jan 18, 2004 10:33 am
#14






TheGrimmReaper wrote:

It would urge you to make more powerful biological weps. The more powerful they are the least powerful the serums work. There could be many differnt things the serums could do maybe just decrease the potency of your biological weapons by like 30%. Im sure they wouldnt be very cheap to get but it would be well worth them in combat.






Well, I really do have better things to do right now than argue on the fourms. So were just going to have to agree to disagree. I still think the profession is fine the way it is.




Captian Saega Apic *
Pahdbacca
Sun Jan 18, 2004 10:52 am
#15

I'm gonna kinda answer this not as a CM, but as a Master Medic and former Master Doctor.


It is easy for doctors to cure diseases once they get that fourth box of wound treatment speed. It has been proven again and again (even done it myself) that a cure disease B stim can cure a C level disease, many times on the first application. Get cured early enough by a Doctor, and you have less down time from the disease. If you and your friends are fighting faction battles without a doc who can cure at least poisons, you'd better find a doc fast.


As for cures or innoculations, this idea has seen a lot of air time lately. If it were to come about, I hope that it would not become a fiasco like pet stims. Medics and Doctors are not appreciated enough for the services they provide right now as it is. My main character has been a medic type since mid beta. When SWG went live, Pip became master medic by getting 3/4 of his medical experience working in the medical center healing wounds. To this day, Pip has probably made less than 10k total for healing wounds in tips. I don't do it anymore except for group members, guildmates, and people on my friends list. They took away getting medical exp for healing pets, then let people without any medical skills at all heal pets. If given the right meds, an novice medic with no other training can heal for 400-500 damage. Medics need a skill that can contribute to groups where a medic can be appreciated for the time and effort taken to gain medic skills. If innoculations were to be implemented, it has to be a mid to upper medic profession item.


I think CM DoT is low on the PvE side, if anything. Get more PvE damage going, then maybe we can see about fine tuning poison damage.




-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Harkyn1
Sun Jan 18, 2004 10:54 am
#16

Serums dont sound like THAT bad of an idea. In the real world the shot you give yourself in the leg that prevents you from DYING from nerve gas, is almost as bad as the gas. So lets say you get hit with a diease or posion and its doing bad damage, maybe the serum could stop it but also do some wound damage to all stats. Now heres the reason I DON'T like it. My self being a CM,I cant incap you within my CM profession, I have to turn to my pistol. SO you should NOT be able to cure yourslef easy of posion/diease. If I could use CM SOLEY to incap you, then yes, add a serum like I said above, and allow CM to do more damage as it should.
wildcard1973
Sun Jan 18, 2004 10:35 pm
#17






DoG18 wrote:
It's not that hard to stop disease/poison. Just make suer you have a doctor with you. Doctor's can knock out disease/poison in the blink of an eye, so make sure your plan right. You can't give everyone a defense to the one thing that actually makes you a COMBAT medic.




And you shouldn't require everyone to have a GROUP of Doctors just to compete with 1 combat medic. Doctors may very well be able to heal poison/disease in one shot, but since a CM can poison/disease a group of 20 with one attack, the attacks have become too strong, unless they give Doctors the ability to use AoE poison/disease cures.



Wildcard
Retired Tactical Commander - Ghosts of the Republic


I strike from the shadows, I do not exist.


jgr
Mon Jan 19, 2004 4:33 am
#18

I think aoe cures would pretty much render cms useless.



~ Karma ~
QueenOfAllGods
Mon Jan 19, 2004 6:19 am
#19






wildcard1973 wrote:





DoG18 wrote:
It's not that hard to stop disease/poison. Just make suer you have a doctor with you. Doctor's can knock out disease/poison in the blink of an eye, so make sure your plan right. You can't give everyone a defense to the one thing that actually makes you a COMBAT medic.




And you shouldn't require everyone to have a GROUP of Doctors just to compete with 1 combat medic. Doctors may very well be able to heal poison/disease in one shot, but since a CM can poison/disease a group of 20 with one attack, the attacks have become too strong, unless they give Doctors the ability to use AoE poison/disease cures.




simple solution...dont stand all bunched together



"Let the blood of isis, and the magical powers (or spirits) of Isis, and the words of power of Isis, be mighty to protect and keep safely this great god (i.e., the deceased), and to guard him from him that would do unto him anything which he abominateth."
MasterArchitect
Mon Jan 19, 2004 8:29 am
#20






QueenOfAllGods wrote:





wildcard1973 wrote:





DoG18 wrote:
It's not that hard to stop disease/poison. Just make suer you have a doctor with you. Doctor's can knock out disease/poison in the blink of an eye, so make sure your plan right. You can't give everyone a defense to the one thing that actually makes you a COMBAT medic.




And you shouldn't require everyone to have a GROUP of Doctors just to compete with 1 combat medic. Doctors may very well be able to heal poison/disease in one shot, but since a CM can poison/disease a group of 20 with one attack, the attacks have become too strong, unless they give Doctors the ability to use AoE poison/disease cures.




simple solution...dont stand all bunched together




Yep., that should be common knowledge by now if your PvPing. I still stand storngly that if both sides have a CM then its a fair match. If only one side has the CM then they will lose, but that shows that they werent prepared to have a Combat Medic assisst in the attacking/defending
Rennyn
Mon Jan 19, 2004 10:52 am
#21

Yes, please spread ALL out so you can be picked off one by one.
BountyLorder
Mon Jan 19, 2004 3:01 pm
#22

I'm not a CM, but I'm a doc with most of the tree done. Serums would not kill the CM profession, but it would hurt the doctor profession. If such a thing would be impletemented(sp) then one of our few services would be rendered useless. Floating around on our boards are ideasof doctor made innaculations that prevent disease for an half hour to an hour, yet these would stillbe penetrated by the disease, but would ease the wounds and damage.




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EvilMustache
Mon Jan 19, 2004 10:15 pm
#23






BountyLorder wrote:

I'm not a CM, but I'm a doc with most of the tree done. Serums would not kill the CM profession, but it would hurt the doctor profession. If such a thing would be impletemented(sp) then one of our few services would be rendered useless. Floating around on our boards are ideasof doctor made innaculations that prevent disease for an half hour to an hour, yet these would stillbe penetrated by the disease, but would ease the wounds and damage.







Food or spice is a better idea then serums. They have very limited use (spice once - food or drink twice). And both can be loaded with negative effects. They would have to be used tactically.


Making innaculations would destry our profession as surely as AOE cures(as i'm sure the resources used would be piddly compaired to what it takes to make a good poison or disease). Also, doctors have enough 'money makers' already (yes i'm green with envy ) I agree to that serums would conflict with the doctor profession as well...




- Every Flame is a win for me!
Bamboozle
Tue Jan 20, 2004 9:56 am
#24

Reducing the time the poisons last is a reasonable change, IMO.



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MichaelF77
Tue Jan 20, 2004 2:20 pm
#25



wildcard1973 wrote:


DoG18 wrote:
It's not that hard to stop disease/poison. Just make suer you have a doctor with you. Doctor's can knock out disease/poison in the blink of an eye, so make sure your plan right. You can't give everyone a defense to the one thing that actually makes you a COMBAT medic.


And you shouldn't require everyone to have a GROUP of Doctors just to compete with 1 combat medic. Doctors may very well be able to heal poison/disease in one shot, but since a CM can poison/disease a group of 20 with one attack, the attacks have become too strong, unless they give Doctors the ability to use AoE poison/disease cures.




Since poison does not incap you don't need a group of doctors, all you need is one doctor to cure your group at his leasure AFTER CM is dead.



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
TheGrimmReaper
Tue Jan 20, 2004 5:12 pm
#26

Aoe diease's is kinda harsh though, maybe instead of doing such longterm destructive means to players, maybe it should just do some dmg then make you dizzy/nausous. I dont think dieases were meant to kill within a min or two they should kill i think over long period of times. But when i have 799/800 wounds in mind you know there is something messed up...

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