Combat Medic Archive

Thread: Could CMs live with that? Serious thread

Schiller
Fri Mar 12, 2004 8:06 am
#14






Gnuut wrote:

2. immunity timer of 30 seconds on poisons. Like it is on KD. So you cant just apply another poison right after the target got a cure.

I'd only agree to something like this if the cures were on a timer themselves and the cures required an argument. By requiring an argument I mean, you can't apply a cure to someone who is not poisoned/diseased.


actualy it is alrieady like that. I cant cure people who are not poisoned.


Also another thing to be looked at would be, what happens when a person is mind poisoned, they recieve a cure, CM then applies a health poison. Is the victim automatically protected from health poison as well? Since it is affecting a different pool I don't think it should be.


why not? i think its fair. I see CMs everyday throwing their area 10 times on one group just to keep the docs busy.


3. range bugs and triple incap fixed.

Triple incap happens with fire too so they would need to do a slight revamp to the whole wounds/damage scenario.


agree


Range bugs should be fixed but, if my range is taken away I want a boost in power to compensate. I also want the 4 second self-root removed when we toss our poisons/disease. Do that and you can beat my range down to 64m max.


i dont see any reason why a cm should be able to attack outside the range of a rifle.







RhenGordon
Fri Mar 12, 2004 9:43 am
#15

I like the idea of a gas mask. But to wear one, you should take at least a 50% hit in your ability to hit. Melee types should have to take an even greater hit.


Just my thoughts anyway. For every benefit, there needs to be a hindrance.



>~~~~~~~ Rhen Gordon Master Combat Medic / Master Doctor ~~~~~~~
Ahazi Server
Selling Doctor and Combat Medic Medicines.
I am located on Naboo in the city of Lake Destiny not far from Keren.
Look me up on the planetary map, or look for Lakeside General on the map.
NOW ALSO ON CORELLIA NEAR CORONET, LOOK FOR ME ON THE MAP!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Achilles467
Fri Mar 12, 2004 11:05 am
#16

I'd be happy if they revamped Cho-Noor-Hola to max out at around 50-80% poison/disease resist with BE additives. Stats would look something like:


Level Acquired: Master Chef


Filling: 50-60


Resist: 60%


Duration: 10min


Stat food cannot be stacked. Food already exists that can reduce dmg from alldmg types(expect poison/disease) by 40% for 30 attacks and only has a filling of like 20.





_________________
Diomedes "Carl" Godshill
Captain, Imperial Army
Flight Officer, Imperial Inquisition

Hate has made me powerful
awthtem-xour
Fri Mar 12, 2004 11:27 am
#17

1. area cures should NOT be given to Doctors. Anything having to do with "area heals" should be given to CMs.


2. No timer - there is no need. After throwing a Poison OR EVEN A RANGED STIM for that matter... we get paused for at least 3-5 seconds !!!!!


3. Yes, the LoS and triple incap bugs need to be fixed.


4. No, there is no "Range" bug... does any non-CM realize how !@$#!@#$ hard it is to get the resources to make a decent poison/disease, let alone an area one, that goes past 64M's ??? Stop whining about this...


5. Here's the deal, what most people seem to be whining about is the amount of unhealable mind damaged that is caused by CMs in PvP.. which I feel is a legitimate whine.. reduce the amount of mind damage done by poisons ONLY !!!!! I repeat ONLY "damage to mind". All other diseases (wound damage), and all other poisons (health & action) should remain the same... otherwise, CM is useless in PvP. What % should the reduction be ? Not sure.. maybe start at 50% ??


Opinions are like ....


awthtem-xour

master cm



Awthtem-Xour
Lowca Rebel Jedi
Propolis
Sat Mar 13, 2004 1:00 am
#18








Morganite wrote:


Let's face it, our ranged stims/area stims have horrible range as it stands, add to it dabblers? and it wont be a huge perk.






Huh?


My AE stim C'scan cure someone 56m away, and will also cure everyone else 34 (or is it 68?) meters from that point. I target myself when range healing, and heal the whole group at one touch of a button.


I need to make some AE E's



Propolis,
Retired Character.
Contact Goa'uld in game, or GoaOld on these boards.
Morganite
Sat Mar 13, 2004 1:29 am
#19






Propolis wrote:








Morganite wrote:


Let's face it, our ranged stims/area stims have horrible range as it stands, add to it dabblers? and it wont be a huge perk.






Huh?


My AE stim C'scan cure someone 56m away, and will also cure everyone else 34 (or is it 68?) meters from that point. I target myself when range healing, and heal the whole group at one touch of a button.


I need to make some AE E's




Compare that range to our ranges on poison/disease, thus the horrible..




MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
DraenorBH
Sat Mar 13, 2004 4:16 pm
#20






EndlessKnight wrote:

Why not give CM's an area cure?It can bea neutralization agent that counters just CM's poisons/diseases. This way it will take a CM to counter a CM.







so basically you want to be able to apply disease, get rid of disease and you dont want doctors to be able to get rid of disease at all? i think both of your professions should get a disease/poison cure, because honestly and truthfully, dabbler combat medics throwing 4 poisons at me in 4 seconds is crap and ruins the fun of PvP



Old school MBH, now a gimp lvl 70 because I decided to renew.




Ufgood
Sat Mar 13, 2004 4:43 pm
#21



awthtem-xour wrote:
1. area cures should NOT be given to Doctors. Anything having to do with "area heals" should be given to CMs.
2. No timer - there is no need. After throwing a Poison OR EVEN A RANGED STIM for that matter... we get paused for at least 3-5 seconds !!!!!
3. Yes, the LoS and triple incap bugs need to be fixed.
4. No, there is no "Range" bug... does any non-CM realize how !@$#!@#$ hard it is to get the resources to make a decent poison/disease, let alone an area one, that goes past 64M's ??? Stop whining about this...
5. Here's the deal, what most people seem to be whining about is the amount of unhealable mind damaged that is caused by CMs in PvP.. which I feel is a legitimate whine.. reduce the amount of mind damage done by poisons ONLY !!!!! I repeat ONLY "damage to mind". All other diseases (wound damage), and all other poisons (health & action) should remain the same... otherwise, CM is useless in PvP. What % should the reduction be ? Not sure.. maybe start at 50% ??
Opinions are like ....
awthtem-xour
master cm





There is a range bug, the devs have been trying to fix tossing poisons over 64m and have been unable to, if there trying to fix it I would call that a bug.

Wow, your stuck for 3-5 seconds? OH **edit**, while I think it should be removed dont make it sound like that huge of an issue..... 3-5 seconds is enough to cure ONE person before you can toss it again, wow.



Ufgood Willow
Dead as of the 13th

Zep
TKA/Swordsman/???
CMMaster
Sun Mar 14, 2004 1:14 pm
#22






DraenorBH wrote:





EndlessKnight wrote:

Why not give CM's an area cure?It can bea neutralization agent that counters just CM's poisons/diseases. This way it will take a CM to counter a CM.







so basically you want to be able to apply disease, get rid of disease and you dont want doctors to be able to get rid of disease at all? i think both of your professions should get a disease/poison cure, because honestly and truthfully, dabbler combat medics throwing 4 poisons at me in 4 seconds is crap and ruins the fun of PvP





He is saying that doctors stay in line with getting the single disease, and poison cures, but it only make sense to give "area" anything to combat medics since it falls within our profession... Thus doctors keep what they got and CMs get an area poison/disease cure. Which I would totally agree with.



Don't Bother______________
Masta' Shake
I really have no more witty statements to say anymore about this damn game

CMMaster
Sun Mar 14, 2004 1:16 pm
#23






Ufgood wrote:



There is a range bug, the devs have been trying to fix tossing poisons over 64m and have been unable to, if there trying to fix it I would call that a bug.

Wow, your stuck for 3-5 seconds? OH **edit**, while I think it should be removed dont make it sound like that huge of an issue..... 3-5 seconds is enough to cure ONE person before you can toss it again, wow.





The 3-5 seconds, is not the timer in which you can throw another, which is longer than that, but its 3 to 5 seconds which you are stuck in the same position unable to do anything. Its a stupid fighting animation, which makes you stationary. One of the most annoying things in the game.

Message Edited by CMMaster on 03-14-2004 02:16 AM



Don't Bother______________
Masta' Shake
I really have no more witty statements to say anymore about this damn game

Schiller
Sun Mar 14, 2004 7:15 pm
#24

I think CMs should not be able to do both. Apply and heal desease/poison



Morganite
Sun Mar 14, 2004 7:34 pm
#25

I dont frankly care if they give the area cure's to creature handlers, so long as to craft them, they MUST use some components only made by combat medics, of which the best ones come from a master combat medic...



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
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