Combat Medic Archive

Thread: Mind Poison + no LOS discuss solution

Post_Beta_Tester
Thu Aug 21, 2003 6:20 am
#14

I'm actually in favor of removing selective mind targeting from ALL range attackers (with the exception of the Riflemen) from the game in general. This means removing SELECTIVE mind damaging attacks from the Bounty Hunter and Combat Medic Professions.


My reasons are as follows:


Rifles inflicting mind damage are balanced with their x3 melee damage, slow fire rate, and horrific mind burn when they spam their specials. It's not fair to the riflemen class if people can heal the damage that a riflemen can inflict while they (the target) run into their "optimum" range because the target will be attacking at a far quicker rate. The Riflemen takes alot of penalties in order to selectively target an unhealable pool.



Bounty Hunters should not get the ability to attack the mind pool because they are not burdened by the same penalties that a Riflemen will face in order to attack that pool (i.e.: x3 melee damage, slow fire rate, and horrific mind burn). The fact that a Bounty Hunters can use the fastest weapon in the game (a pistol) to selectively attack an unhealable pool without incurring any significant penalties to do so is really unbalancing.


While I understand that a Bounty Hunter needs to be able to effectively kill their targets, mind damage is not the way to go. For balancing issues, I believe that giving Bounty Hunters the ability to inflict grievous wound damage would better fit the mythology of the Star Wars Universe.



We, as Combat Medics, should not be able to selectively target the Mind pool because we do not incur massive penalties to use our poisons/diseases. Furthermore, the entire purpose of our class is combat support. We are NOT meant to be the uber soloing PvP class. Want proof? Look at 2 of our abilities: Ranged Healing and Area Healing. These 2 abilities practically scream for us to group with others. And for us to use those 2 healing abilities effectively, we NEED Non-LOS. If it came between us giving up non-LOS or Mind poisons/diseases (which it would, because non-LOS Mind poisons are really unbalancing), I would much rather give up the Mind Poisons/Diseases.


Also, if we gave up Mind Poisons/Diseases the Dev's might actually INCREASE the power and potency of our remaining poisons/diseases. Let's face it, our poisons are a bit weak in PvE, and when was the last time you actually killed someone with Health/Action poisons?



BTW, I’m not in favor of removing selective mind damage from melee combatants because melee combatants will still have to close with ranged combatants.


Also, I believe that the ability to randomly inflict damage to the mind pool should remain. As a fellow CM stated, this could be the equivalent of a “lucky” shot.

Khragon
Thu Aug 21, 2003 8:15 am
#15






-Myrick- wrote:

- Add equipment increasing chance to resist DoT
- Add ability to increase chance to resist DoT


Ok I do like this idea. Perhaps we should get a innate bonus to resist due to our knowledge of poisons and diseases. Same with doctor. It would give the doctor a chance to not go incap before he can stop poison on a his teammates.





I dont think the chance to resist poison should be any greater then the chance you will miss someone with a pistol IMO. If anything, to keep things fair with ranged users, equipment which reduces the effects of poison would make more sense, but not equipment which increases the chance to resist it. I dont get armor to resist blaster fire, just reduce it, so why should anyone have an increased chance to resits our 1 combat technique?
Elenora
Thu Aug 21, 2003 8:53 am
#16

Btw BH flameshot (the BH pistol 4)...nothing..just get a doctor health buff and flameshot is a joke...even without buffs whip out ur droid and heal with C wound pack will more than heal the damage from the flameshot...


the real power of the BH is the spamming of eyeshot...its by far the highest mind DPS in the game...the blind does crap its the 150-200 mind damage that really messes you up...


so i would say that BH's most effective weapon, eyeshot is definately damage and not effect heavy


when i pvp i run with 2500 H and A and 1000 mind...


only thing i fear is a BH eyeshot...




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
cetacean13
Thu Aug 21, 2003 3:32 pm
#17

Of course if you pull out your droid in combat, the bh will just target it and deathblow it, and there go 15k credits.


They really need to do something about the deathblowing of droids.


Then again maybe i'm upset becuase the one time I forget and leave out my droid it got deathblowed.

Pulpp
Thu Aug 21, 2003 5:32 pm
#18

Misc rambling replies....


a) CM poison: I also like the idea of setting dot poison to interval levels (ie; 20%, 40%, 80% then 100%), but I have a feeling that may be too hard/too long for the devs to impliment. As an alternative, I'd like to see the kick in time for poison greatly increased (40 seconds+ minimum). This gives time for doctors to apply cures and I think will become extremely strategic on the battlefield (get poisoned on the frontlines? Better run back to base for a doctor cure before you incap). Damage, losand aoe could remain the same.


General off topic stuff....I'll write it here just in case anyone wants to give feedback on my other 'thoughts':


b) Fix TEFs...or better yet, ditch them entirely for "revenge kills". When you die and reclone you should be given the option of cloning covert or overt. No more of this "not red till I'm right beside you" stuff.


c) Give surveyors a reason to enjoy their "job". Have rare resource deposits that grant certain bonuses to any thing created using them (ie; med using them might get an extra 15 charges regarless of experiment, etc). Obviously, these resources should spawn in a very small radius (so they are rarely found) and should last no more than 24-48 hours so they are not stockpiled.


d) Ditch medical forage and give medics a survey-like ability. Our survey should cover a small radius and not give us the ability sample (making resource gathering a costly and time consuming venture...but at least we won't have to rely on surveyors who cater to their own or architects needs).


Balancing issues...the devs have stated they don't want us soloing reds...frankly I agree. Most of us can solo reds though, so what can be done to fix it? The following deals only with classes I have FIRST HAND experience with....


e) KDs. We love em. We abuse em. Any KD move, rather than have its HAM cost increased, should instead have timers between use. Minimum 5 seconds...but I wouldn't complain about more. Also, KDs should NOT stack...I'm pretty sure they still do, though I haven't played much in the last week so maybe that was fixed. As a note, this should really apply to all stat changing moves...but maybe this won't be as much of an issue when defense mods actually work.


f) Pets should perma die just like droids and faction pets. Pet stats should also be reduced. Yeah, I know you CHs don't like it but you are the single most unbalancing feature in the game. You SHOULD be able to solo some red cons at Master (or almost master) level, but not with impunity you do now. Perhaps as a "fix", the statsof all babies are randomized to a lower level for adulthood. What I mean is, you'll never know exactly what adult stats your baby will have, but on average, they'll be significantly lower than had they grown up in the wild. However, you still may come across that rare baby that grows into almost wild stats...which would provide a decent economic trade within the CH community (RARE adult rancor with blah, blah! send tell).


g) /quit should not recall your pets, droids or faction pets. You go to use em, you should chance losing them.


h) Faction perks. All FPs should be based on rank. For instance, at Sergeant you could control one ST-like pet. At Seargent major two. At Major three. At Major General AT-STs and the rebel semi-equivilent. From then up open the base, etc.



I have more opinions...but I might as well stop there...especially since it's not even on topic anymore

Pulpp
Thu Aug 21, 2003 5:34 pm
#19

Oh and by the way, my opinion on mind heals is that they SHOULD NOT be in the game. Talk about unbalancing...we'd all be godly if we could just heal up ALL damage. A silly idea...and one I hope the devs ignore for the sake of the game (no offense).
MichaelF77
Thu Aug 21, 2003 6:59 pm
#20

> As an alternative, I'd like to see the kick in time for poison greatly increased (40 seconds+ minimum)

And what does CM suppose to do for 40 seconds while he waits for poison to kick in ? Ahh... I know run from closest cloning facility so he can DB in retaliation.

Delaying poison application means CM is nerfed too hard because medic has lots of chances to fix it AND CM has to survive till poison kicks in while still being able to use no-LOS->target mind combo.

BTW. KD has been changed to 30sec timer.



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
Pulpp
Thu Aug 21, 2003 7:24 pm
#21

>> And what does CM suppose to do for 40 seconds while he waits for poison to kick in ? Ahh... I know run from closest cloning facility so he can DB in retaliation.



See, this is exactly the problem I have with the way people view both PvP and the CM. My response would be:


a) You guys are all basing PvP opinions on these stupid and lame city raids. I don't think that is the heart of what PvP is supposed to be about (at least based on devs). When BFs finally bloody work, maybe we could start making INFORMED decisions and the utility of certain class skills....


b) You are right though, a CM should RUN if he's is solo. His CM abilities on their own should NOT stack up against a Combat class over the short term...where a combat medic should shine is his long term damage and aoe. If you think a poison vial should be a match for a blaster, I'd suggest you share a very different vision of what our class is 'meant' to be.

Pulpp
Thu Aug 21, 2003 7:25 pm
#22

>>BTW. KD has been changed to 30sec timer


Very nice to know, thanls!

-Myrick-
Thu Aug 21, 2003 8:08 pm
#23

a) You guys are all basing PvP opinions on these stupid and lame city raids. I don't think that is the heart of what PvP is supposed to be about (at least based on devs). When BFs finally bloody work, maybe we could start making INFORMED decisions and the utility of certain class skills....


I agree with this statement. I think battlefields would be a lot of fun.


It's obvious city raids are not what they wanted. I think over all more faction points are lost than gained. Zerging is obviously not intended as it is not rewarded.




Myrick

rlivings
Thu Aug 21, 2003 11:09 pm
#24

here here pulpp, I don't like raiding cities because it is so lag intensive. Please try testing your poisons in a battle on the plains or the bf.

Also please keep in mind that not all of us drive mercedes and bmws. In other words not all of us have the inclination to hunt for nor the resources to use top notch components to make their poisons. I am still hitting an area of about 4 people in combat, a range of 40-m, and a few resists per application.

just remember us little folks.
Hlicalanthe
Fri Aug 22, 2003 5:01 am
#25

My vote is to require LOS. Period. No other changes until some time after LOS is fixed and we have some time to see how things balance out.

To those that think no-LOS is a "class feature", I disagree. I think the class feature is getting AOEs, multiple DOTs (poison & bleeds at the same time), ranged heals, need I say more?

Non-LOS is wrong, and I call on all CMs to not take advantage of this. It's bringing CMs a bad name, and people are calling on all of our abilities to be nerfed because this one thing GREATLY increases the advantages of our other abilities.



---

LTC Rycor Sarde (Rebel Alliance)
Master Combat Medic / Eclipse
Hlicalanthe
Fri Aug 22, 2003 5:06 am
#26

Quote: everybody using a ranged weapon can shoot directly through environment ie. hills, bushes rocks and what not (tiny out of LOS on trees) fix this so ranged weapons cant shoot through the ground and we can start talking about fixing us throwing through walls.

Fixing non-LOS from poisons won't keep us from throwing through hills, so I don't see how this is a valid point.

LOS should work the same for us as everyone else.



---

LTC Rycor Sarde (Rebel Alliance)
Master Combat Medic / Eclipse
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