Combat Medic Archive

Thread: AOE Cures for AOE poisons

Peleas
Fri Sep 05, 2003 8:13 am
#14

That seems to be a decent compromis Jacore, rather than just a 10m insta cure for everyone around. It would still allow for casaulties, but not as many as now.


I do really dislike any talk of resists, because you know that it'll just end up screwing up the CM, unless Doctors get a chance to fumble a heal so that it doesnt go off and locks their que up for 7 seconds or so, just to be fair.

Elenora
Fri Sep 05, 2003 8:21 am
#15

I would have said resists might be worth looking into before they patched LOS into dots...but since everyone wanted Dots to be in effect the same as other weapons with LOS and crappy range...


until they come out with resists for headshots and laser blasts...why should dots have resists?




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Peleas
Fri Sep 05, 2003 8:26 am
#16

Oh, I'm talking about any sort of resist buff that would be groupwide, as for CM's and Docs having resistance I think that would make sense, and even allow the docs to be able to do their curing better if they werent always getting hit by poison themselves.
Jacore
Fri Sep 05, 2003 8:36 am
#17

Elenora,


I understand what you're getting at, and tend to agree...some of those BH specials are brutal. But I have a question about it and am asking out of ignorance so I hope you or another can shed light on it.


To what extent has yesterday's kiting/accuracy changes amended that? Is their ability to land a special contingent on their abiltiy to land a hit? Seems as it should be.


But to wit of the other points...I would wholeheartedly see a passive resist to for being in a SL being on all of these things if they're on one. So BH following a SL grants the group some defense against BH specials, and same for the rest...


Jac

Gimptacular
Fri Sep 05, 2003 10:34 am
#18

If doctors want AoE cures then:


-make our range 64m


-make the tics faster (or something)


-make the AoE cures require similarly stupid resources(and the same amt of varieties, subcombines, etc)


As of now, we have a difficult weapon to use that if a) people are dumb and clump and b) there is no doctor with good cure packs around happens to be powerful. If you want to make it so that it's instantly nullified, then you have to set its usage with all the other weapons.




Olriech
www.phank.com
Gimptacular
Fri Sep 05, 2003 10:36 am
#19

Stupid lack of edit button:


That was just a hypothetical. I think it's fine where it is, just that people need to learn that AoE attacks exist and it's probably a BAD idea to all stand next to each other.




Olriech
www.phank.com
JediQuic
Fri Sep 05, 2003 3:35 pm
#20






Gimptacular wrote:

Stupid lack of edit button:


That was just a hypothetical. I think it's fine where it is, just that people need to learn that AoE attacks exist and it's probably a BAD idea to all stand next to each other.








That may be fine for small group vs Small group(or just solo CM)...But Real pvp Tends to turn into a Flood effect with 30 or more participants....now it is hard for 30 people to fight and not get clumped up somwhat...Geting just 5 people in the AoE is not hard, Especialy if you kite in a city somwhat. Getting 20 people is a rare occurance, but it can also happen...and often does in places like cantinas, Medcenters, Star ports, shuttle posts, banks....ECT...gathering locations are the core of what people tend to cry about...examples:


"I Was in the medcenter and Some CM AoE poisoned All of us threw a wall....."


"I was at the starport and Some CM Droped me with a mind poison in 10 seconds...threw a wall..."


"We were all in the cantina When Some Rebels came....Then the CM got 20 of us with a mind poisonon the way to the Recruiter..."


...ect



Thos are the ones i have heard so far....i havn't heard "Some CM AoE poisoned us all out on the bestine Hill..." yet, although i am sure its happened

Gimptacular
Fri Sep 05, 2003 5:59 pm
#21

In a huge 30v30 fight honestly people will be dropping in that 8 seconds before the first tick even hits, and people just tend to blame the poison. THAT I can say from personal experience and a few nasty tells



Olriech
www.phank.com
JediQuic
Fri Sep 05, 2003 7:01 pm
#22






Gimptacular wrote:
In a huge 30v30 fight honestly people will be dropping in that 8 seconds before the first tick even hits, and people just tend to blame the poison. THAT I can say from personal experience and a few nasty tells






I fail to see the relevance....but I agree people tend to blame the poison reguardless of how they died...But even in that 30v30 fight that single mind poison is still gonna rack up more kills then any other person(well except maybe the commando who droped 15 people in his first shot with flame cone 2...Muahaha! ), not a bad thing....understand i don't want to nerf poison....but unless a viable, Non Combat medic, defence is put in... i can almostpromise that is what the devs are gonna look to do when they "cave in" to the whining.


I suggest they just let doctors expand on what the already do, not Give CM's more power (that in this case would replace the doctor option)...


About the suggested resources used for an AoE cure...they should be on par with what it takes to make the AoE poison in amount and "odd ball" Spesifics ...just as long as it is Point blank Area, not ranged area...although when you think of it that wouldn't affect us all that much. Should take between 1-3 attempts to work for everyone as not to completly nulify our only offensive option

Khragon
Sat Sep 06, 2003 6:48 am
#23

All I can say is you bitch now, wait til AOE disease C's work....you are so screwed
Qjahe
Sat Sep 06, 2003 8:19 am
#24

Dont squad leaders get that thing that thats all effects away for his entire group?

Get a squad leader :]



Yriah

Bann
Sat Sep 06, 2003 9:18 am
#25

fail to see the relevance....but I agree people tend to blame the poison reguardless of how they died...But even in that 30v30 fight that single mind poison is still gonna rack up more kills then any other person(


~~~~~~~~~~~~~~~~~~~~~~~


Except its NOT kills...its incaps. Huge difference.



One gives the FP/credit, the other just takes them out and lets everyone else steal your kill so to speak.



AOE cures SHOULD be just as harsh though for docs to make as it is for us to craft...more so actually. Most cures REQUIRE a portion of the original plus other compounds to create the cure...or the direct opposite of what the poison was etc. (Diseases need the original to make anti-bodies...poisons usually need a sample of the original to be included/purified, etc.) It should also take them multiple attempts like it takes CMs.

Melampus
Sat Sep 06, 2003 1:27 pm
#26






Bob_the_tomato wrote:

I posted this on the main boards, I wanted to know what Combat Medics would think about a change like this.


Currently a Combat Medic can posion an entire group with an AOE poison. A Doctor can cure poisons one by one, but if it's a mind poison, he may as well give up trying to save anyone but himself and maybe one other.


To counter AOE posions, Doctors need AOE cures - that is balance. I suggest giving Doctors the ability to craft a Point Blank Area of Effect (PBAOE) cure pack that will cure everyone within a 10 meter range of the doctor.


I believe this will be an effective counter-measure for Combat Medic AOE posions while not dramatically weakening the CM profession. Thoughts?






Problem is resists for detremental effects:


Currently I may have to throw 2-3 AE poisons to effect an entire 5 person grp.


There are no resist when healing or curing someone so it would over power doctors.


unless you make cure resist rates in which doctors would cry.


Omg It said you resisted my cure that's why you died



Apollo

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