Combat Medic Archive
Thread: This BETTER NOT BE what the rest of you think.
Elan-Morin wrote:
The only way I can think of to balance CM with the rest of the game is to actually enhance your class: give Combat Medics Area Cure Poison/Cure Disease packs. If I can have a Combat Medic on my team who can work to negate the devastating effects of the Combat Medic(s) in the opposing force, I'll be happy. Until then, I'll hate you because you just turn the game into a mind-p1ssing contest.
Elan-Morin wrote:
The only way I can think of to balance CM with the rest of the game is to actually enhance your class: give Combat Medics Area Cure Poison/Cure Disease packs. If I can have a Combat Medic on my team who can work to negate the devastating effects of the Combat Medic(s) in the opposing force, I'll be happy. Until then, I'll hate you because you just turn the game into a mind-p1ssing contest.
I think that's a great idea it's nice to see someone who can comment on a balance issue without asking for a nerf.
No, the time between throws does not need to be addressed, the 4 second pause where I can do NOTHING needs to be addressed. I throw stims/poisons (same timer) no faster as a MCM than I heal individual people with stim e's as MDOC.
Yes, I can do that much damage to 20 people... but only if you are all idiots and rushing me in a group like lemmings. Lemmings, however, is what most people are, rushing to whatever is the template of the month. This is a rock/paper/scissors game, we are the counter to the defense stackers, the docs are the counter to us, and everyone can easily gank a healer.
I seem to recall some of the ranged professions having AOE shots, should we nerf those too?
In addition to bringing your own doctor, perhaps you should invest in some of the new resist foods from your local chefs? This game was made to promote interdependency... you aren't SUPPOSED to be able to solo every type of PvP scenario.... think of that the next time your group of 5 (insert template of the month) toons rushes your local opposing faction base.
Reminds me of a quote from a movie (forget which one): Only an idiot brings a knife to a gunfight.
Elan-Morin wrote:
Anti-Thug wrote:
Everyone wants to nerf CM because mind disease takes care of their template where they feel in a war, they should never be hit.
People want to nerf CM because there is NO defense against area poisons and diseases. People want to nerf them even more because of the large number of you folks who seem to think it's OK to poison and disease people through walls and solid rock. Granted, much of the time this is unintentional and unavoidable, simply because the devs can't seem to figure out Line of Sight. Regardless, on Bria it's gotten to the point where if you're engaged in PvP action and a combat medic shows up on the scene, the battle is effectively over.
Combat Medic is overpowered. I've noted comments in this thread that mention low DPS. What utter tripe. You may have relatively low DPS against a SINGLE TARGET, but when you stick 400-700 damage DoTs (times 2) on a 20-member defending/raiding party, you're doing 16000-28000 damage per tick across that entire group. That's just ridiculous.
The only way I can think of to balance CM with the rest of the game is to actually enhance your class: give Combat Medics Area Cure Poison/Cure Disease packs. If I can have a Combat Medic on my team who can work to negate the devastating effects of the Combat Medic(s) in the opposing force, I'll be happy. Until then, I'll hate you because you just turn the game into a mind-p1ssing contest.
good points...but as I state...with all the skill points I gave to this profession I should kick butt...if anything needs to be nerf'd it's someone going up two lines of TKA (without mastering it) and can wipe the floor with anything in the game...we won't even get into if they pick up carbineer or rifleman.....
Nerfs are a bad idea....but from what you right....you don't want a nerf...you want a fix...which is cool with me...
Munga_Meds wrote:
No, the time between throws does not need to be addressed, the 4 second pause where I can do NOTHING needs to be addressed. I throw stims/poisons (same timer) no faster as a MCM than I heal individual people with stim e's as MDOC.
The point i was addressing here was that even after a person is cured they can be immediately repoisoned or diseased. The easiest way to counter this is to either reduce the cm's ability constantly throw poison/disease or to put in a timer on the player so that after they have been cured they cannot be infected for a certain amount of time. Sony perfers 30 seconds. Of the two methods i would perfer to see first since it allows team work with multiple cms to still keep an area saturated.
Yes, I can do that much damage to 20 people... but only if you are all idiots and rushing me in a group like lemmings. Lemmings, however, is what most people are, rushing to whatever is the template of the month. This is a rock/paper/scissors game, we are the counter to the defense stackers, the docs are the counter to us, and everyone can easily gank a healer.
The docs are a very ineffective counter to the cm. Thats one of the problems.
I seem to recall some of the ranged professions having AOE shots, should we nerf those too?
If their AOE shots had a DOT that could hit for over 500 pts a tick and wern't governed by the same PvP damage reduction rules as all the other classes, thenI say yes, we should neft those too.
In addition to bringing your own doctor, perhaps you should invest in some of the new resist foods from your local chefs? This game was made to promote interdependency... you aren't SUPPOSED to be able to solo every type of PvP scenario.... think of that the next time your group of 5 (insert template of the month) toons rushes your local opposing faction base.
Reminds me of a quote from a movie (forget which one): Only an idiot brings a knife to a gunfight.
Im not quite sure where this came from but i have a feeling that someone is dealing with some misplaced anger. Take a deep breath and think happy thoughts. Relax.
The thoughts above reflect large scale PvP battles.
GenTesla wrote:
Elan-Morin wrote:
The only way I can think of to balance CM with the rest of the game is to actually enhance your class: give Combat Medics Area Cure Poison/Cure Disease packs. If I can have a Combat Medic on my team who can work to negate the devastating effects of the Combat Medic(s) in the opposing force, I'll be happy. Until then, I'll hate you because you just turn the game into a mind-p1ssing contest.
I think that's a great idea it's nice to see someone who can comment on a balance issue without asking for a nerf.
LOL how is giving CMedics a cure a BALANCE!!!! you're kidding right? so you effectivly nerf Doctor jeez u guys
As a master doc I can honestly say I would rather have a MCM with AE disease/poison cures then having to run around to each individual curing them. There is no doubt that CM's need to be tuned down, no one class should be able to dictate the outcome of a battle, and with mind DoT's it's pretty much game over for the opposing force. I'm still baffled as to why CM's got AE poisons/diseases when it fit's more in line with Commando's, but that's just me.
GenTesla wrote:
Elan-Morin wrote:
The only way I can think of to balance CM with the rest of the game is to actually enhance your class: give Combat Medics Area Cure Poison/Cure Disease packs. If I can have a Combat Medic on my team who can work to negate the devastating effects of the Combat Medic(s) in the opposing force, I'll be happy. Until then, I'll hate you because you just turn the game into a mind-p1ssing contest.
I think that's a great idea it's nice to see someone who can comment on a balance issue without asking for a nerf.
LOL how is giving CMedics a cure a BALANCE!!!! you're kidding right? so you effectivly nerf Doctor jeez u guys
It's bad enough that they already do more combat healing then us (due to our ability to only use stims...but they're not usually needed all that much when someone's buffed), but giving us an AOE cure would give us more of a healing support role for a change, the docs still would buff and heal states and use single cures that would undoubtably be stringer then an AOE cure.
Granted - there should probably be a timer once you've been cured - kind of like a flu shot - preventative medicine. I am ok with having to depend on other CM's to re-poison someone who has been cured against my strain of poison - it promote interdependance like SOE wants.
When a Doc can counter ANY poison i throw - with no chance of failure, no matter how high I make the potency, they are very effective counters to CMs.
The Dev's have said they like where our DOT is. If our poisons did what they were supposed to in PvE, you'd realize that in PvP, we are ALREADY 75% reduced.
And no, not anger... common sense. You are *supposed* to buy food from chef, buy buffs from entertainers, buy buffs from doctors, bring people whose template is not like your own. I re-state: you aren't SUPPOSED to win every battle when you and your 5 friends all have the same template and rush a base, you are SUPPOSED to round out your force and be well prepared.
When a Doc can counter ANY poison i throw - with no chance of failure, no matter how high I make the potency, they are very effective counters to CMs.
thepunisher286 wrote:
When a Doc can counter ANY poison i throw - with no chance of failure, no matter how high I make the potency, they are very effective counters to CMs.
One on one YES they are effective. In PVP, absolutely not. How you can belive your own bull is beyond me, but Docs can only cure poison one man at a time last time i checked from a master doc friend. How can you justify CM's throwing area poison, hiting, lets say, 6 people. Now, you hit 6 people at once. Could a doc heal all those 6 people before you can throw another?
And whats with the argument "We spent a lot of skil points, we SHOULD be powerfull" - Yes, indeed you spent a lot of skill points... in HEALING.Compare how many points you spend in healing and the points spent in combat xp.
The points spent on healing and the points spent on combat are about 61 for combat, 108 for healing.
Now lets look at the schematics. At Master Combat Medic we get 54 schematics that cause damage. we get 8 that heal.
By the way before you start screaming about the numbers I used on the skill points allow me to explain how I worked that out.
Since at combat medic our skills count for both offensive abilities and defensive abilities(healing) then you effectively have to split the class in half. Every skill point we spend in Combat Medic has dual meanings for us. Then add to that the combat support we have to take in Marksman and you get these numbers.