Combat Medic Archive

Thread: This BETTER NOT BE what the rest of you think.

Pappi
Fri Feb 13, 2004 12:45 am
#14






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.




stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
GenTesla
Fri Feb 13, 2004 5:41 am
#15





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



Gent
Novice Bounty Hunter

Innos Jedi Knight
DND


snaglegromp
Fri Feb 13, 2004 12:06 pm
#16

Since they made dots take into account a persons resistance i think the devs should create a biohazard resistance for armor to handle posions and diseases. The time between throws also needs to be addressed.




Bramble
Imperial Inquisitor
Mortis Consortium
No regrets No remorse
Munga_Meds
Fri Feb 13, 2004 12:21 pm
#17

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.





Athera- Master Tailor
Talusian Haven, Talus, Kauri
Anti-Thug
Fri Feb 13, 2004 12:47 pm
#18






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...





____Jaylando_________________________________________
RESPECJEDI APPRENTICE

Pimpin' In Space, Yo! -- I am Evil....I am.....Sith!
Changed my mind...the NGE Sucks AND SOE threw the VETS Under the bus....CANCELLED!
snaglegromp
Fri Feb 13, 2004 12:56 pm
#19






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.







Bramble
Imperial Inquisitor
Mortis Consortium
No regrets No remorse
Gnuut
Fri Feb 13, 2004 1:46 pm
#20


Think about this, there are 13 types of damage that can be incurred in combat. Health Damage, Action Damage, Mind Damage, Poison, Disease, Intimidate, Stun, Dizzy, Blind, Bleeds, Fire, Wounds and Death. A Combat Medic can heal 5 of those while a Doctor can heal 11 of them. Do the math and you will see overall for damage "incurred in combat" a Doctor is a better "combat healer".


While we may be able to heal damage more efficiently, we cannot heal ALL combat damage. Some Combat Healer we turned out to be...



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Shidevie
Fri Feb 13, 2004 2:28 pm
#21






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.



Shidevie
- Master Combat Medic
- Master Doctor
Shivanto
- Master Fencer
- Master Swordsman
Xytroncore
Fri Feb 13, 2004 4:19 pm
#22






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.



_________________________________________________________
Manimal : Gunslinger
Munga_Meds
Sat Feb 14, 2004 5:09 am
#23

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.





Athera- Master Tailor
Talusian Haven, Talus, Kauri
thepunisher286
Sat Feb 14, 2004 8:53 am
#24



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.
rLHitman
Sat Feb 14, 2004 5:22 pm
#25

I find it funny that peope complain about a 600 poison that ticks every 7 seconds, but yet seem ok with master headshot for 300-400 damage or more, every second. Doesn't make any sense to me. Oh btw, you can HEAL a poison, you can't heal a master headshot. Stop complaining.



------------------------------------------------------------
rL-Hitman | Master Rifleman | Teras Kasi Master
rL-HitBish | Master Doctor | Master Combat Medic
RhenGordon
Sat Feb 14, 2004 8:26 pm
#26






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.




>~~~~~~~ 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!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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