Combat Medic Archive
Thread: Why don't CMs have ranged & area cure abilities?
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Xytroncore
Mon Feb 16, 2004 3:16 pm
#14
Achilles467 wrote:
Xytroncore wrote:
Big deal...that only hurts pistoleers. A riflemen would still be able to do a ton of damage per shot....on average I get hit for 900 damage through my armor from a riflemen, now, 30% less is still 600 damage a second...now tell me, how does that help at all?
Stun helmets work wonders againt Jawa totting headshot3 spamming riflemen. That's another 35% off. And if you're wearing a PSG (and its actually working) you can take an additional 18% off while adding back in 50% for the helmet armor (jawa only AP 1). So if you're wearing a stun helmet with 35% stun resist (they do exist) and wearing a PSG with 18% stun resist your 900 dmg is reduced to....pulls out calculator...240. Now 30% for chef food and its down to 178.
No, I'm talking about wearing full 80% energy composite and getting that 900 damage shot from a laser rifle....not a jawa ion rifle.
Xytroncore
Mon Feb 16, 2004 5:59 pm
#15
emiaj wrote:
A better idea would be to give temporary immunity to the poison/disease that was healed. So ifi cure a member of my team that has mind poison they would be immune to another mind poison attack for say 5 or 10 minutes. Doing this would force cm to change tactics and poisons instead of being a one trick mind poison pony.
I don't like the idea of a poison/disease cure buff since that would ruin the effectiveness of a cm.
Ya...and not being able to attack for 5-10 minutes wouldn't ruin the effectiveness of a combat medic at all now would it? If they did do something like that I hope they make something for ranged attacks too...I mean, if I get shot in the head, and another combat medic heals it, that means I should be immune to being shot in the head for an hour, that makes a lot of sense eh?
Furiouschicken
Mon Feb 16, 2004 7:58 pm
#16
That way combat medics have to change their tactics...Meow Meow Meow.
Or maybe you could run back to your Doctor that is in the rear and get cured.
You know, the Doctor that your own combat medics are dragging corpses to for rezzing. It's part of those tactics you think we should get. You do have one right?
Dalraich
Mon Feb 16, 2004 11:20 pm
#17
I'm a mcm and pvp alot. One cm shouldnt be able to cause a group of 20 people to be annihilated. The group had atleast 2 docs in it. The current poison countermeasures can't keep up with the attacks. I think giving cm's an area cure would be the logical alternative. They shouldn't give it to doctors. CM's should be able to do all the combat healing, doctor's work in hospitals. Doc's packs should be instant cure. CM area packs should heal a percentage or have an effectiveness on it that was lower than poison effectiveness so it would take a certain amount of uses to heal.
Kreetlejuice
Tue Feb 17, 2004 2:28 am
#18
Poison / Disease timer anybody ? It seems to be a popular solution to everything. 30 second KD, 30 second posture change, 60 second invulnerability, 5 minute TEF, 5 minute overt to shut down a base destruction. Everything points to a 1 minute poison timer.
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