Combat Medic Archive

Thread: Don't Nerf CM Just Give The Prepared Player A Chance

Veldcath
Wed Apr 14, 2004 7:41 am
#14


PadawanChong wrote:


Veldcath wrote:
Argument for why it should require more than Novice (but not necessarily master medic):
In the previous example, they knew what they were up against beforehand.

Not always. Sure, you pretty much know that in SWG you will run into a CM just because they seem to be the FOTM, but you definitely don't intend on hitting any. Hell, some fools will duel you, disease you, and then endduel. There should DEFINITELY be a way to stop that from killing you.

Otherwise, it did look like you pretty much agreed with my opinion. If anyone else has some comments, chime in.






I was referring more to the idea that in the movie I mentioned, they knew specifically what toxin would be used. When you're "out in the field", even if you know you're going to come across Chem/Bio Warfare, you aren't going to know what form it'll take. CS Gas? Anthrax? Ebola Virus? Maybe good old-fashioned Chlorine Gas?

In a setting as advanced as Star Wars, there'd be a plethora of options available to a C/B Warfare Specialist. (Which is what most CM's seem to be these days. The last time I saw a CM throw a heal was before the one in my PA quit due to griefing and problem players... She only used poison when the enemy was being downright annoying, otherwise she focused on the healing.)

-V
JoSeppi
Wed Apr 14, 2004 10:27 am
#15

Dunno if this has been said before...but what if docs could make a Vaxine(sp?) Buff, it would be only half as powerful as a normal buff but it would give you something like 50% defense vs poison/disease. This way you are either fully buffed and take the chance of getting poisned, or you get a half buff and get some sort of defense for poison. Again sorry if this was said before.







Fed Up!
Menoetius
Wed Apr 14, 2004 10:35 am
#16






maddogs wrote:





Menoetius wrote:





PadawanChong wrote:

Hey all. Never been a combat medic. Never will be. I was just thinking yesterday that the way CM's currently are, they can take entirely too much time away from having fun in the game. That is - if you can't find any doctors around willing to heal an overt. I know Foods are out there that will help defend against poisoned/diseased, but that doesn't help you very much once you've been stuck.


Of course it would suck to get nerfed, so what I propose is something different.


What about a new item that only Master Docs can make: Poison Antidote & Disease Antidote - possibly varying in strength/effectiveness.


Now it would render diseases/poisons useless if you could take it as soon as one landed, so why not make it so the Antidote can only be applied once combat is done.


This way, well prepared players actually have a defense against this stuff, but you do have to defeat (or slip away from) your opponent before using it.


Has this been mentioned before? Does it sound like a good idea?


Plus it would help the economy a little since I'd imagine it could be pretty expensive. I know I'd buy a lot of it no matter what it cost






Its called Cure Poison (Doc 2000) and Cure Disease (Doc 4000)




you have oviously never ben a doc lol its hard to get to every one in your group and aply both cure diseas and cure posion befor some one in your group is almost down yes 2 docs makes it esyer but its still hard and if they have 2 cm its nerly imposibel to do so expesily if some ones attacking you at the same time belive me i know i do it its hard i like doing the posioning much more its funer lol



i agree with padawanchong








Your assumption is incorrect.



Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
Menoetius
Wed Apr 14, 2004 10:37 am
#17






Mercuri wrote:





Menoetius wrote:




Its called Cure Poison (Doc 2000) and Cure Disease (Doc 4000)









So what you're saying is either be a doctor, pick up doctor skills, or have a doctor hold your handevery time you pvp. Unacceptable.









Novice medic cures for poison/disease unacceptable!



Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
Menoetius
Wed Apr 14, 2004 10:42 am
#18






PadawanChong wrote:






Menoetius wrote:


Its called Cure Poison (Doc 2000) and Cure Disease (Doc 4000)





Yeah, and it's called "Good luck getting a doc to cure you if you're overt and they're not."


Seriously dude - have you missed the entire point of what I'm suggesting? This is so NON-medics have a way of combatting this. ANY other combat class that you beat, you win. That's it. Not a CM. You can beat them, but you're going to die after the fact in most cases. This is a suggestion that will help a prepared PvP'er. Perhaps you don't do that much though.


Sure, I know your probable response: Have a doc friend.


Ok, so now we ALWAYS need to be grouped with someone.

Message Edited by PadawanChong on 04-14-2004 09:14 AM






Your point is that you require these items to allow to be a soloist without the dependence ona Doctor.


Player versus player is about grouptactics.




Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
maddogs
Wed Apr 14, 2004 10:47 am
#19






Menoetius wrote:





maddogs wrote:





Menoetius wrote:





PadawanChong wrote:

Hey all. Never been a combat medic. Never will be. I was just thinking yesterday that the way CM's currently are, they can take entirely too much time away from having fun in the game. That is - if you can't find any doctors around willing to heal an overt. I know Foods are out there that will help defend against poisoned/diseased, but that doesn't help you very much once you've been stuck.


Of course it would suck to get nerfed, so what I propose is something different.


What about a new item that only Master Docs can make: Poison Antidote & Disease Antidote - possibly varying in strength/effectiveness.


Now it would render diseases/poisons useless if you could take it as soon as one landed, so why not make it so the Antidote can only be applied once combat is done.


This way, well prepared players actually have a defense against this stuff, but you do have to defeat (or slip away from) your opponent before using it.


Has this been mentioned before? Does it sound like a good idea?


Plus it would help the economy a little since I'd imagine it could be pretty expensive. I know I'd buy a lot of it no matter what it cost






Its called Cure Poison (Doc 2000) and Cure Disease (Doc 4000)




you have oviously never ben a doc lol its hard to get to every one in your group and aply both cure diseas and cure posion befor some one in your group is almost down yes 2 docs makes it esyer but its still hard and if they have 2 cm its nerly imposibel to do so expesily if some ones attacking you at the same time belive me i know i do it its hard i like doing the posioning much more its funer lol



i agree with padawanchong








Your assumption is incorrect.






assumption ............ the heck im not assumeing any thing i know im a master doc /master cm and i do it freenquntly both poison and cure belive me i know what im talking about



===============================================================


Daniel' Judson-Leonheart

PadawanChong
Wed Apr 14, 2004 11:11 am
#20






Menoetius wrote:



Your point is that you require these items to allow to be a soloist without the dependence ona Doctor.


Player versus player is about grouptactics.





Actually, you'rehalf right. I'm almost always in a group. The thing is, my group doesn't consist of doctors all the time. We do have tactics, but when those get shredded because I contracted a disease, then well... Those tactics get changed to me shouting that I'll pay a doc whatever he expects in exchange for a cure and passing on a TEF to him.


That is, until my disease goes away and I'm full of wounds.


And let's not even mention that a disease AND poison can and will kill me after the fact. The fact being I whipped the CM's ass - if given enough time before I drop.


With my proposal, a doc would not be obsolete then because they can still heal DURING battle. The whole premise of my suggestion is that they have it make it through a battle before being able to apply the antidote.

Message Edited by PadawanChong on 04-14-2004 02:15 PM



============
GermainePropane on Virtue - City of Heroes. The best combat system in an MMO.
Lvl 43
============
Mercuri
Wed Apr 14, 2004 11:47 am
#21






Menoetius wrote:





Mercuri wrote:





Menoetius wrote:




Its called Cure Poison (Doc 2000) and Cure Disease (Doc 4000)









So what you're saying is either be a doctor, pick up doctor skills, or have a doctor hold your handevery time you pvp. Unacceptable.









Novice medic cures for poison/disease unacceptable!







When did I say novice medics should get cure/poison disease. The fact that there is only one defense for poison, AND that one defense isn't nearly effective enough is my point.


Besides, think about what hes saying before you spout off. The original idea was for an antidote that docs/cms can make and people with novice medic can use them. This is no different from using spice made froma smuggler, food from a chef, or even stim bs.



Message Edited by Mercuri on 04-14-2004 11:49 AM



Kylian Redeyez---Poison Sponge of MC
EgoHazer
Menoetius
Wed Apr 14, 2004 11:52 am
#22






PadawanChong wrote:






Menoetius wrote:



Your point is that you require these items to allow to be a soloist without the dependence ona Doctor.


Player versus player is about grouptactics.





Actually, you'rehalf right. I'm almost always in a group. The thing is, my group doesn't consist of doctors all the time. We do have tactics, but when those get shredded because I contracted a disease, then well... Those tactics get changed to me shouting that I'll pay a doc whatever he expects in exchange for a cure and passing on a TEF to him.


That is, until my disease goes away and I'm full of wounds.


And let's not even mention that a disease AND poison can and will kill me after the fact. The fact being I whipped the CM's ass - if given enough time before I drop.


With my proposal, a doc would not be obsolete then because they can still heal DURING battle. The whole premise of my suggestion is that they have it make it through a battle before being able to apply the antidote.

Message Edited by PadawanChong on 04-14-2004 02:15 PM





/peace (until it works)
/applyantidote
/attack


In the middle of the battlefield, all you need is a one or two second window to apply the antidote. Rinse and repeat.


You are correct a Doctor would not be obsolete, you still need them to enhance your stats. Further defining a Doctor as nothing more than a crafting buff bot.


The combination of Poison and Disease does not kill, but it incaps you. And we all know what happens if your incapped 3 times within 10 minutes.



Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
Menoetius
Wed Apr 14, 2004 11:54 am
#23






maddogs wrote:





Menoetius wrote:





maddogs wrote:





Menoetius wrote:





PadawanChong wrote:

Hey all. Never been a combat medic. Never will be. I was just thinking yesterday that the way CM's currently are, they can take entirely too much time away from having fun in the game. That is - if you can't find any doctors around willing to heal an overt. I know Foods are out there that will help defend against poisoned/diseased, but that doesn't help you very much once you've been stuck.


Of course it would suck to get nerfed, so what I propose is something different.


What about a new item that only Master Docs can make: Poison Antidote & Disease Antidote - possibly varying in strength/effectiveness.


Now it would render diseases/poisons useless if you could take it as soon as one landed, so why not make it so the Antidote can only be applied once combat is done.


This way, well prepared players actually have a defense against this stuff, but you do have to defeat (or slip away from) your opponent before using it.


Has this been mentioned before? Does it sound like a good idea?


Plus it would help the economy a little since I'd imagine it could be pretty expensive. I know I'd buy a lot of it no matter what it cost






Its called Cure Poison (Doc 2000) and Cure Disease (Doc 4000)




you have oviously never ben a doc lol its hard to get to every one in your group and aply both cure diseas and cure posion befor some one in your group is almost down yes 2 docs makes it esyer but its still hard and if they have 2 cm its nerly imposibel to do so expesily if some ones attacking you at the same time belive me i know i do it its hard i like doing the posioning much more its funer lol



i agree with padawanchong








Your assumption is incorrect.






assumption ............ the heck im not assumeing any thing i know im a master doc /master cm and i do it freenquntly both poison and cure belive me i know what im talking about






Your assumption that I do not know anything about Doctor or Combat Medic, is incorrect.



Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
maddogs
Wed Apr 14, 2004 12:06 pm
#24






Menoetius wrote:





PadawanChong wrote:

Hey all. Never been a combat medic. Never will be. I was just thinking yesterday that the way CM's currently are, they can take entirely too much time away from having fun in the game. That is - if you can't find any doctors around willing to heal an overt. I know Foods are out there that will help defend against poisoned/diseased, but that doesn't help you very much once you've been stuck.


Of course it would suck to get nerfed, so what I propose is something different.


What about a new item that only Master Docs can make: Poison Antidote & Disease Antidote - possibly varying in strength/effectiveness.


Now it would render diseases/poisons useless if you could take it as soon as one landed, so why not make it so the Antidote can only be applied once combat is done.


This way, well prepared players actually have a defense against this stuff, but you do have to defeat (or slip away from) your opponent before using it.


Has this been mentioned before? Does it sound like a good idea?


Plus it would help the economy a little since I'd imagine it could be pretty expensive. I know I'd buy a lot of it no matter what it cost






Its called Cure Poison (Doc 2000) and Cure Disease (Doc 4000)




you have oviously never ben a doc lol its hard to get to every one in your group and aply both cure diseas and cure posion befor some one in your group is almost down yes 2 docs makes it esyer but its still hard and if they have 2 cm its nerly imposibel to do so expesily if some ones attacking you at the same time belive me i know i do it its hard i like doing the posioning much more its funer lol



i agree with padawanchong





===============================================================


Daniel' Judson-Leonheart

Menoetius
Wed Apr 14, 2004 1:14 pm
#25

The solution is not create a new medical pack or ranged AoE cures, but allowing the existing cures to have an area effected stat.


A Doctor would still have to be within 7m to make the cure attempt but now the cure would have an area affected diameter.


Add this one stat/ability would change the entire way people view Combat Medics and over night negate most if not all cries for Combat Medic disease/poison reduction.



Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
Gnuut
Wed Apr 14, 2004 1:49 pm
#26





Menoetius wrote:

The solution is not create a new medical pack or ranged AoE cures, but allowing the existing cures to have an area effected stat.


A Doctor would still have to be within 7m to make the cure attempt but now the cure would have an area affected diameter.


Add this one stat/ability would change the entire way people view Combat Medics and over night negate most if not all cries for Combat Medic disease/poison reduction.



Doctors do not deserve to have any type ofranged or AE healing abilities. They do not pay extra points for Ranged Support. I'm all for introducing new abilities and counters for AE poisons, but not at the cost of sharing a unique ability that a CM has or making the counter less expensive than the poisons they will be countering.

Message Edited by Gnuut on 04-14-2004 01:56 PM



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....

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