Combat Medic Archive

Thread: getting bio-weapons (ie: bio-pistol, carbines, rifles) will get us nerfed

Brian9824
Sat Oct 04, 2003 12:13 am
#14

Thank you. Its about time people realized that you cant have everything.


It still might be possible to have a short range weapon for CM that requires you to use it at close range. Maybe a sort of injector that increases dmg or length of ticks?


This would be a nice feature that wouldn't be overpowering.




Ta'koka Hyho
Creature Handler / Commando
Khragon
Sat Oct 04, 2003 12:24 am
#15

I wont be happy until I get a Tazer and make rebels twitch on the group.
TsunamiKata
Sat Oct 04, 2003 12:46 am
#16






Brian9824 wrote:

Thank you. Its about time people realized that you cant have everything.


It still might be possible to have a short range weapon for CM that requires you to use it at close range. Maybe a sort of injector that increases dmg or length of ticks?


This would be a nice feature that wouldn't be overpowering.




Shut the **edit** up and get off my forum, you troll.


Bio-weapon is a ludicrous idea, kill it before it hatches.



Tsu






TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
GloriaGaynor
Sat Oct 04, 2003 12:47 am
#17

I agree fully. CM's are already emmensly powerful with our ae poisons and such. We need no other combat oriented skills for CM class. My current template, I beleive is the most powerful option currently for pvp fun. I'm 4-4-4-2 Doc, 4-4-3-4 CM, and the rest into Pistoleer, which gives me enough to pick up pistol whip. I stand behind my conviction that this combo is nearly unbeatable in a duel situation, like a one on one duel. The only class that makes me at all nervous anymore are master CH's because there's no way I can kill their pet before it kills me. But everyone else drops very quick to mind poisons. With the Doc enhance c's I can use, no one can "one-shot" kill me. I should also mention I have the best helmet on Flurry 87% resist all, 25% resist electricity mod. A good helmet helps emensly for CM/DOC combo, BH's simply run the other way when they see me coming, they know their precious "eyeshot" is useless on me.


Kitty Kat - Flurry

Mraughh
Sat Oct 04, 2003 4:21 am
#18

Brian, go away. the point of CM is their ability to heal/poison from a DISTANCE. having a weapon that you have to be close to use is retroactive.


Bio weapon - bad idea, and yes we'll get the freakin nerf bat of doom if we get one.





If some "L33T D00D" got incapped from a cook slapping him in the face with a mackerel, he would come to the boards and scream "Nerf the Fish!" - DangFiero




]V[ Dark Jedi Guardian
Valdo
Sat Oct 04, 2003 6:11 am
#19

I like the idea but I dont think it fits are class maybe an ELite elite class down the road then you could fully develope the idea with all sorts of status madness but as it stands I think combat medic is pretty close to being what it should be as soon as they fix a few things like no loot rights for poison, schematics not loading or working right, ect...


Lageas


RIP
Mater Doc


STB Master Combat medic




Back in a few months, tired of waiting for the changes that should have been part of the game at launch.
darksithmage
Sat Oct 04, 2003 7:40 am
#20

As I read all of these posts I realize one thing, people only comment on the pvp capabilities of combat medics, they say a class specific weapon would make us "uber" in pvp, blah blah blah gonna get the nerf stick, blah blah blah, every argument comes down to being over powered in pvp. Guess what? I could care less about pvp, fact is our poisons/diseases are worthless in PVM. They do not tick fast enough or strong enough to help a team in any meaningful way. This is unfortunate as I see these abilities in the CM tree as the "high end" game. One you've mastered the profession then the game boils down to exploring and just having fun with friends. fighting the giant mobs of swg I feel like I just waste resources on them when I use poison or disease. I am by no means saying I want a poison that kills a krayt dragon...but I'd like to feel I add something more to the group than just a silly ranged heal...by the way which is frivolous as mind damage incaps players regardless of how good my heals are. For pvp I feel combat medics are fine as is. There is no doubt we are a feared profession that can easily turn the tides in large scale skirmishes. I however do not play the game for pvp as it is largely broken right now. I don't want to be the uber "be all end all" class of the game, I'd just like to see my poisons help kill something stronger than an ikopi....



________________________________________________________________________________________________________
"Pain is such a delicious treat that goes well with warm brandy*"

Naom'zade: Dark Jedi Knight (if the FRS ever comes back): "Enslaving the galaxy, one soul at a time"

"No, I don't use a saber anymore. I prefer to blast holes in people's skulls these days"
Sinker
Sat Oct 04, 2003 7:58 am
#21

I am a master combat medic, and i do just fine without docotor skills, although i wish i had them for experimentation purposes. I also have pistoleer 0041, and in pve, i can hit for well over 2k dmg with my stopping shot, fan shot or in some cases, the kip up shot. The kip up shot is by far, the MOST underrated shot for a pistol user. It does almost 1/4 the dmg as a stopping shot, but you can get almost 4 kip-up's off before you get 2 stopping shots off, AND with less HAM costs. i would love a bio weapon, doenst mean im gonna get it. I usually dont use my skills in pvp, because i havent been making good poisons or diseases. I generally rely on my ranged healing abilities more than poisoning and disease. but if a bio weapon will help me in pve, wow, ill drop pistoleer and put it into doctor or CH. woot!



Sinker Sladdo - DORK
Senko Sladdo - Exemplary Bothan
Oback
Sat Oct 04, 2003 10:02 am
#22

yea pve is a joke for combat medics right now, we need a weopon to help us out in just dealing standard damage!



pikesman

master commando

Rebel till the end
JediQuic
Sat Oct 04, 2003 12:46 pm
#23

.....Hrmmm....


Increase Poison damage by 300-400% in PvE and Make it so the mission terminal realizes i can kill something bigger then a Gnort....After my Poisons do 3-4 times as much damage in PvE. Then make it so i Get credit for the Kill and Gain some Additional Medical EXP+Combat Exp after the target has died.....


You get the idea.....I'm Sure after Changes like this go in will threw the Bio-Riffle support will go way down.....But untill then, i Stand behind my Bio-Riffle Idea.



Bountyhunters are asking for Skills that do not come from the Pre-Requsites ofBHat all, CM Bio-Riffle Supporters are asking for a CM weapon that Further Expands on the Combat support Role that IS a Pre Req' for CM. There is no Comparison. We are not asking for a Flamethrower(Game Breaker), Just to Grow on our Combat Support Line more as we advance as a CM, Not just have it end at our Pre-Req's.


As for it being Fair Asking...Heh! We can Ask For Anything We want! Look at some of the Other Classes Requests: Pistoleers want Pistol Trick Entertaining abilities, BH's Want Free Novice Medic+First aid, Melee's Want Ranged abilities(PvP Reasons)....ect. If you don't ask For something then Don't expect to get anything...

Post_Beta_Tester
Sat Oct 04, 2003 3:27 pm
#24



To paraphrase various people:


Combat Medics are a joke in PvE because poisons should do more damage







This is not true. While, yes we may do less DPS than other classes in PvE with our poisons, our poisons cancause a DOT to multiple targets withone application (which no other profession has), and they have a really significant advantage that manyproponents of the bio-weapon ideamay not have noticed.


I'll give this one to you as a freebie. Our Poisons DO NOT hold aggro is PvE. Let me explain the implication of this. We can chuck a poison at a creature, and run out of its aggro range and it will stop attacking while it is still taking poison damage.This is significantly different thannormal bleeds, which causes the bleeding creatures to "seek out and destroy" the person who caused the bleed. Using this and burst run, I was able to pretty safely wipe outvarious lairs (including the above mentionedPubam camp).


There are other incredibly broken synergies that our class has in PvE. But, I'll leave it to the you to figure it out.All I have to say is thatour class is very elegantly designed for a certain playstyle that differs from the normal "run in and blow everything up" playstyle. And rather than altering our class to fit into the "run in and blow everything up" playstyle, I really wish that people with the "run in and blow everything up" playstyleactually learn how to play our class, or chose one more suited to their needs.



And, I'm not worried about NOT getting a bio-weapon, I'm worried about the Dev's going "what the heck" and giving us a bio-weapon; which wouldthen beome really overpowering when combined with another one of oursynergies. Then once the Dev's figured out what they've done, they'll nerf the heck out of us.


As for people believing that the bio-weapon idea wouldn't fly, I'm not sure if I want to rely on the Dev's to make that determination. After all, they have made some really strange decisions in the past. As an excuse for their "cluelessness"one of them stated that theydon't actually play this game. Well, we p[lay this game, and we have a better understanding of what is balanced and what isn't.


Brothers, join me in preserving our synergies and opposing the bio-weapon idea.

Oback
Sat Oct 04, 2003 6:08 pm
#25

were not asking for a huge rifle thats gunna distroy everything, somthing to even just help us out, and you cant tell me that waiting for 5 minutes for something to die is a good combat pve style, yes you can do it to multiple targets, but that will take even LONGER then a single dosage, common seriosly u cant just fight with the CM class, im sure most combat medics have pistoleer or somthing like that, so they arnt complaining, but i dont have any other combat skills, i am a master doctor and master combat medic, and i just have enough points for pistol specialist! wow! that really helps me out! when i cant even do rebel theme parks on my own its kinda sad



pikesman

master commando

Rebel till the end
TheGreatOne00
Sat Oct 04, 2003 6:35 pm
#26

Personally, I dont see the need for a "bio rifle". I would like to see our poison damagea little more on PvE, but other than that, and assuming all our other bugs get fixed I have no gripes about my class. I also play a Master Combat Medic/ Master Doctor/ Novice Artesian/Pistols 1. I currently use a 41-119 DL44, and why it doesnt domuch damage, it does more than enough to keep me alive. I am able to do the 13k missions on Dantooine solo with my Cowardly gurreuk even(without running around for poisosn to take effect).


I dont see our class as a combat class, specially when we are hands down the best healers in the game. I for one do not want a bio rifle, poison is our specialty.




Ovonn Ig'A
Master Doctor
Master Fencer
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