Combat Medic Archive
Thread: The Death of a Combat Medic. Part II (Correspondent, please read)
Uhhh i am such a defensive stacker. I can take out whole groups. But if i see there is a CM around i always think twice b4 i attack cause it i die most of the times CMs are involved. And if someone hasnt noticed if you apply poison and disease to someone he still incaps.
Maybe CM arent the uber 1 vs. 1 PVP Chars but try to win against a group with a CM. Thats why on bria the whole GCW has become the galactic combatmedic war. Without CMsyou cant defent or attack a base cause no docs can counter CMs throwing poisions and diseases every2 or 3 secs.
Taken directly from the SWG website-
Combat Medic: A healer who also has some field training to increase his odds of survival in battle
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Why exactly is it you think you should be able to take down ANY combat class? You're a hybrid support class, main job being healing. Secondary strength being able to poison. Your primary objective is not killing people. Stop whining about it and realize you should NOT be the end all be all of OFFENSIVE PVP.
Limit poisons to 64m. Give them 75% PVP reduction, lower the duration, and make it impossible to incap even with disease/poison combo.
Then they'll be a good SUPPORT profession, and not the end all be all gods of PVP that they are now.
1-If you have 0 combat skill, you SHOULDN"T be able to deal that last little bit of damage to someone. You have enough skillpoints to master Rifleman & CM. Pick up a combat class & stop complaining
2-You can STILL make 40m packs. I'm still using them myself. I throw from 74-80m. They're not rare, my PA makes them every day. 200k of each resource used saved up lasts literally forever.
3-Don't compare single target DPS to AE DPS.
It's like you don't even play the class. Jeez, CM is THE sickest PvP class out there. I toss poison & disease onto someone from outside of weapon range, & then I just run around until they're incapped, then I deathblow. In large combat, I find the closest person, pop to 80m, toss disease, back off, run back, toss poison, run back, & wait for them to drop.
It takes no skill, and I kick ass. CM is unbelievably amazing. If you're not having much success, you really need to rethink playing video games that require the smallest bit of skill.
TsunamiKata
You seem to forget one key matter, that poision, for the most part is un blockabale, ignores LOS, and can only be cured by a Doc. Comparing a rifleman to a CM isa mute point. You can effectivly stop a rifleman but running out of range, (cant do with a cm thanks to splash damage) you can quickly kill rifleman and not worry about your mind being attacked. Where as a CM lands their poision, dies and the 500 tick every 8 secods is stil eating at your mind, while your still looking for a doc. And one last thing, a bleed from a rifleman is no where near comapreable to a poision.
So, nice try, dont compare yourself to a rifleman, its a different ballgame. To combat riflman, you need a combat profession, to combat a combat medic you NEED a doc, who can only apply single heals. And i hope your not the same person that cries at dizzy/kd...
Combat Medic: A healer who also has some field training to increase his odds of survival in battle
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OMFG... HERE WE GO WITH THE SUPPORT PROFESSION CRAP AGAIN!!!
Fine you want to see us as a support group? WE SUPPORT THE SIDE THAT WILL WIN IN A FIGHT!!
A lone CM will never win, but combine him with 4/5 others in battle and the odds GREATLY increase. Why? Because combat medics are just that **edit** good at supporting.
Wanna negate a combat medic in battle? BRING ONE!!! Jeez guys... one of the titles you get as a CM is CHEMICAL WARFARE EXPERT. Do you ever hear of Chemical Warfare as a "support role"? That's like calling nukes "an easy way todemolish buildings".
YOU DONT BRING A KNIFE TO A GUNFIGHT!!
Rennyn wrote:
Taken directly from the SWG website-
Combat Medic: A healer who also has some field training to increase his odds of survival in battle
If you're going to bringin meaningless quotes, then I'll bring in quotes from Prima's Official Strategy Guide.
"Able to dole out life with one hand and death with the other, the Combat Medic is perhaps the most respected unit in any battle." - Taken from page 300, paragraph 1.
"But perhaps the most insidious and deadly ability in the Combat Medic's repertoire is the concoction and use of poisons. These slow yet persistent agents can be administered from afar, and require advanced medicines to counteract. A few well placed ampoules can be devastating to an opposing force." - Taken from page 300, paragraph 3.
Rennyn wrote:
Why exactly is it you think you should be able to take down ANY combat class? You're a hybrid support class, main job being healing. Secondary strength being able to poison. Your primary objective is not killing people. Stop whining about it and realize you should NOT be the end all be all of OFFENSIVE PVP.
Limit poisons to 64m. Give them 75% PVP reduction, lower the duration, and make it impossible to incap even with disease/poison combo.
Then they'll be a good SUPPORT profession, and not the end all be all gods of PVP that they are now.
I disagree on your statement that CMs are nothing but a support class. If CM is just support, it's a pretty lousy one compared to Doctor. Doctor's can buff, rez, heal states, cure poison/disease, etc. CMs only get ranged and area heals. Oh, and a mind heal that hurts more than helps.
Most of the changes you suggest are rediculous. I do agree with the 64m change, but that's already being addressed. Poison no longer incaps, duration is not a major issue based on that fact. You have plenty of time to find a Doc, just keep food/spice on hand to enhance your mind. 75% reduction? Sure, but only ifthere'sa 75% reduction on all stims as well. After all, why does a novice medic get to heal their full bar with a stim B? (no I don't want to see this, just being facetious...)
Personally, I would rather see group TEF fixed and area poison/disease LOSbugs resolved before anyone even considers another poison nerf.
Senn & others were reporting us left & right too. It was pretty funny really. Basically, I think CM's deliberately misinformed people, to quell the cries for balancing they were getting.
I was there on Ockmar, tossing at 74-80m all the time
Adune wrote:
It's quite possible Ifrin. You can still make packs that are range 40. That means at master, throw range is 80m.
Senn & others were reporting us left & right too. It was pretty funny really. Basically, I think CM's deliberately misinformed people, to quell the cries for balancing they were getting.
I was there on Ockmar, tossing at 74-80m all the time
I don't think anyone has deliberately misinformed people, though there has been a lot of misinformation. The test center patch notes for the last big patch indicated that heal and poison range would be capped at 64m. Heal range was, in fact, capped, but somehow the poison cap slipped through the cracks. We all expected the cap to be 64m, the final patch notes said 64m, so we thought the nerf went in.
It obviously did not go in as expected and some of us are a little slow recognizing that. But I will say this much - SOE clearly intended to cap range, so I suspect that it will happen relatviely soon and people will have one less thing to complain about CMs.
Although I have yet to hear anything on the matter, Thunderheart knows of the problem and it has been reported to the Devs. It is not an 'exploit' becuase CMs do nothing out of normal game mechanics to throw farther than 64m. It is a bug that needs to be fixed. I will be surprised if it is not fixed next patch.
Happymob wrote:
Adune wrote:
It's quite possible Ifrin. You can still make packs that are range 40. That means at master, throw range is 80m.
Senn & others were reporting us left & right too. It was pretty funny really. Basically, I think CM's deliberately misinformed people, to quell the cries for balancing they were getting.
I was there on Ockmar, tossing at 74-80m all the time
I don't think anyone has deliberately misinformed people, though there has been a lot of misinformation. The test center patch notes for the last big patch indicated that heal and poison range would be capped at 64m. Heal range was, in fact, capped, but somehow the poison cap slipped through the cracks. We all expected the cap to be 64m, the final patch notes said 64m, so we thought the nerf went in.
It obviously did not go in as expected and some of us are a little slow recognizing that. But I will say this much - SOE clearly intended to cap range, so I suspect that it will happen relatviely soon and people will have one less thing to complain about CMs.
Vorgus wrote:
Tsunami, I'm a Master Doc, doing the profession grinding thing, so you can take what I say any way you wish...
First, I disagree with your assertion that states that crafting a high quality poison or disease pack is so difficult, that you deserve more range than any other profession in the game. Do you know how hard it is to craft 950+ buff packs with 3 hour duration? Or a Crafting station with a 48+ rateing? Or a Pet Stim D that heals for 1800 with 32 charges? If your getting the drift of what I'm saying, for absolutely any class, to produce it's top quality items, getting that quality level of resources isn't easy, for some classes, it's even worse, like the Chef's love to say... Got Milk? Some classes have it easier resource wise than CM, some have it rougher, but the simple truth is, to make the very best, is a PITA no matter which profession you are. Every combat class but CH has to live with the 64 meter max range (they can get around it since the pet is the only thing that has to be in target range), and that should apply to CM as well.
What if I were to tell you that no matter how high quality resources you use for your Enhance packs, your charges will never go above 10? Or that Pet Stim D can never have more than 15 charges maximum? It would be the same for a doctor to use their high quality floral and inorganics and Advanced Bio-Effect controller only to find out that the super Stim Bs would be limited to 10 charges regardless of experimentation or quality of material.
This change completely defeats the purpose of having high quality material to make the poison/disease packs. The uniqueness between Combat Medic derives from the quality of their material. What's the point of being a Combat Medic if everyone makes the same poison that travels the same distance and do the same amount of damage? What makes me unique is the material that I have from 4 months ago that I diligently saved up in preparation for the upcomming war. That's why I am irate. It isasinine to even consider to limit the distance so broadly and in such a general fashion that I have absolutely no need to make a poison pack with any of my higher quality material because the final result is irrelevant due to the distance cap.