Combat Medic Archive
Thread: Please vote here for +1 HAM cap for poison
I vote no
- CM as raid-busting PvP soloists. It's possible with creative tactics. CM won't survive long enough to reap the benefits though. And if they do, then they planned it well. Is this part of what we should be? Why not? Other classes just spam their specialsand **edit** near incap themselves from doing so. And if so under what conditions? In PVE or PVP it shouldn't matter. I've fought mobs with AE's that have almost taken out the party. I've fought against other classes in PVP with area attacks. It makes sense to be able to throw poison gases at a group dumb enough to be clustered together during an attack.
- AOE poisons vs. single cures. Personally I'd say add it in if you like, it still takes me less mind to throw an AE poison than it takes a Doc to cure it. And don't believe I'm not the type of guy that isn't able to pick out the most likely person to be a Doc in the group and stack some mind poison and Willpower disease on him. As long as I can stay alive then I have proven my kung fu is better than yours.
- CM looting rights, faction points and PvE issues. It's a known evil and some of us have learned to live with it, hence our investment in pistol skills. In any case it is no different than a pure doctor not getting any credit for healing the party that just took out a platoon of stormtroopers. IMHO faction points should be awarded based on the amount of combat XP you get from a fight. That way it can be fair to both combatants and non-combatants.
- The role of DOTs and poisons.. DOTs in any form or shape should incap. I know for a fact I have some health poison that can do 6600 damage in 2 min time frame. If I can stay alive for half that time because you are buffed to 3kish, then you deserve to be twitching on the ground. Obviously that is the reason we tend to favor mind poison. An average 800 pt mind pool on a player can be incapped in 16 sec.That is afterfinding the stupid-rare resources to makedecent components and crafting them into a deadly concoction that I have to get within 40m to use on someone. So now even though Riflemen can bleed a mind to incap from maxed distances, we are the ones being targetted as a danger to PVP? LOL
- Usefullness of diseases.. Diseases should prevent someone from using a special or increase the cost of a special at a faster rate than is currently in place. Exerting the diseased pool should cause 150-200% increased cost of a special.
- MCM offensives having a range beyond any other class. That is only if I can find the components necessary to experment a longer range. Even then I would have to sacrifice potency and effectiveness to gain that range. There is a trade-off for all that a CM can do.
- MCM offensives having an accuracy that is beyond other classes in most realistic PvP situations. We still get resists though. If they add accuracy to poisons, then they will have to code in accuracy on ranged stims as well. Imagine missing a ranged heal? Realistically I could see it happen but in this game it would do nothing but devalue our class. Our bread and butter is our ability to heal disease and poison at range.
I think it should be left alone. What they should change is the length of the poison. A good poison does not have to last a half hour in pvp. However if I have to stand around and wait till a person gets down to 1 - chances are they are going to kill me.
And what about bleeds can u put a mind bleed and mind poison together to drain taht last one point?
Can u imagine anything as dumb as something stopping working at 1!
How about once your incapped by poison once the poison wears off?
How about poison only lasting 5 minutes in PvP no matter what?
How about changing all other classes so my Master CM/ Rifleman doesnt get killed in 2 seconds by mostly everyone else?
I like the change.
PvP wise, we should not be Uber Solo with just poisons beating pure combat professions just because nobody has fixed our posion with the 75% cap. Want to kill somebody use your poison as part of the method. CM/Docs should not be running around owning Master Bounty Hunters or Commandos etc. And if I was in one of those classes I would be IRATE.
PvE wise, this solves a lot of problems. I'll get XP now! Also, creatures that are brought down to low low hitpoints have the smarts NOT to attack. Try it one time, watch the creature on his last legs in any HAM bar try to sneak away in an act of self preservation.
Slicehounds at 1 HAM will not continue an assault. And somebody who said that we were not meant to be able to Solo a gaggle of Slicehounds hit the nail on the head.
This small fix will ensure our class becomes more balanced and may help to fend off bigger potential nerfs.
And big picture people, we need this game to balance more, and in order to do that, we may need to take a few of these shots to do so.
Case in point: I held off an entire contingent of PCs at the Imperial Outpost on Talus. Area Mind Poison, Mind Poison (stackable) run run run...rinse and repeat. I never had to close once. I was incapped once but nobody got to me because they all fell down. Should I have the power to be that dominant in PvP that I took over 30 PC scalps and never died once? I don't think so.
believe it or not buddy, the last time i wanted to fight some slice hounds was around 3 months ago. Try seeing how long it takes to kill a rancor with your poison. With my TKA it takes about 10 seconds. Also, my poison range is around 45 m. In that 19m window, i could be blinded, knocked down, panic shot....etc. Each of these makes it impossible or near impossible to hit someone with poison. Oh ya, DOCTORS CAN HEAL POISON. Sorry if there aren't more of them but that isn't our fault. Learn to adapt your playing style and tactics.
Vote for us, emphatically no against this change. Vote no to all nerfs. We need fixes, not nerfs. Don't make classes better indirectly by making others worse.
/endrant
I use my poison as an AIDE to my skills. We are a support class, you should not be relying on support skills as your sole means of being offensive.
And some things aren't meant to be solo'd...people have to accept this notion at some point.
I agree that the cap would address many issues like the looting and harvesting thing, but I also see and agree with the other side of the argument. Now maybe its just me, but I'm a master cm and I don't get nearly the range or effectiveness that most of you seem to get. At best, my area posions do around 190 per tick and my single posions do up to 250. That works fine for me, I don't need 300-600 damage posions. However, the best range I've been able to get so far has been around 40m. Maybe my resources are crappy, or my crafting station sucks or whatever, but I've never been able to, nore have I seen any cm's throwing posions/diseases from 60-70m. Now, whether it's PvP or PvE, 40m is definately attack range. Whatever I'm fighting is already going to be charging, shooting, spitting, etc at me before I throw my 1st posion. More than likely, I'm going to have to heal myself at least once before I throw anything because my health is only 600, my action, 750. My point is, it's VERY likely that I'll be incapped or dead looong before my posion puts my foe down. So when I throw a posion, I usually run around hoping my foe will miss with their gun or I can stay out of range long enough and keep healing myself until the posion puts them down. To help keep me alive, I wear armor and use PSG's, but still, 600 health only goes so far. So eat some food you say? Well, as buggy as food has been lately, that option is kinda hit or miss. Eat some spice you say? Sure, if I can find some. I don't know about yall, but there aren't a plethora of smugglers in my area just waiting to sell spice. It becomes an issue of "man I want to go hunt this today or do some PvP today, I sure hope I can find a good smuggler or vendor somewhere to get some spice!" Same thing with doctor enhancments. Availablility is a factor. Migrate your stats you say? I like my stats where they are. They usually suit me for the style in which I play my character. Get some elite weapon skills you say? Sooo, I should be forced to spend skill points mastering a specific weapon just to be combat effective? I don't think that's really fair. I view the posions and diseases as a cm's main weapon. It's not nearly as effective as a gun/bazooka, which is what makes us a support class. Still, I don't know that taking the ability to kill with our only offensive weapon is really fair.
rhaspede: Well, will a switch like this actually require a change in that particular tactic? They are still going to chase you down like before and you are still going to ahve to try and keep yourself up. The only real difference is that instead of being incapped when your poison makes that final tick, the will only be a +1 on the relavent ppol. They'll either need to heal that pool some way (in which case they aren't shooting at you) or they can not shoot at you because they don't have enough HAM to cover the cost of taking the shot, while for you one shot should take them down (if what one of the other posters pointed out about any hit actually affects the other pools from teh one it hit to a much lesser extent.)
I haven't seen this in action, though, but that's what I THINK I'm seeing would be the case. In which case I don't think it's a big deal at all.
I see what you're saying, but that still leaves (me anyway) with a problem. In PvE that may be fine because I'll be using a health posion and when my prey gets down to one point, I can just shoot them. But in PvP, I use mind posion if I'm alone because it gives me the best chance to survive (obviously, since mind damage is unhealable). I use a pistol as my secondary weapon. I have no way of doing mind damage other than posion or disease. So now I'll have to use health posion on players so that I'll be able to shoot them at the end. Health damage is healable. With the majority of players havingvery good stim B's and the possibility of them being enhanced like crazy orspiced up, the prospect of them running out of mind due to healing is very low. So even though the posion will continue to tick, they can continue to heal it.Factor in the fact that most of my galaxy is wearing super composite armor, I will now also also have to contend with trying to pierce that armor with my FWG5.
Now I guess I could get spiced and buffed too, and get some great armor, which would bringmy foe and I more in balance, but as a medic, and I'm pretty sure most other medics with few combat skills also run into this problem, I really don't have the creds to afford some ofthat really great armor. Besides, with my stats the way they are, I can't wear that much armor anyway. Also, with only pistol specialist, the best gun I can use is the FWG5. Just seems to make things much harder on me in PvP.
I guess now that I think about it, this fix isn't that bad for PvE, but for PvP it seems to be a huge disadvantage.
WHat I think I have seen mentioned is that any shot that hits does cause damage to all 2 pools, it just does something liek 10% to onther than the primary pool. So if you hit the health pool with your pistol for 100 points of damage you should still be doing 10 points each to Action and Mind. I haven't tested this nor looked for the documentation on it, but if that is true (and I really hope that it is) then using a mind poison with a pistol isn't that big of a deal for getting that final blow.
I would vote no, I want a fix not a workaround.
If I poison and bleed something and the bleedkills it and I don't do any damage then I still get no loot. It seemsto me thatthis won't really solve our "problems".