Combat Medic Archive
Thread: Non-CM thoughts on nerf cries
Mild-Breeze-Trooper wrote:
Well I'd like to take this opportunity to thank Hotrodg for his input. It was well though out, civil in tone and plesantly lacking in the profanities department.I wish more non-CMs were like you.
1- Max range needs to be toned down to less then guns. Maybe 45m.
2- There should be some "innoculation" or "gas mask" or something that people can use to gain temporary resistance to diseases. In the war they had gas masks or innoculations (that were self-administerable). At any rate a good doctor should be able to supply/prep a group to resist diseases.
3- DPS should be raised for PvE. Lets face it, CMs are only good at damage dealing in PvP. Let them help kill in PvE (yes I realize they can heal).
4- The PvP DPS of the highest poisons/diseases should be lowered OR they should not incap. If you get hit with one, you should be weakened to the point of needing to withddraw from combat. BUT you should not die a horrible death while sitting in a med center asking for someone who can cure a disease.
5- Possibly allow CM's (and docs) to make innoculations/disease resistance effects. Who would play with poison without having or being able to make an antidote?
6- If these guys are "chemical warfar" experts, lets give them some other alternatives. IE mustard gas, tear gas, sarin. These things wouldnt be poison, but they could induce blindness, stun state, intimidated state, etc. This would also be helpfull in offensive PvE.
7- Lets face it, the only effective attack CMs have right now is mind attacks in PvP. Give them alternatives for flexibility. And give them some reasonable PvE attacks.
<blockquote><hr>rLHitman wrote:
The range on a poison/disease/heal is doubled at Master. So a 45 range Poison can be thrown from 45x2 = 90m
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Hey, didn't know that. Now I do. Thanks for clearing that up. But it still befuddles me that a master CM can throw farther than a rifle can shoot. Heck, it confuses me that a CM can throw farther than a pistol can shoot. A good pistol can at least probably hit a person at 50m, but a CM doesn't miss. Ever. The poison might get resisted, but they don't MISS. Or is that a misconception too? I don't think you guys have range mods like marksmen do.
Of course, it also competely dumbfounds me that while CM's have what seems like overly long ranges with their attacks, grenades only hit if you're practically right on top of someone.
There might be an interesting case for trying something like this:
Make throwing a poison the same as any other special in manner of timing or pause, but make the base range like 6m.
When you master, you can throw 12m.
With Marksman Pistol 4, you get certified for a pistol delivery system that allows you to 'throw' it to 24m
Carbine 4 gets you a weapon that can 'throw' 48m
Rifle 4 gets you a weapon that can 'throw' 96m
The other thing I'd suggest would be to make area poisons do damage inversely to the number of people it hits. Not directly proportional but something like this...
Hit 1, do 1000
Hit 2, do 800 to each
Hit 3, do 650 to each
Hit 4, do 550 to each
Hit 5+, do 500 to each
OR do it by distance. Guy in the middle takes 1000, at 2m its 750, at 4m its 500, at 6m they're only taking 250 a tick...
The only reason I say that is because CMs are the only class who do the same damage to multiple targets at the same time. Anyone else pretty much does one attack to one person. If you're set upon by three people, you do one damage to three people. CM's do 3 damage to 3 people. While that's the point of area-effect attacks, pretty much every other game I've seen has an allowance for how-far-you-are-from-center compared to damge-taken.
Just a few not-SO-destructive ideas...
-V
I like your ideas, especially the ones about the damage reducing the farther you are away from the point of impact of a AoE poison, however instead of lowering the damage done, how about making the chance to resist higher? Wouldn't that make more sense? To me if a person is farther away from the middle of the poison (cloud, ball, gas, nanobots, whatever you want to call it) then they might stand a little better chance of eluding the poison, however, if they don't elude it, well frankly it is the same poison that hit the guy at the center of the radius, he should not get special treatment then.
Just my opinion.
/sigh another nerf crying 12 year-old.
why not cry about commados and bhs that can burn, incap and kill you in two ticks. or swordsman who can solo giant dune kimos. or tkm who can do any type of damage KD blind stun dizzy, and more. or even riflemans whom i'm geussing you have the same gripe as you do with cms about that they can do damage to an unhealable pool. or pikeman who have lances that can poison disease every pool. it seems to me your just jealous because we have a profesion thats just stronger and has better advantages than you. SO STOP TROLLING AND BEING A NERF-CRYER.
Goldenstar10 wrote:
more to say. POISONS CANNOT DO 1400-1800 DAMAGE! if you only knew that our poisons normaly do around 200 damage(at least mine do and i use janta blood and rancor bile) people go and cry nerf before they know the facts. /sigh
I agree that 1400-1800 is way beyond the damage range of even the most exclusive masterwrought poison. Though I see a problem in the production of your poisons as well.
You should try using Fire Spider Venom from the Geonosian compound and advanced components (with really good resources)for the other slots. Also you shouldn't be 4-4-1-4 CM(as per your sig) but master (to get the full 10 experimentation points)
My poisons do 300-400 damage at least, using the resources I have gotten hold of and no spider venom. (I still have to see what happens with my new Power 47 AIAs instead of my old Pow 40 ones though)
But you bring a valid point that usually is overlooked by most non-CM:s. The poisons you get hit by in PvP are the extremes. These are the Krayt Enhanced pre-nerf T21s of Combat Medicine.
Spider Venom has been toned down, but the really dedicated PvP CM:s still has got stores of the old stuff.
Also, you never get hit by anything else than master crafted poisons and diseases as the other stuff is far to weak to even mention.
So someone that has to spend 4,5-6 months waiting on good extremely rare spawning adv. ingredients for their componenets shouldn't make kick ass poisons?
How long did you have to wait before you got to use fairly common excellent ranged/melee weapons.
How much work was put into that? 90 percent of CM is how well you make your own weapon. Not based on template defense/speed stacking like 90 percent of the other professions benefit from.
As far as a TKM fighting MCM. One has one elite. One has 2 Masters of of them being an Elite just for that profession.
Putting CM in your template is no more overpowering than putting tka/fencer tka/riflemen mbh/carbineer.
Next time you think about getting that kick ass vibro/knigh sister lance, wait 4-6 months before you use it. See how you like it.
You can't be the rock, paper, and the scissors. Some people will never figure this out. Even CM's need docs. Even riflemen need docs. Everyone needs a doc. If we were meant to be strong in everything in this game we would all be playing a singleplayer version of this game by ourselfes doing everything by ourselves.
Malonesa
MCM/Carbineer
Vendor Stocked on Tat, Flurry Galaxy: 3883, 252
There are people who unfairly cry for nerfs but there are also people who refuse to admit when something is out of balance. Now I mainly play a doc rather than a CM although it is a class I had in the past and am always thinking of adding to my char (once you have doc or cm its easy to do the other).
Over and again, people argue about whether CM's can or cant' do as much damage as other elite combat classes. Buti think this begs the question of why a combat MEDIC should be doing as much damage as elite combat classes in the first place.
Most of the CM's I see are not performing any sort of *medic* or *combat support" these days.....they *are* the combat. Not all CM's, of course,....and of course, you have many CM's who aren't able to craft anything better than the equivalent of a cdef poison. But those who cancreate very strong poisons do not even need to rely on any combat skills other than having a cdef pistol to do 1 pt of damage to everyone they poisoned.
So whatever proposal for balance the dev's choose, I hope it is something that puts the max CM damage from poisons * well below* the max damage of the pure combat classes like bh, commando, elite melee, and closer to but still below the max damage done by the ranged elite professions.And that this ratio exist both withinPVP and against the enviornment. The reason for this is that CM's are supposed to be half healers and half combat...they just shouldn't be doing as much damage as professions that are purely combat oriented, let alone be doing more damage.
Now if you say the max cm damage is already at this point, then I would think we don't need any changes to max CM damageother than fixing the few weird bugs that allow CM's to poison through walls, witout aggroing in PVE, and while swimming.... but we may still need to bring *up* the weaker poisons so that the average CM is not extremely underpowered.
I dont' want to see the class get tweaked to where it does less damage than a novice markmsan totingthe cdef they give you when starting..