Combat Medic Archive
Thread: Poison and Disease
Swiftt wrote:
fine... then the CM should get poisoned as well and so should ANYBODY in the poisons/diseases range.. how do you like that?
Okay, then any pistoleer/carbineer/riflemen/commando using area attacks should hit their own guys too, if you want friendly fire then they have to implement it game wide accross every other type of area attack, not just use this against combat medics. And the combat medic wouldn't get poisoned if they're out of the poison's radius.
Three points on the Gas Mask thing....
1) In real life, soldiers wear a gas mask AND a helmet, however the helmets of today do not have full head protection. So this theory brings up my second point.
2) What is truly going to stop SOE to implement a full helmet type with the gas mask insert inside it. It could be a crafted item as a subcomponent to the helmet it self, and could be experimented on for effectiveness. The overall durability depends on the helmet itself. The effectiveness could be rated for the two damage types, poison and disease, and be based on the resources used and the experimentation.
3) If you ever look into the official Star Wars errata, and read about stormtrooper armor for example, Many of the stormtrooper helmets had some really neat stuff packed into them, such as a respirator (for zero gravity and poison / disease type things), communicators, and the suit had a bio monitor inside. This supports point number 2.
However, the implementation of such things in the game would definetly cause a problem for CM's, thereby nerfing CM's again....so I do not support them as is. There would be a need for something to circumvent such things in some way, like the contagiousness of poisons and diseases....
Well, It seems ovious that any sort of gas mask type additon should carry ham costs... Perhaps armor could be crafted with built in resistances, the same way you can get around Ion Rifles by adding a stun layer.
Another feasable idea is to give docs resists Vs. Poison and disease. This doesn´t really carry any logic, but if the doc is hard to poison, he could still get to his teamates before the CM is able to stick him with one.
Lastly, the last poster mentioned built in air filters... If faction armor acted as CM defensive wear it might give it more of a perpose.
Benjen wrote:3) If you ever look into the official Star Wars errata, and read about stormtrooper armor for example, Many of the stormtrooper helmets had some really neat stuff packed into them, such as a respirator (for zero gravity and poison / disease type things), communicators, and the suit had a bio monitor inside. This supports point number 2.
Now an air-tight system would be capable of repelling poison and disease attacks, a simple gas mask doesn't always do the job.
Most gas masks can only protect against a specific pathogen, and won't always give 100% protection. Now what if say CMs had perfected a bacterium that not only was lethal but capable of eating through armor, etc.
Lots of ifs and ways you could argue this. In the end though I think the best way of going about it would be to give BEs some +Poison/Disease Resistance tissues. And keep in mind you can only add +25 to a skillmod so it would help (your poisons might get resisted a little more often) but at the same time wouldn't completely nerf poisons, just shut up the people whining that you can't "protect against it." Which isn't entirely true either.
camps desperately need some usefulness.
AgonThalia wrote:
Thats definately a good idea,
camps desperately need some usefulness.
What he said!! I really dont use a HTFB unless I want someone to find me!! LOL!!