Combat Medic Archive

Thread: Implications in damage output and reaching 64m post range fix.

Rikilii
Mon Jul 12, 2004 10:03 am
#14






Morath360 wrote:


Throw and go at 54m is still very effective..




Actually, it's more like "throw and die", or maybe just "die"....but who's counting.




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Ahazi: Tekhap Ybrae--Former CM and Homeless Nublar Extraordinaire.

TC: Avaro Tribec--Co-founder of the TC-GCW, and Self Proclaimed Leader of the Imperial Legions
TsunamiKata
Mon Jul 12, 2004 11:13 am
#15






Morath360 wrote:


It would actually cause you to have to work with a group just a tiny bit more instead of being the deathstar of pvp...




If you had doctor in your PvP template, then you wouldn't be whining so much. But then again, a wookie is only good for 2 things, meat shield and target practice.







TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Pahdbacca
Mon Jul 12, 2004 12:05 pm
#16

Not you fault man, you and pappi have done more to help CM tesing than most peeps realize. Just one of those things. Most of the tests i run on TC...about half of the comps/resources are from stuff you gave me.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Mmaxx
Tue Jul 13, 2004 12:23 am
#17

Sorry but I don't see this a bad thing.If it is still possible to reach the 64m distance and poison for better then any DOT weapon then I don't see it as a bad compromise. If it is possible to reach a very high potential from 54m then where is the big issue?I don't want to get into the whole "I can throw 64m discussion in RL" discussion because this isn't RL or resemble it in any way. In actual fact not too many people in RL can hit a running person with a baseball at 215 feet all the time like we can so even saying it makes it look like you don't understand what reality is. With proper poisons we hit everytime.


We are healers withthe bonus of very powerful weapons. If we have to move 10m closer to use the best poisons then so be it. If moving that extra 10m is too scary then weaker poisons will have to do. We are still 54m away. Granted that distance can be closed quicklyif you have no defences in your character, that may be the only poison you get to throw.... But that's no different then any class in this game with no defences. A commando can only get one shot off if he has no melee defence. It's one rugged shot that hurts for a while....actually can kill if not treated....sound familiar?


If your character depended on being able to throw farther then 64m and can't play within the distances imposed on all other characters then it's time to re-think your strategy.


We were the only ones able to work outside the game fight distances. We now get a penalty for working at the max distance. well so does everyone else.... They get an accuracy penalty and we get a damage penalty. They move in closer and loose their accuracy penalty....we close the distance (a little bit) and loose our damage penalty.


Everyone agreed our range was a bug andnow that it is being addressed, and addressed fairly I beleive, where's the issue?


C'mon folks, we needed a balance and we got one. Let's try it out before we get too upset. It's probably not enough to silence the nerf cryers but oh well...


Jo'ran
Rikilii
Tue Jul 13, 2004 12:42 am
#18

Just to clarify, I never said this was a bad thing. I'm just pointing out that it will be a HUGE nerf.



---------------------------------------------------

Ahazi: Tekhap Ybrae--Former CM and Homeless Nublar Extraordinaire.

TC: Avaro Tribec--Co-founder of the TC-GCW, and Self Proclaimed Leader of the Imperial Legions
Kavedawg
Thu Jul 15, 2004 5:31 pm
#19






jfang wrote:






vortexala wrote:
Don't sweat it, Kave. It's not your fault the spawn gods have neglected TC






I'm not convinced this is true. I started a character, opened my survey tools... and lo and behold4 of the CM specific "rare resources" were already spawned. Even worse, the quality was decisively "not bad" (which is not "very good" mind you).


I ran a *lot* of missions to try to pay for the harvesting with personal harvesters before I even got to a novice elite combat class... Ugh.


Now all I need is a source of class two liquid petrochemical fuel, and I should be good to go.



Agreed though, thanks for helping test things on TC. Testing withvery averageresources is better than no testing at all.







well, RL is keeping me out of the game so don't have much time to chase down resources. As far as I know it's been 3mo since the last spawn of eleton reactive and class 2 liquid but I do have the other resources. I did get some of the latest Titanium AL which is way better than what I had stashed already...in the CM bag Texxie, will try to gather some spider venoms sometime

Message Edited by Kavedawg on 07-15-2004 07:33 PM



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Brainplay
Fri Jul 16, 2004 6:43 am
#20






Morath360 wrote:


It would actually cause you to have to work with a group just a tiny bit more instead of being the deathstar of pvp...

Message Edited by Morath360 on 07-12-2004 11:02 AM






Yeah too bad this is SWG and not Everquest. One of the few games where soloing everything is the norm instead of special circumstance. Even Everquest soloers had to work hard at it.


Grouping isn't an intergral part of SWG for most of PvE andPvP. Abarely coordinated horde of soloers is...


God forbid should you ever need someone other than a defense stacker class to camp a starport. That sounds like work!






Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

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