Combat Medic Archive

Thread: If they nerf cm..what prof you going to pick up?

jkray8472
Tue Jul 13, 2004 6:01 pm
#14






Rikilii wrote:





jkray8472 wrote:





1. We don't know about the range max yet. It may not even be 64m. However, I don't know what sort of bad resources or crafters you have on your server...but I can max out effectiveness, and sitll have a 46m range on my pack (2m--1 exp point) shy of the 48m hard cap on poisons). No cost to effectiveness at all for me.


I was basing this on the tests that have been done, which, if extrapolated, show that 64m is indeed the range of a 48m pack in the hands of a MCM. Honestly, I can't imagine how you can do that with your packs. I've been using all very good resources (although my ADM stuff is probably my worst), and can only get 41m range on my packs with maxed effectiveness, and that's with 12 experimentation points.


I'm a 12-point Combat Medic also. My last batch of Mind Poison C packs had range of 46m, and an effectiveness of 322 (and potency of 120). One extra point into the range could bump that up to a 48m. If 48m packs can throw64m...then I'll be in great shape! If 48m packs only throw like 55m...I'll be quitedistraught.



2. If the mind becomes healable...CMs will probably be able to heal it at a distance and with area Stims. I'd see that as a significant *boost* in CM abilities.


I think we can all agree that we're talking about the CM's offensive (pun intended) abilities.


Lol. Well, I took it to mean "guy was crying about us being nerfed." The reason melee people do so well is not just because of their damage...but because of their defense stacking. Having Area Mind Heal packs...will increase your defenses significantly. I'd consider it quite a power boost. Offense goes down a bit, defense goes WAY up = anti-nerf.



3. Just b/c they're considering it doesn't mean it's going to happen. Actually, his post seemed to say they haven't 100% decided against it...but they're not leaning towards it. I think the overwhelming evidence would support it not happening. Even so...don't start panicking about something like this before the Devs actually announce it.


Which part are you talking about....if it's the mind thing, I've been praying for it to happen for months.


I was talking about the 75% reduction...as per the guy who quoted me and put up his three "problems." Each one of my points was a rebuttal to him.
















--------------------------------------------------------------------------------
"Never piss off a healer. They know how you're put together...they can just as easily take you apart."
Kiarda Kismet
Master (in order) - Medic, Doctor, Teras Kasi, Smuggler, Carbinier, Marksman, Artisan, Architect, Combat Medic, Pistoleer, Scout, Squad Leader, Image Designer, Entertainer, Dancer, Brawler, Fencer, Merchant, Pikeman, Swordsman, Creature Handler, Rifleman, Ranger, Bounty Hunter, Commando, Musician. Droid Engineer.
Unlocked 6/5/04
Atama
Tue Jul 13, 2004 6:18 pm
#15

Maybe this is a silly question but... If CM damage is fine as intended, and a 75% PvP reduction isn't needed as it is with other kinds of damage, then doesn't that mean that PvE damage should be increased 400%?



*********************************
Krayt Dragonfist, Trandoshan
Imperial Security Bureau
Corbantis Server

If you claim to "own" me, I want to see the receipt.
jkray8472
Wed Jul 14, 2004 12:12 am
#16







Rikilii wrote:





jkray8472 wrote:

Well...there aren't any nerfs on the horizon. So don't worry about it yet.







You're kidding, right? How about:


1. Range limited to 64m (at enormous cost to effectiveness).


2. Healable mind in the Combat Revamp.


3. Possible 75% PVP reduction (if you don't believe this, look at TH's recent posts, where he now hints this might be a possibility).







1. We don't know about the range max yet. It may not even be 64m. However, I don't know what sort of bad resources or crafters you have on your server...but I can max out effectiveness, and sitll have a 46m range on my pack (2m--1 exp point) shy of the 48m hard cap on poisons). No cost to effectiveness at all for me.


2. If the mind becomes healable...CMs will probably be able to heal it at a distance and with area Stims. I'd see that as a significant *boost* in CM abilities.


3. Just b/c they're considering it doesn't mean it's going to happen. Actually, his post seemed to say they haven't 100% decided against it...but they're not leaning towards it. I think the overwhelming evidence would support it not happening. Even so...don't start panicking about something like this before the Devs actually announce it.


As it is...they announced the fixes would hit today, and they're not here. So much for promises...




--------------------------------------------------------------------------------
"Never piss off a healer. They know how you're put together...they can just as easily take you apart."
Kiarda Kismet
Master (in order) - Medic, Doctor, Teras Kasi, Smuggler, Carbinier, Marksman, Artisan, Architect, Combat Medic, Pistoleer, Scout, Squad Leader, Image Designer, Entertainer, Dancer, Brawler, Fencer, Merchant, Pikeman, Swordsman, Creature Handler, Rifleman, Ranger, Bounty Hunter, Commando, Musician. Droid Engineer.
Unlocked 6/5/04
jfang
Wed Jul 14, 2004 3:29 am
#17






Atama wrote:
Maybe this is a silly question but... If CM damage is fine as intended, and a 75% PvP reduction isn't needed as it is with other kinds of damage, then doesn't that mean that PvE damage should be increased 400%?






Why should it? We get outdamaged fighting most things (such as rebel and storm troopers, and jantas), but on a few things we are competitive or do more damage than other classes (such as night sister elders).I'm of the opinion that combat medics are more or less balanced in PvE, it's just we are *different* than everybody else (which leads to impressions of over-poweredness or under-poweredness by those using the regular yard sticks of power, like DPS).

f33d84ck
Wed Jul 14, 2004 7:13 am
#18

Not trying to be a troll, but you feel this is a nerf Groator? Honestly if you drop CM because they fix your bugs, then why did you ever pick itt up in the first place?


I dont see this as a nerf, I see this as a fix of many many bugs that have been sending CM into the stratosphere with power.


Range? It was a bug as stated by the developers

Delay timer? Havla was never supposed to help CM with speeding up poisons as state by the developers.


I do however find it quite odd that everyone has been screaming to get all these bugs fixed for months, and the minute they reduce the efectiveness of the Jedi's poison/disease healing, they suddenly think to fix the profession.


THIS IS A FIX for an incredibly imbalanced profession NOT A NERF!!! I hope they fix armor and buffs soon.



The Cleric Regnor
http://mortis.teamego.com
OnlyMaestro
Wed Jul 14, 2004 7:49 am
#19

How bout if they nerf poisons...


You stick around and heal people when buffs/armor are reduced? Crazy thought I know!



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

f33d84ck
Wed Jul 14, 2004 10:49 am
#20






OnlyMaestro wrote:

How bout if they nerf poisons...


You stick around and heal people when buffs/armor are reduced? Crazy thought I know!







Well, CM is a support class right? Last time I checked it is.



They wouldnt need tto nerf poison if they fix stacking poisons on the same HAM bar. I do not feel they need a 75% reduction. I think if all the bugs are fixed, CM would be somewhat balanced. They also need to balance armor and buffs. They balance armor, and CM's have to think twice about going to solo a bunch of guys. They dont have defenses, they would drop like flies if not with a group.




The Cleric Regnor
http://mortis.teamego.com
TsunamiKata
Wed Jul 14, 2004 11:11 am
#21






f33d84ck wrote:



Well, CM is a support class right? Last time I checked it is.




And where did you see that? Please provide a valid link to that so I can check it out as well. Thanks.







TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
RebRifle
Wed Jul 14, 2004 5:51 pm
#22

That 64 thing was a fix it was a glitch in the code nothing more.
Kharrissa
Thu Jul 15, 2004 5:48 am
#23

Bounty hunter.
Pahdbacca
Thu Jul 15, 2004 9:19 am
#24






f33d84ck wrote:



Well, CM is a support class right? Last time I checked it is.





Didn't check very hard, did ya?.....



Copying ThunderHearts post for the 20th time it seems........................




Quoted from the 19 questions answered by TH on 6/3/04.......



Combat Medic



Since the start of the game, Combat Medics have debated amongst themselves as to their role in the game. Are we to be the best battlefield healers? Are we to be the offensive crowd/control juggernauts? What part did the devs have in mind for our profession in the overall design?



Without an answer to guide us, we've each chosen our own approach,takenour own paths, and madeour own role. Some have tried to use the profession for pure healing, yet our healing abilities are far below that of our Doctor counterparts. Some have taken the role of chemical warfare agents and use their abilities to infect others with poisons and diseases, even though our offensive capability isextremelylackingin certain areas while somewhat overpowered in others.With the Combat Rebalance on the horizon, and all the major changes that entails, the Combat Medic community would like to know what role our profession is meant to play in the grand scheme of things after all is said and done.



What is the developer’s vision of the Combat Medic Profession, post Combat Rebalance? Are we to be Combatants with a bit of healing ability or Healers with a bit of combat?"



The developer’s vision of Combat Medics is to be exactly that - - medics that have abilities to heal players in combat.Optimally, the player should have the choice to make that decision to be “be combatants with a bit of healing ability or healers with a bit of combat” and this is another great example of something the correspondents and I will want community input on during the testing while the CB sandbox is up.






The CM community has been asking since lauch what their role in SWG is to be. This is the most complete answer we have recieved. You may be of the opinion that CMs are to be a support profession, and some CMs may agree with you. But other CMs, and the official stance of the Devs, is that CM can be either, depending on how you play it.





-----------------------------------------
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
-Hoodlum-
Thu Jul 15, 2004 10:26 am
#25

Keeping CM anyhow... Had it from launch and I like it!



-----
Mithious Banthafodder


Master Combat Medic - Master Doctor - Scylla
Meds and Smuggler Goods! -4291 -2132 Imperial Outpost, Dantooine
Strongest poisons and diseases for custom orders only - Email In-game

GlaciesLuporus
Thu Jul 15, 2004 5:25 pm
#26

Honestly I think this post is kind of rediculous. Why would you just jump around from "flavor of the month" professions. You know even if they do nerf the poisons down a bit, which they need to do a little, CM is still very useful. I am refering to the other part of your profession...the medic part. Yeah that part is nice too. Basically all that I am saying is that the game has become over crowded with grinders in search of "uber" classes. That is honestly what ruins all RPG's. It is a Role playing game. Find a class that you like, and stick with it. Even the most nerfed professions in this game have a use, and are generally a lot more fun to play.
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