Combat Medic Archive

Thread: 4 simple things to improve PVP..

Morath360
Tue Jul 06, 2004 1:40 pm
#14







Mild-Breeze-Trooper wrote:





Morath360 wrote:

Ok, shoot holes in this..


The devs could do4 simple things to fix this.

They could cut all poisons and diseases to 1/4 of what they are now and make them last no more than a minute without reapplication. They then reduce the sp needed bynot making ranged support required. Finally they get rid of Havla. Basically a doc with some offence and a lot of good ranged healing. I know you dont like this but its needed for pvp.


If you are going to use DPS as an argument dont bother. That is what the added SP's are for. Docs get no dps.








You want holes?


Ok... here is what we get from your supposed fixes:


I can choose, for the same ammount of skill points, either choose to:


a) Go CM, Get poisons that fall below the rate of regeneration for a buffed player, get area cures that usually isn't needed due to food, armor and buffs, get a mindheal that casues me to be burned out totally in about six uses. And of course, as all CM's know... be dirt poor. Need to buy subcomponents or schematics of doctors.


or


b) Go Doc Get a profitable profession. Get the benefit of free, always handy buffs, get to cure states and the DoT's that still are life threatening (diverse fires, diseases from animals, diseases and poisons from DoT-weapons (unless they are fixed at the same time as CM poisons)) Get to cure damage andwounds incredibly effective with stims rangeing above 1k.


Wow... wonder wich one I'll choose.






How does this gimp us? Im a master doc and a MCM. I never use doc heals because the ranged ones are so much better. I dont have a single doc stimonme. Im sorry if you feel a 150 tick is not enough for you but dont forget you also would get to pick up a weapon and shoot at the same time. You simply want to be uber and thats it. Don't you get tired of ending battles quickly that should last a lot longer? I do. I don't feel there is any skill or honor it.


Doc profitable? LOL.. Oh yes I just love selling buffs for 10k a set. Here ya go line up dont pay me til I tell you yada yada yada. Yep thats fun.. Or yes I will go and make crates of stims.. Honestly I make most of my money on er missions or loot. Doc is not that profitable if you like any kind of combat.


Message Edited by Morath360 on 07-06-2004 01:54 PM



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

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
oblivion3134
Tue Jul 06, 2004 6:35 pm
#15






Mild-Breeze-Trooper wrote:


IFdamage < regeneration THEN damage != reasonable








Then the only reasonable class is Rifleman then. That is, of course, excluding loot enhanced weapon users.





tepor
Dwarf Nuna Babies 4 Life
SpunkyKuma
Wed Jul 07, 2004 12:53 am
#16

About time someone mentions 75% reduction, I have CM along with doctor and carbineer for my group/guild hunt events to heal mind and area heal. The number of CM on Lowca are ridiculously out of control, dispise the number of doctors you have in a small to large scale PVP you're going to get outnumbered and outdone by halva CMs, of course I can shrug off the poison since I'm a doc but I have a hard time keeping track of my 25 other guys and we have 5 or 6 other doctors-however I'm often the last one alive if my gorup is losing.



Vicci A'Tivo - Elder "in your face" Bounty Hunter
Ekinn A'Tivo - NGE Jedi
XProdigy - Pre-24 Squad Leader
Chac Baal - Elder Jedi (Omen's first Mon Cal Jedi)
Mild-Breeze-Trooper
Wed Jul 07, 2004 2:19 am
#17






oblivion3134 wrote:





Mild-Breeze-Trooper wrote:


IFdamage < regeneration THEN damage != reasonable






Then the only reasonable class is Rifleman then. That is, of course, excluding loot enhanced weapon users.





Well... that's about it, yes. Which is why a combat rebalance is needed.




Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Brainplay
Wed Jul 07, 2004 4:38 am
#18






oblivion3134 wrote:



Then the only reasonable class is Rifleman then. That is, of course, excluding loot enhanced weapon users.







Add in fencer unless you have a stun chest for their baton and a stun helmet for the rifleman's jawa. Change delay makes it tough to switch them now so alot of riflemen are either going with their T21's to be on the safe side or making /clearquene hotkeys. Been too many really goodvertex and crism spawns to not take a stun helmet into consideration when fighting any PvP'er.


You're also confirming that MIND damage is the real issue here.







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

Brainplay
Wed Jul 07, 2004 4:39 am
#19






oblivion3134 wrote:



Then the only reasonable class is Rifleman then. That is, of course, excluding loot enhanced weapon users.







Add in fencer unless you have a stun chest for their baton and a stun helmet for the rifleman's jawa. Change delay makes it tough to switch them now so alot of riflemen are either going with their T21's to be on the safe side or making /clearquene hotkeys. Been too many really goodvertex and crism spawns to not take a stun helmet into consideration when fighting any PvP'er.


You're also confirming that MIND damage is the real issue here.







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

Morath360
Wed Jul 07, 2004 6:27 am
#20






Mild-Breeze-Trooper wrote:

Morath, Go buff, since you are a master doc you can pretty easily do that yourself.

Wear decent kinetic armor.

Go to endor and pick a arachnae mission. They have a poison that ticks for 110 per 10 seconds.

Fire at the lair untill you are surrounded by arachnae.

Unequip your weapon.

if you are poisoned you can either stand in the middle of the horde of spiders and see if it makes any diffrence. or you can hop onto a speeder and get out of there to a safe spot.


Check to see how much effect the arachanae venom has on your HAM.


Let it tick untill it wears out. See how much damage it did.


Now if you can have a friend trow and stick a 125-150 tick poison on you, you can make a comparison. It is quite possible that the extra 1.5-4.0 damage per second is all that is needed for it to actually show up as damage that increases with each tick, but I sincerely doubt it.


I think sure, poison might need to be toned down. Especially pre nerf spider venom ones (read my sig). But a 75% decrease is a ridiculous proposition. Only if you can't do simple arithmetics it might seem reasonable.


I'll break it down for ya:


IFdamage < regeneration THEN damage != reasonable


This even with the ability to toss a poison then shoot a gun. There are two professions in this game that have the ability to increase their damage beyond that of their chosen weapon. Creature Handler (which have been /forceraped by the communitys outcry for nerfs and should get some power back) and Combat Medic. Both pay for these abilities with a lack of inherent defenses but are stronger on the offense.


As for buffs being profitable or not, well it depends on your server... on Gorath docs get around 15k a pop and can easily earn 100k+ on one sitting in coronet. You can make good money that way if you want to and you don't need to spend all your time doing it. There is a middle rout. But as a combat medic your destined to be dirt poor. A combat medic is lucky if he gets thanks for services rendered. (Sure you can run missions... but you don't run missions with your CM skills.)


As for usage of stims... sure it's convenient not having to get into range for a heal... should there be a player who isn't buffed to the teeth and packing novice medic+ uber stim-B's but on those rare occations i prefer to just let the patient die.

In six months as acombat medicI used half a crate of ranged stim B's and a third of that was used tossing stims at dancers in Theed Cantina. The last two months I didn't use the ranged capability at all because everyone was buffed... I only needed to heal myself and I couldn't be bothered to carry around a crate of ordinary stims for that.


I still say... I'd choose Doc over your gimped Combat Medic any day.


That is not to say there isn't things that should be fixed with Combat Medics (once again I direct your attention to the writing in yellow that seems to be so important to me that I have decided to include it in every post I do)


If you gimppoisons I want state cures and poison/disease cures for Combat Medic as well. I say make combat medic a Doctor with ranged/area instead of buffs and then maybe we can talk. But otherwise... you're not thrilling me.






Your forgetting one key component actually 2. Yes I wholeheartly agree a 150 poison by itself is lame.But the proposal also gives you 29 skill points.Couple that with stacking and you are still lethel. Are you going to sit there and tell me if you are master fencer and you have laid poisons on say 3 or 4 stats that are ticking at 150 each and you are using a ackly stun baton that you are lame? Or if you do this and use your t21 and pick up some pistol defences that you are not lethel? My whole point to this is that poisons should not dominate PVP by itself like it is doing now. Second, Im just talking a fix until the combat rebalance.

Message Edited by Morath360 on 07-07-2004 06:38 AM



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

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
Mild-Breeze-Trooper
Wed Jul 07, 2004 7:25 am
#21

The "fix" you proposeis to big to be implemented "just untill the combat rebalance" which is why it won't float.


And while you are suggesting that I use the freed up 29 skillpoints to my advantage that is meerly proving my point. I will be in a situation where combat medic will cost as much as doctor but be far less desirable.

Either Combat Medics get a whole lot more healing capacity to make that side equal to doctors or poisons and diseases has to stay pretty much as they are (give or take minor tweaks)



Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Mmaxx
Wed Jul 07, 2004 7:27 am
#22

I don't know why it has to be said again but I will anyway. If the mind is healable in the same way that the health and action are healed then CMs are no longer the game breaker they are now. A novice medic with nice (not uber just nice) stims can keep up with a 500 damage tick. Imagine a fight where a novice medic actually acts like a medic.... and is actually needed.


A novice medic, if able to heal the entire HAM, can keep people going while a doc cures the poisons. Sure that will mean your PVP group will need a couple dedicated support people but a PVP group without support personel should die.... and die quickly so they learn they need to bring a medic (at least) with them.


If you've ever died buffed from health or action poison then it was either ultra rare poison or there wasn't a medic around.


Actually has anyone here that is crying nerf ever died from health poison while they were buffed? Ever? Once maybe?


If mind becomes as easily healable as health are you still going to scream nerf? If a novice medic can couter the poison, not cure it just counter it, are CMs still in need of a nerf?


We don't need poisons to be only 25% effective, we need to be able to counter the current poisons effectively. We can counter the HA poisons just find with current in game tools available to a nice portion of the population (have you seen some of the stim Bs being used?). If the Mind damage can be as easily countered, where is the problem?
Morath360
Thu Jul 08, 2004 12:34 am
#23




First of all, novice medic is pretty much junk. Try having poisons cycled on you and you will see that it does very little. It is true that the mind is the favorite target however poisons are just as effective on the other bars if used properly. I know because I have done it and had it done to me. It takes very little extra effort to do. Plus the poison never stops and it would cause people to pause and heal and at a low level such as novice medic it can drain the mind even more so.


Also, what is so hard about this. Removing skill points needed and downing the poisons by percentage should not be that hard. I hear so many complaining here on how docs get state heals. That is bunk. Dizzy and Stun can be applied so quickly that its worthless to heal it. Take for example the smugglers last ditch. It constantly stuns with just about every shot if a stun is not already on a person.


I think a lot of you are underestimating your poisons. Hitting every stat with a 150 poison and putting disease on that as well is still very offensive. Couple that with added defenses or offense and you are still a powerhouse. As for the comarison with doc the differences is really simple. You have poisons and mind heal while they have cures and buffs.


Would it be more equitable if the wounds to mind heal went away and only caused damage? I think that would be cool.


To me it is pretty straight forward. The 29 points gives added defenses or offense. I tick every stat with a 150 or 200 poison. I get pve help and I tone down pvp nonsense.

Message Edited by Morath360 on 07-07-2004 12:44 PM



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

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
Brainplay
Thu Jul 08, 2004 4:56 am
#24






Morath360 wrote:




First of all, novice medic is pretty much junk. Try having poisons cycled on you and you will see that it does very little. It is true that the mind is the favorite target however poisons are just as effective on the other bars if used properly. I know because I have done it and had it done to me. It takes very little extra effort to do. Plus the poison never stops and it would cause people to pause and heal and at a low level such as novice medic it can drain the mind even more so. Novice medic allows someone to heal for 1-2.5x the power of the stimpack which amounts to potentially healing over 1k of damage per stimB thats over 400 power. I dont know what kind of effort you are talking about here since our resources are limited as is and currently laying a HEALTH poison on someone which has to fight the insane regeneration properties of doctor buffs AND an occasional stimB heal isn't worth it. I admit, this is probably what the dev's had in mind for our poisons originally and would be fine by me if our resources spawned more often. By why would you want to if you could target a vulnerable pool that cant be healed? Btw, your average poison lasts 6-10mins until you bring the ONLY class that can cure over to you (who's bright idea was it to give curing to one profession).


Also, what is so hard about this. Removing skill points needed and downing the poisons by percentage should not be that hard. I hear so many complaining here on how docs get state heals. That is bunk. Dizzy and Stun can be applied so quickly that its worthless to heal it. Take for example the smugglers last ditch. It constantly stuns with just about every shot if a stun is not already on a person. You're a full time idiot for underestimating states. Thats my counter flame for the day. State applications occur so fast with MELEE profession only. Ranged bar the pistoleer cannot lay states against a melee due to their high defenses nor recover from them as fast. Any ranged with a dizzy is dead meat if KD'd and only a doctor can save them. This isn't dueling I'm talking about, its doing your job as a doctor which too many of you fail to comprehend which is chasing down your buddies to cure/heal them or setting up a triage station and have them come to you. Secondly a melee dueler will still have to clear their quene or cycle through all of their attacks to reapply that same state. That takes precious seconds or timing that you dont have in a duel.


I think a lot of you are underestimating your poisons. Hitting every stat with a 150 poison and putting disease on that as well is still very offensive. Couple that with added defenses or offense and you are still a powerhouse. As for the comarison with doc the differences is really simple. You have poisons and mind heal while they have cures and buffs. Healmind issue is a dead horse. Its only effective to get MIND damaged incapacitated victims up since it only heals 1k MIND yet has a large usage toll and leaves us with wounds. A 150 poison is nothing on HEALTH and ACTION and since the MIND is going to be like the others then its still going to be as you say "bunk". Think for a second, do you really believe they'll let you heal the same bar that you use to heal with in the first place? Nope, its going to be a whole different useage bar when we do stuff like that. You're going to have to wait till the revamp and THEN post your ideas about the new HAM system you really aren't sure about right now. And disease? Come on man, if it ticked faster or added more battlefatigue each tick they'd be effect but as it stands now its a suicide/revenge tool or used to take down big game when you have the time. Doctor "cure" potential has more effectiveness then my poisons and diseases put together. Buffs, revive, and heals make the pot even sweeter. If the revampcreates a serious need for healing for low and mid level content then and only then will combat medics really be anywhere as close to doctors in medical support.


Would it be more equitable if the wounds to mind heal went away and only caused damage? I think that would be cool. Yes and more combat medic would use it then. Would be nice if they at least let us heal a full mind instead of capping it at 1k.


To me it is pretty straight forward. The 29 points gives added defenses or offense. I tick every stat with a 150 or 200 poison. I get pve help and I tone down pvp nonsense. 29 points lets us be on par with doctors in the fact that we would then have the ability to become master melee professions instead of riflemen. Thats it.

Message Edited by Morath360 on 07-07-2004 12:44 PM




Face the facts, a 75% reduction isn't a fix its a nerf. Foods, diversity of curing abilities, equalization of ALL stat pools, and mitigation spices ARE fixes. Now if they would hurry up and gets those into the game this would be a moot subject.


My PvE abilities are not worth the use for mid and low level content and due to the scarcity of the resources they shouldn't be. Giving me the ability to take up a ranged or melee profession is whats going to give me my PvE abilities. My Combat Medic abilities however are seriously in question since unless I'm involved in high level content or using my one of only TWO useful abilities in PvP (one of which is highly conditional and I ought to get a flipping bronze star everytime I use it) I or anyone else has no need for a Combat Medic. Hell they'd rather have a doctor around to hunt rancor than a CM anyday.



p.s.- At least we agree on one thing. Havla has no place in this game. Neither by Combat Medics nor Doctors.


Message Edited by Brainplay on 07-08-2004 04:57 AM





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

therealrosh
Thu Jul 08, 2004 5:39 am
#25

You guys have this all wrong, you keep screaming "i got killed by a cm, you have to stop them", when the answer should be "why are area poisons so unrealistic?". Think about every IRL conflict where chemical warefare was used, it is a show stopper, in fact its so brutally powerful that anyone using it get put on trial for it later, but what from this is missing from SWG? its quite simple, leave poisons and disease alone (power and damage wise) and make AREA mean AREA. If (and I admit, ive only been a CM for a month so correct me if I'm wrong) i toss an area poison for 500 per tick into a battle, WHY ARE ONLY MY ENEMIES AFFECTED? Rather than totally screw over CM's by taking away the only thing they can do offensivly, make it realsitic. Force them to focus on single targets, one hit at a time, one poison at a time. Leaves PvE alone, but forces them to use tactics rather than just toss your best area and get killed while it ticks away in PvP. CM is a powerfull class, and if used properly, should be a show stopper, but needs to be reigned in a little, not totally screwed so no one wants to play it. 150 tic poisons will just make them useless in PvP and PvE unless you want 150 power buffs to go with it.


Just my 2 cents


Aory-Starsiders incap king

"I have been incapped by every living thing in the galaxy"

Master Cloner





Aory
Owner and Proprieter of Voda Industries
Filling all your harvester needs
Based out of the
Flames Hold Mall
-2038 1553 Talus
Mmaxx
Thu Jul 08, 2004 5:46 am
#26






therealrosh wrote:

You guys have this all wrong, you keep screaming "i got killed by a cm, you have to stop them", when the answer should be "why are area poisons so unrealistic?". Think about every IRL conflict where chemical warefare was used, it is a show stopper, in fact its so brutally powerful that anyone using it get put on trial for it later, but what from this is missing from SWG? its quite simple, leave poisons and disease alone (power and damage wise) and make AREA mean AREA. If (and I admit, ive only been a CM for a month so correct me if I'm wrong) i toss an area poison for 500 per tick into a battle, WHY ARE ONLY MY ENEMIES AFFECTED? Rather than totally screw over CM's by taking away the only thing they can do offensivly, make it realsitic. Force them to focus on single targets, one hit at a time, one poison at a time. Leaves PvE alone, but forces them to use tactics rather than just toss your best area and get killed while it ticks away in PvP. CM is a powerfull class, and if used properly, should be a show stopper, but needs to be reigned in a little, not totally screwed so no one wants to play it. 150 tic poisons will just make them useless in PvP and PvE unless you want 150 power buffs to go with it.


Just my 2 cents


Aory-Starsiders incap king

"I have been incapped by every living thing in the galaxy"

Master Cloner








If CMs area poisons and area diseases are to affect everyone including the person tossing them then that would also have to apply to every other class that can do area damage. How can I be betweena commando using a flame thrower and a rancor and not get the brunt of the damage? Simple it's a game where there is no friendly fire. If you want CMs to poison themsleves then friendly fire has to be implemented for every class. I understand you want CMs out of the game but do you really want all combat classes out of the game?
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