Combat Medic Archive

Thread: Are we getting the 75% PvP reduction?

Bamboozle
Sat Jul 10, 2004 6:31 am
#14

They are likely to change our damage output to a level that is acceptable to the jedi.






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Ternque01
Sat Jul 10, 2004 1:19 pm
#15






Kaedric04 wrote:

CM wouldnt need nerfing if there were more active Doc's in PvP, No Doc's to cure poison/disease for those who went all combat and not a lick of medic feels that its over powered because they werent bright enough to alteast keep novice medic to heal themselves some. If CM gets nerf 75%, they should nerf the hell out of all combat profession. NO ONE, I mean NO ONE should be able to attack every sec........Only true nerf I can see is having AE dots effect both sides.






Pistoleers should be able to attack every second bud. Riflemen should not.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Ternque01
Sat Jul 10, 2004 1:25 pm
#16






lpPhoenix wrote:

CM is a combat orientented prof and is more PvP than any other prof due to its lack of ability to due anything else ( PvE, run a business) so its fine comparing it to rifleman. Doc is also a supporting prof but loads of the top PvPers are doc its all about making a template, and as for damage a CM poison does around a 400 tick every 10 seconds and when you compare that to most other profs in PvP thats ridiculus, try reading some of the other posts which explain how CM works in detail and lists all the downsides b4 whining CM need a nerf.







Actually it is proper to compare them to riflemen. I did just that in this thread. Also, your estimate of 400 tick poisons is more than a little off man. Multiply that by two or three.


Here is the thread: http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=34219




Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
laserhawk2
Sat Jul 10, 2004 6:07 pm
#17

Greeting to all here


i have been playing 3mo now and done alright for myself i mastered artisan first and i thought that was hard to make a living at, but did well as a commando,just gave it up to master combat medic and kept thanking my lord will my mission levels go up as i master this i made master today and as of now it is my only skill beside for novice pistol so with that being said went to the termial to pull a few mission make some money and forgot to put a pistol in my hand lvl5 as a master with oistol i get level 13 now i look over here and see this thread about how we are so powerful i say bull crap,in pvp they may help but nomore then being a tkm are a rifleman are even a jedi which as it stands IS the Most Overrated thing in this game talk about to powerfull there is no armor nor weapons a single player can use on them it takes a team.


now i know i am a newbie here and noone will care but i Dont DO PVP I am a Wookie we dont stand a chance in pvp and that already been set into place by the devs i am one of those poor saps that loose faction pionts for getting killed while hitting a npc base by a ppl hiding down inside of said base your there trying to play a game and get ambushed .


now i find somthing that not only i like but it help my group i play with and you are talking about taking what little the game players have away revamp the pvp sysmtem leave the game along it is great and fun as is . i for 1 will be looking to spend my time and money eslewhere if we lose what little we non-pvp players have(heck atleast give a combat class even if it only rated as a marksman atleast a mastermarksman rates a level 15 mission.


(AGAIN I DO NOT PVP)



http://216.77.188.54/coDataImages/p/Groups/38/38665/folders/20104/Thumbnails/161457lasserhawk.
Ternque01
Sat Jul 10, 2004 7:51 pm
#18






laserhawk2 wrote:

Greeting to all here


i have been playing 3mo now and done alright for myself i mastered artisan first and i thought that was hard to make a living at, but did well as a commando,just gave it up to master combat medic and kept thanking my lord will my mission levels go up as i master this i made master today and as of now it is my only skill beside for novice pistol so with that being said went to the termial to pull a few mission make some money and forgot to put a pistol in my hand lvl5 as a master with oistol i get level 13 now i look over here and see this thread about how we are so powerful i say bull crap,in pvp they may help but nomore then being a tkm are a rifleman are even a jedi which as it stands IS the Most Overrated thing in this game talk about to powerfull there is no armor nor weapons a single player can use on them it takes a team.


now i know i am a newbie here and noone will care but i Dont DO PVP I am a Wookie we dont stand a chance in pvp and that already been set into place by the devs i am one of those poor saps that loose faction pionts for getting killed while hitting a npc base by a ppl hiding down inside of said base your there trying to play a game and get ambushed .


now i find somthing that not only i like but it help my group i play with and you are talking about taking what little the game players have away revamp the pvp sysmtem leave the game along it is great and fun as is . i for 1 will be looking to spend my time and money eslewhere if we lose what little we non-pvp players have(heck atleast give a combat class even if it only rated as a marksman atleast a mastermarksman rates a level 15 mission.


(AGAIN I DO NOT PVP)




Don't worry laserhawk this thread is about a PvP reduction. Your PvE status will not change except for the range and if you using the food havla... the throw rate. The devs are just trying to balance PvP right now - not the PvE aspect. I can imagine that you don't probably use havla so the only change you will see is a reduction in your range. vortexala did a rigorous test on Test Center to show you what your maximum range would be.. still pretty reasonable so you should be good




Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
lpPhoenix
Sun Jul 11, 2004 6:45 am
#19

a 400 tick poison is about right unless you are using fire spider poison or stacking more than 1 poison, u saying multiply 400 by 2 or 3 would mean u would need to craft the poison with an effectiveness of 400-600 which is impssible even with firespider parts.



Luchia Phoenix - Starsider
David25
Sun Jul 11, 2004 7:13 am
#20






Ternque01 wrote:





lpPhoenix wrote:

CM is a combat orientented prof and is more PvP than any other prof due to its lack of ability to due anything else ( PvE, run a business) so its fine comparing it to rifleman. Doc is also a supporting prof but loads of the top PvPers are doc its all about making a template, and as for damage a CM poison does around a 400 tick every 10 seconds and when you compare that to most other profs in PvP thats ridiculus, try reading some of the other posts which explain how CM works in detail and lists all the downsides b4 whining CM need a nerf.







Actually it is proper to compare them to riflemen. I did just that in this thread. Also, your estimate of 400 tick poisons is more than a little off man. Multiply that by two or three.


Here is the thread: http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=34219







two or three? that would be way off. 800 damage per tick is in the dead zone, and 1.2k is using some pre-nerf spider venom.


500-600 damage per tick is the best craftable stuff...
Kharrissa
Sun Jul 11, 2004 8:19 am
#21

"They are likely to change our damage output to a level that is acceptable to the jedi."


Agree.
Ternque01
Sun Jul 11, 2004 10:16 am
#22






David25 wrote:





Ternque01 wrote:





lpPhoenix wrote:

CM is a combat orientented prof and is more PvP than any other prof due to its lack of ability to due anything else ( PvE, run a business) so its fine comparing it to rifleman. Doc is also a supporting prof but loads of the top PvPers are doc its all about making a template, and as for damage a CM poison does around a 400 tick every 10 seconds and when you compare that to most other profs in PvP thats ridiculus, try reading some of the other posts which explain how CM works in detail and lists all the downsides b4 whining CM need a nerf.







Actually it is proper to compare them to riflemen. I did just that in this thread. Also, your estimate of 400 tick poisons is more than a little off man. Multiply that by two or three.


Here is the thread: http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=34219







two or three? that would be way off. 800 damage per tick is in the dead zone, and 1.2k is using some pre-nerf spider venom.


500-600 damage per tick is the best craftable stuff...







CM's have the ability to stack and craft +1000 single poisons. We have to look at this realistically. Most poisons used in serious PvP are +800 or more with the bare minimum of +600 for a CM's most powerful stuff. Add stacking on that and you are looking at 1000+.


I can't even remember the last time I was hit with a putrid +400 poison... +400 is about the strength of the diseases I get hit by. C'mon guys I'm not as dumb as I look.




Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Ternque01
Sun Jul 11, 2004 10:22 am
#23






lpPhoenix wrote:

a 400 tick poison is about right unless you are using fire spider poison or stacking more than 1 poison, u saying multiply 400 by 2 or 3 would mean u would need to craft the poison with an effectiveness of 400-600 which is impssible even with firespider parts.






I have a CM friend who can craft +600 mind poisons and he just started. This thread is about the damage capability of CM's. CM's have the ability to stack poisons, so yes, multiply 400 by 2 or three. Furthermore +1000 poison singles are capable of being made. The power of stacking can be quite vicious. One can stack three area poisons and three single poisons on one person. Stacking needs to be looked at and assed when examining a CM's damage output in order to achieve balance in the game.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
atat9619
Sun Jul 11, 2004 11:39 am
#24

When the armor balance makes it when we dont need armor eveyone might pvp with no armor which means that the regen rate on mind will go fast.A 400 poison with no armor on might do 57 dmg with regen rate.



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RebRifle
Sun Jul 11, 2004 1:10 pm
#25

The answer is a simple one. Don't wear armor to much HAM use, wheni am buffed for battle Cm poisine does jack **edit** to me with the rate at which i regain my mind.
fatgit
Sun Jul 11, 2004 2:37 pm
#26

The main issue with CM, is that one CM can diseas 30+ people in one go, with each person requiring 3-4 cures.

I've seen a CM hit 40 people in a base raid, that's 160 cures. You basically need 1 doc per 2 non-docs minimum in a situation like that.

If there were area cures, that could cure in 1-2 applications, teh situation wouldn't be as bad.

I'm a Master CM, and I think somethign needs to be done to lower the amount of cures required, and the amount of people an area disease/poson can hit.
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