Combat Medic Archive
Thread: CMs, please fight for us.
daymeeuhn wrote:
If you die to Melee so easily, then youre doin somethin wrong -lol-
As I said, Im a Melee fighter, and Im one of the best, and I tend to lose to a CM almost every time.
Maybe you're not one of the best then...
daymeeuhn wrote:
As a former Combat Medic myself, I can honestly say I know how amazing these new poisons are. Had I the spider venom to craft with at the time I would have surely been like a child in a candy store using these in my crafting.
However, now is a time when we must be given more defenses against them.
I am a Pikeman. My entire build is set within Combat Classes, and I use them all in my fighting. I have TKA for meditating, Pikeman for offense, and some other classes for State defenses, since Pikeman offers none and I need the missing defenses. When I fight Riflemen, Commandos, TKAs, Pistoleers, etc, our fight is determined by many things: Defense rolls, armor, damage outputs, weapons, specials, states, etc. All forms of combat we all use.
However... when I encounter a Combat Medic, it is an entirely different story.
Unlike normal professions, I have -zero- defense against what they do to me. When they throw a poison, it -will- hit, thanks to 150% potency. All the poison food and all the SEAs in the world cant stop 150% potency. It hits, and now with this new Spider Venom, I die in seconds. All they have to do is heal themselves of the damage I do and wait until they can finish me off with the final shot, or, now wait on a 600 Tick Disease to go off. These new poisons are -insane- to say the least.
HOWEVER, I DO not wish to see Combat Medic Nerfed. It was not your intention to see these new Spider Venoms, you did not ask for them, I did not see any posts whining for stronger Infect Amps. It was purely a decision by the Devs, and it boggles my mind but it was made nonetheless.
No... not a nerf, but what I WOULD like to see is New ways to combat against the Combat Medic.
Now, All you Combat Medics can sit there and say your damage doesnt need a nerf all youd like, but you MUST think about other classes than yourselves in PvP and admit that if you truly think your damage isnt what needs changing, the application and thesimplicity of killing us should.
The output of damage isnt what bothers me so much. We could argue all day long that your DPS isnt that high, and it would be a debated argument, but what I care more about right now is the simple fact that unless I have a Doctor nearby babysitting me, or if I am a Doctor myself, I have absolutely no defense against your offense. You are the only combat profession to have others directly relate on another class. Any other combat profession can fight another 1v1 and not rely on another class nearby.
IDEAS:
The Rebreather. When I heard this negated Poisons/Diseases, I thought "Thank God." It made sense. I sacrificed a helm, one of the most vital pieces of armor, to wear this. It made me immune to the CM effects but easily killable by any Rifleman.
Would a CM complain? Maybe... but why should they? Now rather than being completely volun, I would be completely immune, and now like I had to rely on another class to beat them, they would have to rely on another class to beat me. This seems reasonable.
Fix Meditate to help us. You know what happens right now when we meditate? We have to go through the DoTs in the order given to us, which is Bleeds>Poison>disease. Now, obviously, we'd want to fight off the uber Disease first, since thats whats killing us. BUT we cant. We have to fight the Bleeds and or Poisons off first, and by then, we're dead.
IDEAS for fixing this could be -
- Allow for us to decide what we meditate off first, such as changing it to Disease>poison>bleed.
- Allow it so when we are meditating, the current DoT we are focusing on does not tick. Thus, if we were poisoned/diseased, and meditating off the disease, only the poison would be currently ticking on us. Considering we are out of combat, and meditating, I dont think having some sort of way to remove the effects of these without having it beat the hell out of us is so unrealistic.
Make Poison Food even stronger.
Whats 40% good for against 150%? Why should potency be able to exceed 100% in the first place?
Incorporate some sort of Hard Cap, like Commando DOT.
Only In PvP, of course.
All I know is, I like this game, to an extent. Me and all my friends are active players on the Starsider community and very well known to almost everyone. But unfortunately ALOT of us are considering quitting, because seriously guys... right now it is not fun playing this game with the way things work now. They fixed Charge Shot, theyre nerfing Warcry, theyre nerfing Uber Defenses, the only thing left in PvP no one can agree with is the overwhelming feeling you get when a CM poisons you and you arent a Doctor.
For anyone who hasnt PvPed alot as another class, I just want you guys to know... it really does suck.
I know how much fun being a CM can be, but when someone would message me with "Yeah nice job **edit**, you killed us all but youre a CM and it takes no skill" Id actually listen and I agreed with them. I didnt sit there and tell them they were wrong, or that I hated them for making me feel weak, I said "You know what? Hes right. That was too easy." So I said screw it, dropped CM and went Pikeman.
So Like I said, I dont want to see CM nerfed. I just want to see more ways to defend against them.
And if you guys helped us out, and made it more of a fair playing ground, the chance of a solid nerf hitting you probably wouldnt be as hard, and probably wouldnt be as soon. But only you can make that decision, because if you guys say "Hey look Devs, give them _____ to help them out." then the Devs would actually probably listen.
Im trying to be civil about this, just help me out.
Message Edited by daymeeuhn on 02-25-2004 05:27 AM
DSB
Master Combat Medic
-Adopted Combat Medic Motto
Medical Remedies:
- A new form of medical cureshould be instituted which requires CM crafted components. Either in the form of a timer tacked on to any cure poison/disease which makes that player immune to further poison/disease for the entire duration OR the innoculation idea which would provide a percentage resistance buff towards poisons/diseases. Balancing would need to be done to insure that the buffs/timers do not make CMs utterly useless.
- /curepoison ability as well as the cure poison-a schematic should be moved into master medic. This would allow cures(admittedly low-level ones) to be more readily available. Those same CMs that throw poisons would also be able to heal it, albeit only slightly.
Food Remedies:
The poison/disease resist foods must be made stackable. Increase the filling if need be, but they must be allowed to be stackable up to say 50% immunity. Let the player choose wether or not they want to eat some chor or synthsteak. If they want to be better immunized from CMs at the expense of buffs to their other stats, let them. It's their playstyle, let them choose it as they wish.
Crafted Remedies:
The rebreather needs to actually work outside of the cave. It needs to be made into a schematic which a crafter can then use to create a rebreather that would filter out up to 60% of EITHER disease or poison, or 30% each. It should never be allowed to be 60% resist to both.
(note: percentages are just guesswork, not hard numbers here)
On the reverse side:
- CM damage output must be increased to even things out in PvE. Thenthe 75% PvP reduction can be implemented.
- CMs need some form of range or melee mitigationas well asdefensive modifiers(including, but not limited to,automatic poison/disease resistance)
- CM resource requirements must be lessened to the extent that we are no longer hampered by the extremely rare and often poor spawning resources.
That's just a few things off the top of my head...
My take on a rebreather is to have it an item that wears out over time. Give it say 20 shots and then it has to be replaced. This would keep the CMs happy because eventualy they could wear it down but not untill spending insane amounts of money to overcome it. Or make it so that it wears out by the amount of potency that it has saved you from. So say that you throw a 150 at someone it will recieve 150 "damage" Make it an item that can be experimented on so that you can get it more HP.
This idea would at leaste keep me happy. Sure I wouldn't be as effective in combat but it would not eliminate me.
Ypiana wrote:
Fact is this game is lame because all damage is mind and every battle is determined by mind. Docs need area cures for poison / disease and riflemen need the 2.5 melee damage mod back. In an RPG your ranged characters always have less hit points because they can attack from range that is invulnerable from melee, that's not going to happen in this game so the melee damage mod compensated that.
-- Ypi
No, CMs should have area poison/disease cures and then make mind easier to heal for CMs and maybe some other profession. It all keeps boiling down to... if it weren't for the fact that mind was so hard to heal, no one would complain.
Ekefo wrote:
Ypiana wrote:
Fact is this game is lame because all damage is mind and every battle is determined by mind. Docs need area cures for poison / disease and riflemen need the 2.5 melee damage mod back. In an RPG your ranged characters always have less hit points because they can attack from range that is invulnerable from melee, that's not going to happen in this game so the melee damage mod compensated that.
-- Ypi
No, CMs should have area poison/disease cures and then make mind easier to heal for CMs and maybe some other profession. It all keeps boiling down to... if it weren't for the fact that mind was so hard to heal, no one would complain.
The funny thing is that if we get nerfed and at the same time given the ability to used area cures for disease and poison, people will then be complaining about how are range is so low and how our heals and cures don't work as well. I hope to eat my words,