Combat Medic Archive
Thread: Mind Poison and PVP
This wouldn't be a problem if the devs would just STOP THE F'n TEF WARS!
The whole idea of having both factions crowded around the cloning center griefing each other while an occasional member will wander off to the Medical Center to kill all the TEF'd medics is NOT what I had hoped the GCW would be. It's ridiculous.
Counter to poison is very effektiv. Maybe your doc should use better ressources for making them.
Our docs need only 1 Cure for an applied Mindpoison.
And i want a heal and a maximum range of 40m for eyeshot, if everyone starts to whish something.
If i can poison 20 poeple instantly, there neads to be a way to cure 20 people instantly.
ok how many vectors and forms can a poison take?? you got the base forms solids (powders), gases, and liquids...now you can apply all those in a variety of ways...now as the doctor trying to treat the poison...you first need to figure out what type it is then you need to administer it...how many cures do you know of come in something other than a hypodermic needle??
Mind heals - This needs to be added, Period. I suggest it is put in the dancer and musican trees...Hell they need to have a reason to leave the cantina...This would bring entertainers out to the battle field. Perhaps make it a targetable lightshow or something.
If i can poison 20 poeple instantly, there neads to be a way to cure 20 people instantly.
ok how many vectors and forms can a poison take?? you got the base forms solids (powders), gases, and liquids...now you can apply all those in a variety of ways...now as the doctor trying to treat the poison...you first need to figure out what type it is then you need to administer it...how many cures do you know of come in something other than a hypodermic needle??
Mind heals - This needs to be added, Period. I suggest it is put in the dancer and musican trees...Hell they need to have a reason to leave the cantina...This would bring entertainers out to the battle field. Perhaps make it a targetable lightshow or something.
As to this...this has been talked about in numerous posts...the only prob being...as those classes stand now...all their boxes are used...so you either have to do a major shuffle of abilities or what not...it would be much simpler to make a new"field Entertainer"hybrid/elite prof that handled this...
as to doc getting a better cure maybe...the only problem is taht the cures and poisons are not standardized...since you rely WAY too much on the resources at hand rather than say a pistols said damage..this means you can get major imbalances in the form of very crappy cure packs or very bad poisons. if these were brought more in line to a more common strength then you would not be seeing a lot of cries of overpowered.
And if i see some1 come at me in PvP with no title or trying to get really close when they wouldnt normally be...new target...
Only thing I've seen Commando good for is killing off pets(those that don't have 100% heat/acid/electricity resist) and masses of stupid players that allow themselves to get inside the ideal range for heavy weapons. Heavy weapons are also great for killing mission lairs quickly.
The idea of a doctor having AOE anything is silly. AOE things such as poison and healing areRANGED medicines. You cant give a doctor a RANGED medicine such as AOE poison cure unless you make them get RANGED WEAPONS SUPPORT ABILITIES. Now if you said give CM aoe poison cure that would make more sense, but i dont see doctors ever using ranged anything without ranged weapons support IV.
And also poisons are nothing compared to all the other crazy moves these other proffesions got. Flamethrowers, eye-shots, etc...these are much worse IMO, and what makes it really bad is that EVERYONE is going commando or BH. I dont remember the last time I died from health or action incap, its always 2 -3 shots to head, and im down.
Poisons should just be thought of as really slow eye-shots, easily curable when you are DB. A poison's true effectiveness comes in battles far from any cloning center. But if your poisoned in the city, no problem, some noob will surely come along and DB, and you'll be good as new, rdy to revenge TEF all your enemies!
And I heard someone talking about 400 dmg per tick with poison, thatsnot even that high, yet people still complain. I have single poison-C's that do 525 mind dmg per tick, with 85 potency...now that is something to complain about.
TampaxHoney wrote:
And also poisons are nothing compared to all the other crazy moves these other proffesions got. Flamethrowers, eye-shots, etc...these are much worse IMO, and what makes it really bad is that EVERYONE is going commando or BH. I dont remember the last time I died from health or action incap, its always 2 -3 shots to head, and im down.
That says alot right there.. You're absolutely right, whether its PvE or PvP everytime me or someone in my group dies its from mind wounds if they stay within sight of me (Master Combat Medic). I can heal for INSANE amounts of Health and Action with Ranged Stim Es, virtually bringing players from incap to 90%+ in one application--and that's without using advanced parts and not overly fretting on getting 'uber' ingredients.
What's more annoying is that (IMO, I can't prove this) it seems more and more mobs are targeting the Mind pool as well. Before one of the more recent patches I could take my Faction Pets from the Imperial Base on Talus to Nashal and back and still have them at 80%+ Mind while I kept their Health and Action all healed. Post-patch, however, my pets are at 50% or less Mind just getting TO Nashal. This situation is even worse when its a fellow player trying to tank just about *anything* higher than a kreetle..
No wonder people use pets (and their 9k+ mind pool) for tanking..
Caliwyrm wrote:
Medic). I can heal for INSANE amounts of Health and Action with Ranged Stim Es,
You atually make these?
You are a masochist.
Seriously, CM's spent a LOT of points to get the ability to poision and disease effectively. The poisons are not even effective until very high in the tree, at least level 3, but the examples you are citing all sound like level 4 or master. These abilities are totally useless in PvE, and they require a huge timesink to get decent results. They **edit** well better be worth the point expense and effort, and right now they are. If they get nerfed by 75%, I and many others Im sure will become a Commando or BH like everyone else.
Ive taken alot of time off from this thread to rethink the whole thing. And i was happy for the responses since I was pretty hot-headed when I started it. And yah idont think theCM mind poison isnt the only problem dealing with mind damage.
And ya I think there needs to be a more approtiatecounter to mind damage attacks in general, because it really doesnt seem balanced. The other side of the coin is that it is one of the few ways to counter doctor buffs.
Only thing ive though of personally is that the devs could somehow treat things differently from pve to pvp. Like allow general medics to heal mind on incapacitated players inwith mind damage during pvpor give doctors a better way to cure it. or give all master medics + the ability to cure it.
It all seems to come back to medics not being able to cure mind damage. But that seems a hard nut to crack concerning exploits.