Combat Medic Archive

Thread: =O Has anyone checked the GCW forums recently?

vortexala
Mon May 17, 2004 6:23 pm
#14






Bennyboy4308 wrote:

If mind healing becomes available, then doctors be the next FOTM, and more powerful than any other FOTM in the past.

Message Edited by Bennyboy4308 on 05-17-2004 08:21 PM





That's an assumption based off of the current state of the game. Things will change a lot with the Rebalance in ways we haven't even thought of... don't expect it all to play out the same.



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BristaAB
Mon May 17, 2004 8:29 pm
#15

I know this is very hard for the Quake FPS crowd to comprehend, but SWG combat is deep.

It seems to many players that there is more depth to a fight where there are no CMs than one where the main tactic is chucking poison and/or running from ppl chucking poison at you



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DarthVillanus
Mon May 17, 2004 10:35 pm
#16




Siobabble wrote:


I know this is very hard for the Quake FPS crowd to comprehend, but SWG combat is deep.




This is the most inaccurate statement I've ever seen. First person shooters all require skill. They are "twitch" games. Swg has the most shallow combat system of any game I've seen. It's incredibly one-sided. All you do is press your mind poison hotkey then just spam headshot3 until your target is dead. That's all there is to pvp in swg. There's no tactics. All you do is get buffed, put on your best armor and spam your best attack.







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Brainplay
Tue May 18, 2004 4:39 am
#17






vortexala wrote:


Yeah, I'm aware of the state of PvP, and I know how messed up things currently are, but the main issue(to most of us who have been around for a while) won't be fixed until the Combat Rebalance.


That issue, from my personal perspective, is the lack of healing available for the mind bar.


Most folks have at least some medic for self-healing, and armed with a B-Stim they can keep themselves going against health and action damage. But against mind damage, they're pretty much out of luck. Enter the Combat Rebalance. Mind healing will be readily available. You get hit with a Mind Poison, you heal it away. Same as you currently would if you are hit with a Health or Action poison.


Once that main issue is resolved, then we'll be able to take a full look at Combat Medics and their damage output and role within the game. We'll have a clearer picture of everything and, at that time, will be able to truly balance it against every other profession.


I know the Combat Rebalance is far off, and knowing that things will be fixed in the future doesn't really help us now with the current state of the game, but it's really all we have as an option at this point that doesn't completely ruin one profession(s) for the sake of another(others).



Edit:For the record, I did propose removal or reduction on Mind Poison/Disease until the Combat Rebalance. Also tried to see if we could have the ability to heal mind put in now, well before the Combat Rebalance. Unfortunately, due to issues involved, neither idea would be feasible.



Message Edited by vortexala on 05-17-2004 06:21 PM






I'm sorry but I cant agree with mind healing unless you rearrange the large number of Mind dependent class. Adding in an easy accessmind heal may sway the game substancially. /healmind was given a huge penalty to use since without the penalties it can effectively allow someone to spam mind dependent specials without worry any sort of concern. Personally I think they went overboard with the incurring wounds but the high mind cost does give it balance.


Would be more agreeable if the mind pool was an incappable pool. In other words it you run out you dont die and cant be taken out with any sort of regular or special attack.


Wouldn't it be more feasible to allow us to poison substats instead of disease only? As it stands it takes ALOT to beat down someone with nice doctor buffs since the substats allow for massive regeneration of their pools (notice I'm not even mentioning the mind pool here). Having your substats poisoned would all of the sudden make you more reliant on healing by either using stimB's or by having someone as a dedicated healer. In large scale PvP we are basically suicide bombers first and then whatever ranged profession next. If an area substat poison landed all of the sudden area heals would be something much sought after since the ability to regenerate (but still retaining their health hitpoint pool) would be neglegent. I'd like to live up to my title as a "support" class and this would definitely be oneway of reaching that goal. Poison shouldn't have to be our only desireable talent when guilds are seeking recruits.


____________________________________________________________________________________________________________


This is the most inaccurate statement I've ever seen. First person shooters all require skill. They are "twitch" games. Swg has the most shallow combat system of any game I've seen. It's incredibly one-sided. All you do is press your mind poison hotkey then just spam headshot3 until your target is dead. That's all there is to pvp in swg. There's no tactics. All you do is get buffed, put on your best armor and spam your best attack.We're looking for good answers no cheap shots. Go back to your boards and cry until you can come back here and add something that would both help and balance our class without breaking it.As far as "no strategy" in pvp I can see you'rethat you're not a big PvP'er or you'd know thatmoving, using terrain, ranges, special attack combo/order of attack, all playsignificantly in the PvP sector. I cant wait for this rebalance to come although I think alot of us will have to rethink much of the way PvP is played. ____________________________________________________________________________________________________________


_






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

SioBabble
Tue May 18, 2004 9:02 am
#18

Kilon, FPS games require one person skill. Hand eye coordination. Rapid reflexes.


SWG requires tactical thinking. Requires teamwork for success. FPS games don't do this.


Most FPS players LOATHE tactical thinking, it's all bash, bash, bash.


SWG combat has a lot of these tendencies...the "let's make the rock bigger!" mentality of the devs does not help things in PvE.


But in PvP, there is a framework to do some amazing things.I'll be the first to conceed that LOS rule problems and bugs, not to mention imbalance issues, make this difficult.


The combat revamp is going to make a lot of changes, and there will be a lot of very upset players when they discover that things are not the way they were before it. They're going to have to unlearn what they have learned.






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Ciirybeccaskyr
Tue May 18, 2004 10:17 am
#19






vonbraat wrote:

There are two "win buttons" in PvP at this point.


One = Rifleman/CM, and one = Rifleman/doc. (90% armor also plays a part in both templates. But that is another issue)






Sry but doc rifleman just cant match a CM/anything cause he will never have the chance to use his rifle and will eventualy run out of curepacks faster then the CM will run out of poisions simply cause the CM will have poisons and disease out for each stat like i do for pve



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OnlyMaestro
Tue May 18, 2004 3:24 pm
#20

Why not simply use the same 75% reduction in effectiveness normal non-poison/disease weapons are affected with?



Bleeds/Fire got the same reduction, why not poison? And don't say it's the only CM ability, people focus to much on the Combat part and not the Medic part. CM shouldn't be the suicide bombers of SWG. GTEF Cowards are what's killing PvP, not just CMs.





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Furiouschicken
Tue May 18, 2004 9:46 pm
#21

Why no 75% reduction? 75% reduction means that means a poison that does 600 a tick (not uncommon)every 10 seconds now does 150 a tick every 10 seconds. That would be to weak compared to other weapons. That would average out to 15 points of damage a second.


People get freaked because poison does it's damage in one pop. It is more visually intimidating butthe numbers in the end are the same.A pistol ,firing every second, only getting through with 60 points of damage a hit does the same amount of damage over the same amount of time as 600 a tick poison.



Icavi
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RebPointer
Tue May 18, 2004 11:16 pm
#22


I'm probably just a bad CM, but in most one on one encounters I usually get owned. What most of you whiners are complaining about is when it's 10 vs 10 or better we cm's bring the field to it's knees, we should, devs made it that way for a reason, andno you can't run out and buy a piece of armor that makes my class a waste of time. Cm's are lousy 1 vs 1, and even worse in PvE, we do lose and regularly. But because we can make or break a larger scale battle, you whiners want to nerf what little we do have. Get a life, play in your own forums, and unless you are a CM, you have no idea what it takes to be a good one and compete.



BristaAB
Tue May 18, 2004 11:39 pm
#23

I'm probably just a bad CM, but in most one on one encounters I usually get owned


CM vs non-medical PvPer


Outfit yourself in 30% stun/85-90% Comp, Imp PSG and chew some synthsteak, chug some brandy


Chuck mind poison C, chuck mind disease C (you can macro this to do both if pressing 2 keys in a row is too stressful)


Read a magazine for a while


Come back in 5 mins and deathblow (if you're feeling kind)



[Black] Style is everything - so is winning [Black]
Black Guildhalll: Dantooine Agro Outpost 2052 -6412, Infinity
Merchant Tent: Corellia 308 -6012, Infinity
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