Combat Medic Archive

Thread: Might not do any good, but here's a petition to get CM poison changed...

Vyctor
Mon Oct 13, 2003 9:14 am
#14

Hello everyone,


First of all, I hate it when someone cries nerf to one of the most point consuming professions in the game. I'm a BH and people cry about us all the time too. Don't like my mind attack? Wear a helmet! nuf said on that.


Now off to poison. Let's not nerf the damage the poison does, instead, let's enhance the combat medic class. Since a combat medic can make poisons, they should have a good understanding of how poisons work. So it makes sense that they should be able to make a stim that would protect a player from the poisons effect in the range from oh, say, 1%-75% of the damage dealt per tic of the poison(depending on resource qual, experimentation, so on and so forth). I'd go on to say that this stim would only be able to protect against one pools damage type, only one resist would be able to be on a character at any given time, and had to be applied BEFORE the battle(kinda like a helmet for poisons ) .


Ok, off my soapbox. Cya all in game




Vyctor Wulfrider....Master Bounty Hunter
Dtabor Dwulf.........Master Weaponsmith
Continuing his search to find the perfect way to get blown to bits!

....Imperial....Rebel....Irrelevent!
....All that matters is that somewhere a bag of jingling coins will be passed from one to another and a name will be wispered....
Kavedawg
Mon Oct 13, 2003 6:09 pm
#15

sorry...I don't buy the whole nerf mind poisons argument


I was goofing around on TC helping the entertainers power level with a few diseases. One BH volunteered for a disease application and after the first toss proceeded to kick my arse. I was out of mind before the timer reset so before the first tick of the disease i was staring at the celing. Wear a helmet you say? I am a wookiee..can't wear any armor. Granted, if we weren't goofing around it would have been a mind poison and he would have been incapped shortly after dealing a DB on me.




________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Khragon
Mon Oct 13, 2003 9:13 pm
#16

Mind poison is NOT an issue in any way anymore then riflemen mind dots are or BH eyeshot or Heavy swordsman scalping is. Everything in th game has a counter, poisons counter is adoctor. 95% of the time if I fight a BH I die before he does poisoned. I MIGHT live if Im on Muon gold and wearing my 48% Comp helmet, but even then its 50/50. Mind poison does 500 damage every 8 seconds whereas a BH can pump out 2000 damage in 7 seconds (yes i have the screenshot). Riflemen mind bleeds killed me at least 4 times this weekend cause it takes 4 shots of first aid to remove it. So before you go screaming nerf to CM's, A...find out what we go through to get them ,B. Compare it to other professions mind damage and tell me its overpowered, and C...buy a clue.
TK1210GT
Mon Oct 13, 2003 10:41 pm
#17

I'm curious though, someone used an area poison this evening. At least that's what I think it was. I can tell you that NOBODY from the other faction was any closer than 65m to me. I heard that poisons can work up to what...85m away?


All I know is one second I'm fine, next I'm poisoned with nobody in sight and I'm totally incapped. Now how's this possible?


1) I would think poison if thrown would be at the most 40m effective max.


2) I would certainly thinking being poisoned does not deserve an immediate incapp. It should be like a blood shot, or disease and cause damage over time, not immediately set you on the ground.


Now if I'm wrong about the distanceI'd like to know, but it seems wrong to allow such 85m for this, and yet riflemen get no better. (I'm not a rifleman, but I do use a pistol).


Someone please tell me what the limits are of poisons, because I swear if your gonna get immediately incapped, it's not going to do a medic or TK any good if they are incapped themselves when it comes to healing themself or someone else. Effect range and poision incapp times need to be looked at.


Epani




Epani Tesh - Sole Proprietor, Epani Industries - Naboo
Col. Epani Tesh - Rebel Alliance, REV Division - New Utapau Naboo Detachment


TheGreatOne00
Tue Oct 14, 2003 1:09 am
#18

Immediate incapp? wasnt poison then. Remember it takes 8 seconds per tick...so for you to first get damage after someone tosses a poison on you, it takes 8 seconds(before taking damage). I personally havent tried making long rangeAE poisons, but I know if I did, it would take atleast 3-6 ticks to kill you. You do that math.



Ovonn Ig'A
Master Doctor
Master Fencer
fireman3213
Tue Oct 14, 2003 3:03 am
#19

about your range experiance. it works like this.... I can throw a AOE health C 43m. I don't remember the exact area but say my AOE is 17m. that means that within a 17m area of the target I can hit it. So theoreticaly I can reach out as far as 60m. 45range + 17 area. Those numbers are not exact but they do explain how you may have been hit at 65m. one of you're buddys was close enough to target and then you were with in the aoe.



Fireman Master Swordsman / Master Brawler / RSF pilot
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Grumman Master Shipwright
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xGerbikx
Tue Oct 14, 2003 5:15 am
#20

I personaly think the mind poison is great, but it doesnt seem to count as an attack cause i got hit with one today and my pets didnt respond and attack the guy like if he shot me, also i dont think its getting the PVP damage reduction like everything else. but as a combat medic i can see how hard it would be to get close enugh to someone carrying a LLC or a flamethrower to poison them and escape fast enugh not to get killed before the poison finish them off. all and all i think its pretty much fair.



Gerbik- Kettemoor
Bounty Hunter 2/2/4/4
McMannus - Bria
SURVEYOR!
Xenteor
Tue Oct 14, 2003 5:55 am
#21

before you post anything even more stupid like this


as some others said before , the poisons and diseases are or only reaaaal weapon , you seriously think with rifle IV i can put down a commando or BH or whatever thats shooting at me ...NO..


so we need the poisons and they dont do that much damage , if you see what a bounty hunter with a flamethrower can do , we all went (master combat meds) a long painfull and costly way of healing and crafting to get there to make the poisons so atm things seem fair the way they are imo


Vendette
Tue Oct 14, 2003 6:15 am
#22

here arethree problems i see with any nerfing of CM poisons/disease:


1. nerfs are game-wide. the availability and quality of the resources necessary to make the poisons/diseases vary widely from server to server. bottom line, servers with high-quality and high-availability of the resources will not be as adversely impacted as others.


2.a double standardis being applied to poison/disease. if we kill somethingwith it, no xp. when we pull missions, it's not considered a weapon sowe get shorted there too. butyou get some players complaining and now it's a weaponthat needs to be nerfed.so, is it a weapon or not?


3. before they start nerfing, the devsought to fix the Advanced Resilience Compound schematic bug! it is so aggravating to think they will start nerfing us before they getbasic gameplayfixed - GAH!


isseems apparentthat the dev teamis more concerned with nerfing than fixing this otherwise promising game.i suppose if they could make appropriate adjustments, it wouldn't be so bad. but time and again, they have shown little aptitude for the "tweak". of the 4 mmorpgs i have extensively played/tested, this onehas been themost aggravating,disappointing and short-lived.




Vendette
Master Combat Medic
Master Pistoleer
Gatica, Dantooine
odorofpoo
Tue Oct 14, 2003 6:46 am
#23






StringereDomani wrote:
As a Master TKA and a Doctor I think I have a pretty good idea about what's possible as far curing it. Teras Kasi Master allows me to meditate poison away (assuming I can disengage from combat long enough to do so). The problem with that is I am almost always incapped by the poison before meditation can clear it, this I can accept because meditation is not a skill meant to be used in the height of battle.



If you were a master TK it woulod take about 10 secs to clear poison. And if a doc it would take 1 second.



Odoor~ Equal Opportunity Hater ~
Jacore
Tue Oct 14, 2003 7:43 am
#24

While I certainly do not agree with the specific remedies sought by the original poster, I'm coming to sympathize with the emotions behind this more and more.


There is a Master TKA on my server that's the PvP king...#1 on all Imps Most Wanted/Feared list (gratituous plug for Setis). But the stuff I'm dishing out now is well....exceptional, and I'm starting to wonder...


I use mostly singles, but have 72m throw range (outside of everyone includnig Turrets), ~460 tick and 101 potency. So regardless of stance or if I'm strafing across one of the streets in Coronet...I'm almost guaranteed to hit at a range where the enemy cannot hit me. Yes I could make well over 500 tick if i wanted short range, but why should I? I just launch and either run around corners or whatever until target incaps.


The AE version is 68m throw, ~360 tick, 26m radius, and 101 potency...which i use rarely, but given right circumstances I can reach out and touch somone at near 100m.


And this is all without the fabled Advanced Resilience Compound that some on our boards are demanding be fixed before we even consider 'fixes'. To put this in more blunt terms, I have the longest range weapon on my serverby far (max range 86m in my toolbelt)with near 0 resists....I am finding it increasingly impossible to hold to the position that I want to demand to see the effect of even greater potency (lack of resist) and duration before we consider a fix...because we're broken until our bugs are fixed.


When I can experiment non-advanced RCs to the point that upon final assembly we're at potencies of 80s before any experimentation whatsoever, I think this signals a problem. That I could (if i wanted to) put potencies in the 120s to make fire and forget (potentially suicide) weapons and still have significant poitns left over for power experimentation I think is an issue.I am not being forcedto compromise/sacrifice/choose. This is....well i'm not sure i'm ready to say 'troubling' yet.


Now yes the resources on Tempest are remarkable, and not everyone has the same experiences. But road goes both ways.


I'm not ready tostart utterly bashing ourselves with a nerf bat into oblivion, but I think at minimum we need to start calling for an examination into the AE bugs that are behind a lot of these emotions...those we can deal with now:


1. AE rolls allow poison/disease of AT-STs. Despite being a reb, if they're non-healable we shouldn't be able to poison them in an AE blast.


2. AE rolls allow poisoning of coverts and people you don' thave TEF on. The targetability checks in AE phase of our poisons are utterly unintelligent and the removal of using these as'first strike' capabilities will go a ways towards assuaging these concerns.


3. LOS checks on AE (and singles) do not check Z axis. I can stand on 2nd floor of Coronet Med Center or basement of AH cantina and bomb straight up/down without penalty/risk.


In the optionals list...which I'm sure I'll find dispute here....some thought to LOS checks on AE poisons in the AE phase should be done. Not between the CM and people in the AE cloud, but between the original target and the people in the cloud. Despite all of our calls of poisons being airborne and the like, if some overt is standing near a starport, I could (if i wished) nail him and people inside (within 26m of him/her). Those peolpe inside are freebies at no risk to myself and at times may be loading and have nothing to do with the original target. They will incap before they can get out of there and get in range to me.


Same is true with a factional player base. If I can get within 68m of an npc by the base, I can poison up to 26m underground (no z-axis check/penalty) and nail people wihin the base, and they are not going go get out of there and in range of me before they incap. They simply will not.


So what's my point here? I think a reasonable compromise are checks between the original target (including z axis ) and people in the AE radius. If there is not LOS, then the potency (resists) take a hit. A considerable one (maybe up to 50%). While it is reasonable to suggest that our poisons are airborne and can/do go aruond/through walls/vents, it is also reasonable to suggest that the ability to resist these things increase as they have to do that.


Well I've rambled plenty here, already.


Jacore MD/MCM, Tempest


-JpS-Silas
Tue Oct 14, 2003 7:52 am
#25

Well then if u drop the poison down to the 75% then do the same for Fire damage from commandos
TK1210GT
Tue Oct 14, 2003 7:57 am
#26

Yes, indeed,it was poison. I saw it right on my screen. I had been poisoned and incapped at the same moment. There was no 8 second tick I can tell you that for sure because I was paying VERY close attention to my ham bars. I got incapped as did everyone else around me at the same exact time. And there was no poison on my ham bars right before my incapp.


Also, there wasn't anyone closer than 85m from the other faction near me at the time. In fact, the closest was 89m.


I was tabbing through enemies to find the closest one and that's how I know for sure. All the other enemies were over 100m away.


Point is: I was incapped with a 0 tick time, from over 85m away. Call it an exploit, call it unfair, call it something but I think something needs to be done about this. You cannot tell me that someone can throw a poison further than I can shoot my pistol. That's insane. Now, perhaps because it was a PVP battle with a lot of people around that it was a lag issue and that's why I didn't get 8 seconds. But if that is the case, the DEVS need to look into this to find some kind of rememdy.


Epani



Re:


Immediate incapp? wasnt poison then. Remember it takes 8 seconds per tick...so for you to first get damage after someone tosses a poison on you, it takes 8 seconds(before taking damage). I personally havent tried making long rangeAE poisons, but I know if I did, it would take atleast 3-6 ticks to kill you. You do that math.




Epani Tesh - Sole Proprietor, Epani Industries - Naboo
Col. Epani Tesh - Rebel Alliance, REV Division - New Utapau Naboo Detachment


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