Combat Medic Archive
Thread: CM animations
Menoetius
Wed Aug 25, 2004 9:06 am
#14
tex77 wrote:
Im kinda surprised a Commando hasnt chimed in to talk about their delay between specials. It is about 6 seconds if I remember correctly and thats from 16m. Not that Im defending animation delays. They sucked as a Commando and they still suck as a CM.
But a Commando can fire and move, were as a CM is locked in place for there special.
NeoEcks
Wed Aug 25, 2004 3:59 pm
#15
perhaps...just *perhaps* now that we have gotten the nerf everyone cried SOOOOO hard for us to get, they will throw us a bone (no pun intended) and remove, or lessen the delay caused by the animation.
we can't land our poisons or diseases any more anyway, so why would people care if we throw our credits at them while moving?
we can't land our poisons or diseases any more anyway, so why would people care if we throw our credits at them while moving?
phamcar
Thu Aug 26, 2004 9:58 am
#16
I can live with all the other nerfing, if they just get rid of the rooting problem.
Qi-zen
Thu Aug 26, 2004 6:31 pm
#17
I agree the rooting animation has to go...but good thing i'm still in melee mode when attack 
I used to hate that crap with Cabineer KD attack.....sheesh talk about doing a song an dance before shooting 
Pahdbacca
Wed Sep 08, 2004 2:06 pm
#18
Like my roomate in undergrad once said "sometimes you have to bump it just because you can"
somerandomuser
Wed Sep 08, 2004 4:58 pm
#19
scout traps..
any grenades..
use the same animation.. thus will have the exact same issue..
might be an idea to gather support in the marksman/scout/commando/ranger forums
while i do like the animation.. it would be nice if it was torso animation only.. thus allowing your legs to go whever you wanted them to while you were tossing whatever it was you were tossing.. the stop/root has GOT to go
any grenades..
use the same animation.. thus will have the exact same issue..
might be an idea to gather support in the marksman/scout/commando/ranger forums
while i do like the animation.. it would be nice if it was torso animation only.. thus allowing your legs to go whever you wanted them to while you were tossing whatever it was you were tossing.. the stop/root has GOT to go
rhaspede
Wed Sep 08, 2004 7:25 pm
#20
I agree. One of the main reasons I rarely use poisons on melee classes in pvp is because as soon as they see my "throw" they charge over to me, kd/dizzy, bang, bang, bang,deathblow, then go find a doc or meditate the poison away. I in the meantime, watched myself "throw", then stand there like and idiot while the guy closed the 30m distance between us and wiped me out.
Brainplay
Thu Sep 09, 2004 4:10 am
#21
somerandomuser wrote:
scout traps.. Rarely if ever used
any grenades.. Rarely if ever used
use the same animation.. thus will have the exact same issue..
might be an idea to gather support in the marksman/scout/commando/ranger forums
while i do like the animation.. it would be nice if it was torso animation only.. thus allowing your legs to go whever you wanted them to while you were tossing whatever it was you were tossing.. the stop/root has GOT to go
Yeah those and the /aim command are the only animations I know of that will root you during a full run (even burst run) to use. Everything else doesn't as long as you're already moving.
Need to get rid of that.....and make CoB like tumbling while they're at it.
somerandomuser
Thu Sep 09, 2004 2:56 pm
#22
i got a toon on flurry who's going master ranger.. those traps are prety neat they help immensely at the lower combat levels when you're not going rifles and taking cover and sniping things
too bad they never implemented 'mantraps' for bounty hunters..
those snare traps would be great for all the forcerunning jedi heh
too bad they never implemented 'mantraps' for bounty hunters..
those snare traps would be great for all the forcerunning jedi heh
somerandomuser
Thu Sep 09, 2004 2:57 pm
#23
oh ya.. just remembered 30 secs later of course.. grenades == combat xp.. lots of people using them now for the new grind
Pahdbacca
Thu Sep 09, 2004 3:00 pm
#24
somerandomuser wrote:
too bad they never implemented 'mantraps' for bounty hunters..
those snare traps would be great for all the forcerunning jedi heh
How would you feel if CMs got this ability?
Mustelafuro
Thu Sep 09, 2004 4:09 pm
#25
Id luv it, but they will never give us a trap. At its core design we're a support class, what we need is something to get ourselves or our group out of a tough spot. Now before I speak my mind, I'd like to make it known I think grenades are completely worthless in this game and need to be fixed.
What we need is something like a flash-bang grenade. Toss it out and it has an area blind, stun and chance to KD effect. Of course thats also if they actually fix stun, to many things can stun you and it doesn't really do anything. Stun should be just that, mebe 30 secs of you not being able to do anything, but if they fix it then they need to really cut down on the critters that stun in pve.
Anyway, thats what I would like.
somerandomuser
Thu Sep 09, 2004 8:51 pm
#26
Pahdbacca wrote:somerandomuser wrote:
too bad they never implemented 'mantraps' for bounty hunters..
those snare traps would be great for all the forcerunning jedi heh
How would you feel if CMs got this ability?
i'd feel like a druid in EQ. and then i'd quit CM..
being 'shaman-like' i can handle.. being druidlike.. i'd just have to give it up..
and i hope noone was misinterpreting what i was saying there.. so i'm gonna restate it here to clarify..
1.. CM isn't the only profession that uses that animation.. scout and ranger use it for traps.. as well as generic C12 cert.. and commando grenades..
2.. completely unrelated to anything previous in this post.. it's a shame that BH's weren't given traps that work on players/npc's.. in much the same manner as scout/ranger traps work on critters