Combat Medic Archive
Thread: CM Throw Range...
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charvakas
Tue Mar 09, 2004 5:07 am
#14
in a game where a rifle has the same range as a pistol has the same range as a carbine has the same range as a... (you get the idea)
in a game such as this, a range longer than that of ALL other clases, given to the most powerful attacks in the game, is silly. I don't understand why you think 64m is too short. it's called "balance"
in a game such as this, a range longer than that of ALL other clases, given to the most powerful attacks in the game, is silly. I don't understand why you think 64m is too short. it's called "balance"
Morganite
Tue Mar 09, 2004 2:13 pm
#15
charvakas wrote:
in a game where a rifle has the same range as a pistol has the same range as a carbine has the same range as a... (you get the idea)
in a game such as this, a range longer than that of ALL other clases, given to the most powerful attacks in the game, is silly. I don't understand why you think 64m is too short. it's called "balance"
The only reason our "weapons" are unbalanced is because we always target mind since it is always the weakest pool to attack. Go get buffed, then we can duel 20 times with me only using health or action stuff, you will win almost every time. Work to get mind heals to be faster and easier and quicker to buff, and our stuff wont be the determining factor in group pvp like it is now....
CIEBrandon
Wed Mar 10, 2004 10:35 am
#16
Damn you must have crappy poisons on your servers, there are guys on bloodfin throwing 900+ dmg per tick poisons....
Instant death to all.. very scary.
JudasTyberius
Wed Mar 10, 2004 11:32 am
#17
The 900+ tick poisons you are talking about are enhanced with Venom from the Geonosian Cave. These are uber looted upgrade components that are not available to the vast majority of players.
Ledo
Morganite
Wed Mar 10, 2004 2:44 pm
#18
Not only that, but I refuse to use the spider venom. It is lame, and uneeded. I am a MCM, and 900/tick poisons/550/tick diseases do more bad things to our class then they do good..
Morganite
Sat Mar 20, 2004 1:26 am
#19
It is that in theory, but quality materials mitigate that. I have some 90 meter diseases that do 176/tick, poisons that do 406/tick at that range. That is still to powerful (no spider venomd used in these, that is stuff I will let for the newb combat medics.) Make your ADM's all for range, with some top shelf materials. I get like a base of 78-82 meters depending on the success of the combine while crafting. My point is experimenting one 1 should bring down the other. As it stands now, you can choose which you want, with no penalty to the other. (other then not being able to spend experiment points you used on range on effectiveness..)
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