Combat Medic Archive
Thread: How would CMs feel about this?
Message Edited by jfang on 06-14-2004 05:45 PM
The goals you listed are basically correct, except the first. I agree with you that the more ppl there are the more docs you need. I was just hoping that this would lessen the ratio of people per doc.
Consequences:
Tyrst wrote:
I was looking on the commando boards today and apparenlty they get hit by thier grenades when they are in the blast raidus. How would CMs feel if thier range was reduced to 64m and they were affected by thier poisons/diseases if they were in range? This would give most CMs a 34m safe zone. It would also mean that if they were charged they would have to consider whether or not to throw a poison/disease if thier target was in range. If they stacked a ranged profession with CM they would have to kite or be at a disadvantage if melee made it into range. If they took melee they would not be able to master both of them and would have to reduce the effectiveness of 1 of thier professions. If they took doctor to cure thier poison/disease they would not have any combat abilities. Just some thoughts to put some strategy in the profession without taking away your combat ability.
Commando grenades hit everyone and everything in their blast radius whether friend or foe and is one of the reasons why very few commandos use them. Having our poisons capped at 64m is perfectly fine and I'm surprised they took so long to fix that but why affect only CM's? Why not make the poisons AND stims affect everyone in their radius? It ranks up there with why a friendly area/cone attack doesn't affect other friendlies. Granted it would make the game ALOT more challenging but that just wouldn't fly with alot of people (look what happened with the Nova troopers).
Most of what you're asking probably goes into effect at the next patch. They've already stated that our stuff was "supposed" to be capped at 64m. Most of the considerations you're asking we CM's have to deal with already. I wish i could be a TKM but I'm stuck with rifle,carbine, pistol elites.
BigOlJim wrote:
damn it sorry...
Here is my proposal to make CM fair. Divide up theeffect ofarea poisons/diseases. This could be done 2 ways:
1. Divide up the potency of the poison/disease. So if a CM throws and area into agroup of 10 ppl
instead of doing 500 (or whatever) per tic, the poison/disease will only do 500/10 ppl = 50 per tic.
This will force the CM to either use areas when there are groups of 2 or 3, or use single target poisons/diseases.
This way in PvP doctor will actually have a chance to heal thepoisons as fast as (or close to) the CM can throw them.
2. The othe option is to divide the duration between targets hit. This would still result in a strong hit to everyone, but may only tic once or twice.
Just an idea i had, yes i'm sure there are flaws in it. But to me i believe the first would do the trick.
Brainplay wrote:
The idea of dividing up the effectiveness of a MIND poison by the number of people affected has alot of merit to it. It would keep a bit of realism while at the same time still not give us that super edge many people complain about during base defense/attacks but still keeping our damage ability up to par in 1vs1 fights. Of course if a 600 tick poison landed on 20 people the effect would be so negligent that doctors wouldn't need to cure unless alot of CM's showed up. Keep diseases the same though, they barely do enough damage where they stand.
I'm still pushing for Area cure A packs for CMs. It would be nice to get something new for a change.