Combat Medic Archive
Thread: CM 'Balance' thread 11/24/04 Now new idea thread also!
- the +1 cap on dots, short answer yes
- Even though there have been complaints about the problems this change causes for the PvP combat medic, from reading some other posts one thing remains clear. The intended target of this change, the incap dance,has not been fixed. It is my understanding that a person who has both poison and disease or the fire dot applied will still become incapped post patch.Also fromthe other posts I have read, a person who has both a poison and disease applied to them will get a trip to the cloning center after the third incap from the poison/disease combo. Before anyone decides that the "new" problem is how wound damage is handled in combat, maybe the devs should take a step back and try to rethink a new way to go about fixing the incap dance. The suggestion to have one incap and then apply the +1 change will not work since the same thing would happen with the poison disease combo, so something else should be considered.
- faction points and DoT's
- yes, a new method of distrubting faction is needed so DoT damage is included for faction point caculations
- Faction points and healing
- Yes, Doctors, Medics, and Combat medics get the short end of the stick when faction is involved
- Doctor poison and disease curing possibly in the form of an AoE cure
- no
- This is not as critical as it was prior to the +1 cap change. Most people who have a poison applied to them post patch are willing to wait it out rather than seek a doctors help. Also the item decay is not having thewanted effect that wouldprevent people who are diseased from dueling each other to "cure" it. Something is needed, but a more critical issue could be put in here, Sorry Zarlor
- Flamethrower cures
- yes
I am not that upset about the 1+ HAM issue.. I mean I usually go PvP with my friends, and if I go hunting Mobs there is not prob. But there isone thing that really bothers me! Why can't I get missions that pay out well? I mean, Hey, I spend quite some Skillpoints on my class. And my Weapon, Poison, is not weak even though it is a little nerfed. So when I stand with my Novice Pistoleer skill in front of the Rebel Mission Terminal all I get is lvl 12-14 Missions. They pay 1k-1.5k...
Well the other day I joined some friends in a group, got 2 lvl 55 Missions for 5k payout and took only my Republic Blaster, my armor and some single health poisons with me. The single health poisons were made only of basic Components, not a single ADV!! I was able to do these missions.. okay it took me some time. But the point is, lvl 20-30 Missions shouldn't be a problem for a MCM.. even if he only has a D18 or something the like.
But I am doomed to do about 8-10 missions to get the same payout as a Master Commando! Don't get me wrong, I really think the Commandos deserve to get 5k+ Payout missions. But honestly, we do too.
In the December patch, they will introduce mitigation to combat professions.
They mentioned melee mitigation bonus for melee classes & rangedmitigation bonuses for ranged classes. BH and smugglers have been mentionned too as special cases and will get melee mitigation.
But what about us?
Are we getting any bonus? I really hope so. We are definitely a ranged combat class.
If not, could you make sure they don't forget us please.
Thanks.
PS: for those who don't know what mitigation is, here is a short explanation:
If a mob can hit you for 1-100 damage:
at mitigation level 1, max damage will be reduced by 20%
at mitigation level 2, max damage will be reduced by 40%
at mitigation level 3, max damage will be reduced by 60%
We can no longer heal at range do to line of sight and thick foliage, we will soon no longer be able to throw poison at distances greater than normal ranged combat, and using any of our abilities in PvE or PvP make us instant targets from our opponents (monsters hate the healers now).
On top of that, the expense for our poison and disease is pheomenally high compared to the use of it. A weaponsmith can make a pistol with a higher average DPS than our poison/disease, sell it to a marksman for 3000 credits, and make a profit off the exchange. In return the marksman gets a weapon that they could use for an exceedingly long time and get repaired over and over. They can kill thousands of enemies without spending another credit on weapons.
A combat medic can spend 3000 credits and have a handful of Fungus that might make some ok poison some day if he can get the 8 other components he needs. and then use it 20 or 30 times. sigh... balance.
- This was done solely to fix the duration problem. People getting poisons or diseases that lasted 30 mintues. Cap the duration like the upcoming nerf...err cap on distance and there's no reason for the +1 HAM cap.
Rest of the points seem obvious and will probably work their way in someday. Since it only took beta+4 months to fix Adv RC schematics, these will probably be fixed in 2005 or 6.
the thing i didnt like about poison before the +1 cap, was getting incapped around 10 times and not being able to get to a doctor.
i would say, change it to 1 incap, and then if you get up, have the +1 Ham. that way you still need to go find a doc for a cure
downertool wrote:the thing i didnt like about poison before the +1 cap, was getting incapped around 10 times and not being able to get to a doctor.
i would say, change it to 1 incap, and then if you get up, have the +1 Ham. that way you still need to go find a doc for a cure
+1 HAM - That sounds like a good way of handling the +1 HAM thing in pvp. Or maybe instead of incapping people, stop at +1 HAM and make them fall over, or dizzy, or blind etc. Realistically if you are that sick/injured you wont be running around at full speed firing flamethrowers at people. In pvm, make them kill.
Resources - these are a huge problem for some of us. These need to be balanced out across all the servers. There is no reason why we should not be able to make all the advanced components and good quality poisons. All resources should spawn on all servers, and at high OQ in difficult to reach or dangerous areas. Examples: I want Class 1 Radioactive? 150 cpu. Non-Ferrous Metal? 25 cpu. Eleton Reactive Gas? 20 cpu. And even at those ridiculous prices the OQ is usually horribly low, they havent spawned in weeks or months, and they are only available in tiny quantities.
Poison damage - since people are whining that we get no pvp damage reduction why not do as one of the above posters suggested: Up our poison damage by a very large amount (three times its current max now) and then apply a damage reduction to it for pvp purposes. You will wind up with happy CMs due to increased damage per second in pvm play, and it shuts the whiners up as well since it would be a (small) reduction in pvp damage.
Mind heal - utterly worthless at the moment except for helping entertainers level up. Give us mind stims that require 100 CM use at Master CM. Or maybe instead of wounding our mind have it wound or damage some other stat pool that we can heal.
Range - I cant say Im happy over this. It was one of our only advantages since the +1 HAM changes. I cant think of any good way to change this either, except for keeping the current system.
New HAM/specials system (slightly off topic) - Now this is just stupid. As a Carbineer Im very much effected by this. Normally I would use a stim to heal myself so I can use specials since my normal damage is pretty weak. Now no one can. How about letting CMs and docs heal this? It adds value to our profession and will discourage the "novice medic with 450 power stim-B" dabblers. Add "Cure Specials Pool" (would allow our stims to heal the specials pool, passive ability) at Novice CM and/or Novice Doc.
Just my 0.02$
- The +1 HAM Cap on DoTs. Does it bother you and if so, how much has it affected you in solo PVE and PvP, and Group PvP and PvE
This sux terribly. I've gotten at least 50% less kills from this nerf in PvP. Most of them fighting commandoes. I get flamed he gets poisoned. If his first flame doesn't kill me in one shot (6,235 damage anyone?... it's happened, I have screenshots) his flame DOT does, and usually after I've fully healed my self at least once and usually I get incapped by his flame DOT at the same time my poison DOT brings him down to+1 in his poisoned HAM bar (considering he never attempts to heal himself, which he usually does 100% with his uber 460 point base stim-B... yes, they exist my guild doctor sells them in crates on Lowca if your interested).
HOW TO FIX THIS: Combine Poison and Disease together in one pack. Disease is absolutley worthless in any shape or form, PvP and PvE. The commando gets to hit for insane amounts of damage, on the first shot, with a damaging fire DOT that incaps you and ALSO does insane wounds each tick including the application(much higher than any disease can do). This is essentially the same as an instant damage poison at4 timesthe damage with instant disease added in where both can incap you when you hit 0 HAM. People don't care if they get poisoned anymore. They know it wont' kill them. On the other hand, if disease was part of that poison application, causing wounds, they may decide that they need to find a doctor after all. Disease ticking only once every 30 seconds at minimal wounding may not be very bad, but over time it can be... which time should be used to find a doctor.
Doctor poison and disease curing ability (including the posibility of AoE cures)
I did an experiment on this yesterday. I had a master doc friend cure a third party (master bounty hunter) while I applied poison-C's to him (as a master CM). I made 1 health single poison at 113 potency and 321 effectiveness and a single mind poison at the same stats. All 3 of us popped a muron gold. I began applying the 2 poisons to the BH as fast as I could, alternating between the mind and the health. The doctor began curing the poison as fast as he could. Guess what, we went through 9 of each type of poison before I the doc and I both ran out of mind at the same time. Of all 18 poisons, two were resisted and all that stuck were cured the first try by the doctor. None of them ticked even once on the BH causing zero damage. (I also threw a stacked pistol bleed after the first 3 or 4 poisons just to add excitement, which was cured by the doctor's 1st aid ability in one shot as well). Doctors truley can counter ANYTHING we can do. As far as area poisons, considering they are much weaker and stop at +1 HAM, the doctor has plenty of time to get around to cure thoes as well.
- Flamethrower cures
Um, ya, I'm all for them. No class no matter how uber no matter how many skillpoints should be able to hit just one button and get to do thousands of points of damage AND add a damage DOT, AND add a wounding DOT, AND the DOTs added can incap you, AND cant be cured or planned against (must have deep enough water very near by to swim in) so you should just accept the fact that if the commando decides to not DB you (most do because most are griefers) your going to end up with 99% wounds and get incapped 3 times having to wait out the incap timer. All from one lousy shot from a flamethrower that he didn't have to craft, harvest resources to make, or even have to go half way up his tree to use. We arn't talking 169 points so they should be uber like they all claim, they get that power much earlier. And the whine about the specials not working further than 16 meters away or 32 or whatever it is doesn't hold water eaither. Their normal shots do as much damage as the best krayt pistols at 64 meters. (Again, I have plenty of screenshots and am not making up stories, and you commandoes know this).
Stop, Drop, and Roll.
I do not think it should take a combat medic to acomplish this. If you can not put yourself out, then you have larger problems. There should be a way for all characters to do the above action, make their character stop attacking, fall to the ground, and basically smother the flames themselves. Of course, you would not be able to perform any other actions while doing this, and it would take possibly a minute or two, but I mean come on. Lets be realistic about this...If your shirt caught fire....you wouldn't go running around like a crazy person looking for a doctor to help you. You'd take the fscker off and stomp on it. Or, you'd fall to the ground and roll around in the dirt a little.
This would not take away from the power of the special for commandos. A player would have a choice, they could take the damage from the blast, and continue fighting to attempt to beat the flame dot damage. Or they could stop fighting, and take their chances while putting the flames out. Either way, the move would be a devistating one for commandos. I just fail to see how after a fight, I couldn't take the time nessessary to put myself out...even without the presence of water.
Hi. it s the first time i post on the forums... but those DoT (poisons, deseases, flames and bleed... every dots)are really a problem. I understand that the incap dance was annyiong (i already "enjoyed it" during more that 15 minutes :/ ) but the +1 HAM is the worst solution. In PvE CM were and still are useless for domage dealing (the dmg made by poison are so little in comparaison with a 10k HAM...). In PvP were and still are useless in healing support (can t heal eye shot, mind shot even with a 100 mind wounds, can t heal damage quickly enought because of the oneshots or "twoshots"). Now with the +1 HAM rule, CM are useless as damage dealers in PvP... So the only role of CM is PvE healing? healing pets is really anoying...
I propose some ideas to balance the poisons in PvE and PvP:
- make poison more powerfull in PvE and less in PvP (per ticks)
- remove the +1 ham rule and remove the dot as soon as the PC or NPC is incapacited (so no incap dance and CM still have potentials)
OR: -add some commands that allow any players to stop fighting or anything else but not to be incapacited by a dot (including poisons, bleed, flames and deseases). if the player apply those patch (crafted by artisans for flames, doc for poisons and deseases and medic for bleeds) the +1 ham rule apply, and the player wait for a doc or the poison to fade of. if the player don t use those items, he gets incapacited. (so if player survive in PvP he is not incapacited, and he can t run off of the combat)
- first of all: apply the same rule for poisons and flames (commandos don t need to craft there flamethrowers or even gaz for it... CM have to survey, harvest, experiment, use factories (still A and B poisons are useless) and must be master to have correct dot). whatever the rule you choose... apply it for all the professions
- the doctor vs combat medic war: if you give an AE dot heals to doctor, please give to CM an AE buff removal. with the +1 ham system it is toooooo easy for doc to remove poisons. if it is an AE the poisons won t even have the time to tick once :/. so if you absolutely want doctor tocounter every CM acts, allow CM tio counter Doc acts: the buff.
FP is not really a problem... maybe because i have an ATST...
for the flame problem: apply the wounds damage only if the player is DB... it will prevent incap with flame, and prevent greifing.
Abalam, master CM, kauri
+1 HAM Poison has effected me as well.
I use poisons to help in crowd control. Meaning while one mob is being tanked, I have a few others being lightened up from the poison. While this is not too much a problem of +1 HAM, what is bad is when I get incapped due to damage taken.
What typically happens then is I watch as the mob continues to tick to +1 HAM and then I get up, usually at that point I have one shot to drop whatever it was I was fighting, if there are two mobs I am typically incapped again and often times killed.
This should not be happening.
What I would suggest if +1 HAM has to be kept, then the target should also be dizzy or stunned or intimidated, something that slows him down and makes it harder for him to hit. I know that when I was bitten by a snake and poisoned, I sure did not feel like running around shooting at things anymore. I wanted to just stay in bed.
First, a request in response to a post regarding mitigation:
Give the CM mitigation of his/her own, vs poison and disease, and consider craftable partial-vaccines against poison and disease that can be applied to other players.
That said, the rest of my thoughts:
Do away with the inherent +1 'nerf/fix'. Limit it to ONE incapacitation. Balance the potential incap with the vaccines, by having the vaccines enforce the +1 rule as well as reduce the damage per tick of the poison/disease, with a small chance of removing it completely. DO NOT cause the vaccinations to increase the chance of total resistance. Save that for rare loot items, and keep it on a small scale.
The range reduction is acceptable... but obviously not liked. Just think though, we might have pre-nerf CM packs.
AT-ST's should have two bars; one for mechanical damage (the machine), one for biological damage (the crew). Bio damage should incapacitate the machine, but not destroy it, and be healable. Mechanical damage should destroy it, but be repairable by DE's/Engineers or whoever the almighties deem worthy. I'm also of the opinion that requiring Engineering IV would be a reasonable way to pare down the total number of AT-ST's in play.
And, as always, my combat-system rant:
The three bars are meaningless. Health should be the only one that incaps, action should dictate physical special attack capacity, and mind should affect the quality of all attacks and overall player capability. Having drained/attacked/low mind pool should make your character groggy, miss shots, lose the ability to dodge, take more action pool damage from specials, etc. Having drained/attacked/low action pool should have no negative impact except for limiting specials. Obviously this is a complete system overhaul, and will never happen, but it is nice to think about the depth it would bring to combat. Although, I am told that the new system in testing is a huge step in the right direction.
Welp, here's to hoping that I get some attention for these thoughts. Sorry, as always, for the post-length. What can I say, I'm a verbose fellow.
CM should have the ability to subside a flame attack from fire.
My logic here is that since our profession is based on chemicals and ranged chemical delivery, we should be able to deliver a chemical compound that puts out fire. This would be a great balancing solution to the uber commando attacks.