Combat Medic Archive
Thread: Why you are hated (from a non-CM)
GlenSharkio wrote:
MCM/MRM vs Doc/Fencer
100m Poison single throw ... hits fencer 96m is the max unless he is using an AE poison. Since you stated this is 1vs1 then higher than 96m is impossible.
Fencer and MCM/MRM closes gap with burstrun both use burstrun? That's laughable
Fencer realises he has been hit That's your first mistake right there. It took you that long to realize you have been hit with poison? You only get a big message on your screen when it happens....That's not a CM issue.
MRM StrafeShot2 So now you have a problem with rifle abilities?
Fencer gets dizzy Strafeshot2 is not a dizzy, Flurryshot1 or 2 is.
/curepoison This should've happened up above as soon as you got hit with poison. Incompetence on your part does not merit a nerf on our part.
/curestate
Combat queue lag That's not a CM issue...
Poison ticks (-1300mind, 100 left) At a 96m range a poison tics for a low amount. Beacuse you didn't notice it fast enough you suffered from the buildup. The range is the only issue that I see as a valid complaint
Poison cure failed due to insufficient mind remaining Once again had you noticed it earlier you'd be able to cure.
CureState failed due to insufficient mind remaining Same as above
MRM macro/headshot3 /pause 1/SniperShot Not all rifleman macro or only use headshots. I usually open with a flushing2/flurry2/startle2 macro lay on some poison and then let the situation dictate what to use from there depending on which pool is lowest. I will often use a mid strength health poison and then a mind poison to use as a creeper. Docs can only cure one type of poison at a time and the default order for curing it is Health Action then Mind.
Then with Mind Buff by Dancer and Musician and with canape and brandy and Muon...
100m Poison single throw ... hits fencer See above for my comment on 1vs1 100m poisons...
Fencer and MCM/MRM closes gap with burstrun Why do you do this? When I played a TKA I would get out of LOS and make them come to me...Play smarter not harder.
Fencer realises he has been hit If you know you are fighting a CM why does it take you so long to realize you have been poisoned?
MRM StrafeShot2 Like I said strafe does not dizzy
Fencer gets dizzy Flurry1 or 2 blah blah blah....
/curepoison You took too long
/curestate I suppose you still have a single button for each instead of a macro that cures all and just searches for an argument? A few weeks into the game I posted a macro that uses cures and healstates etc all the good abilities a doc can do in the Doctor forums. Do some searching and you may find other variants there.
Combat queue lag Not a CM issue
Poison ticks (-1300mind, 2000 left) You waited too long
Poison cure works If it took too long due to lag it's still not a CM issue.
MRM/MCM Posturedown attack (supression) Or Startleshot which is a postureup attack.
Fencer loses burstrun and falls over dizzy You lose burstrun with any posturechange. Your rant is veering off of CMs and more into riflemen. You must really hate Carbineers and TKAs too.
CureState cannot work when knockdown You are aware that macros are available in this game right? Make a macro that does: /stand; /healstate dizzy; /healdamage self and you will be better off when trying to fight the dizzy breakdance
MRM/MCM headshot3 (1400 mind left) If that's your lowest pool I'd target that too but what does this have to do with CMs?
Fencer cures dizzy
/stand had you used a macro like what I posted above you would've already been back in the fight.
MRM/MCM headshot3 (650 mind left) Once again your complaint is with rifleman.
MRM/MCM headshot3 (70 mind left)
Fencer moves closer to CM, but 50m distance still LOL you expect a EliteRanged class to stand within 20m of an Elite Melee class? Gimme some of what you are smoking...
MRM/MCM headshot3 (No mind left) A TKA would use Nexu Grin (/unarmedheadhit1) on you too if you only had 1 mind left.
MRM/MCM /snipershot Rifleman always use snipershot to DB. What's the problem with that?
All in all your issues seem to be with lag and ranged classes having a ranged advantage over a melee class. Had you fought smarter instead of harder you could have forced the MCM/MRM god into melee range and pretty much raped him. Please get your facts straight. The CM community hates to correct these types of misconceptions.
Nealoc187 wrote:
combat medics are supposed to be support personnel, not bio and chemical warfare delivery agents.
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....
Gnuut wrote:
Nealoc187 wrote:
combat medics are supposed to be support personnel, not bio and chemical warfare delivery agents.
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....
lol, that was a trip
going back to theoriginal quote though,aren't two of the CM tree titles 'Toxicologist' and 'Chemical Warfare Expert' ?
Message Edited by Virrago on 04-01-2004 08:48 AM
And the comment about taking the muon after it hits, the poison hit, I took the muon, it hit again and cleared me right out and even with boosted regen rates it wasn't even close to enough.
GlenSharkio wrote:
I tried this ...
MCM/MRM vs Doc/Fencer
100m Poison single throw ... hits fencer
Fencer and MCM/MRM closes gap with burstrun
Fencer realises he has been hit
MRM StrafeShot2
Fencer gets dizzy
/curepoison
/curestate
Combat queue lag
Poison ticks (-1300mind, 100 left)
Poison cure failed due to insufficient mind remaining
CureState failed due to insufficient mind remaining
MRM macro/headshot3 /pause 1/SniperShot
Then with Mind Buff by Dancer and Musician and with canape and brandy and Muon...
100m Poison single throw ... hits fencer
Fencer and MCM/MRM closes gap with burstrun
Fencer realises he has been hit
MRM StrafeShot2
Fencer gets dizzy
/curepoison
/curestate
Combat queue lag
Poison ticks (-1300mind, 2000 left)
Poison cure works
MRM/MCM Posturedown attack (supression)
Fencer loses burstrun and falls over dizzy
CureState cannot work when knockdown
MRM/MCM headshot3 (1400 mind left)
Fencer cures dizzy
/stand
MRM/MCM headshot3 (650 mind left)
MRM/MCM headshot3 (70 mind left)
Fencer moves closer to CM, but 50m distance still
MRM/MCM headshot3 (No mind left)
MRM/MCM /snipershot
I'm sorry but this one was beyond funny,![]()
Lets start from the top.... The doctor sucks royal behind, I'm a doctor and I have never had a CM get a tick one meI need one second to cure myself (clear your que) before the 1 second ticks.
Second issue is, if a MCM hits you from 100m and does 1300 damage... I'm sorry to inform you that wasn't a MCM ... that was a GOD!!! and in that case you shouldn't be fighting him because a GOD is all mighty and power, and you are not as good...
Last point... did you ever think that maybe you are running in the wrong direction??? LOL, just my opinion. *shrug*
So, you want a low level to counter a high level CM??? How far is that, Master vs Master is the combat fairness the devs were talking about, so you are very ignorant if you want a low level to control a fight with a high level, especially if they are suppose to counter each other.
gentlegiant wrote:
And hopefully maybe they'll give non-high level doctors some way to cure poison....I don't know...maybe some charcoal. They could choke it down to get rid of the poison and take some dmg in exchange cause it's foul stuff.
Pahdbacca wrote:
Nealoc187 wrote:
Pahdbacca wrote:
No, we are just saying you are inept if you can't take care of that CM in the 60 seconds it takes those 6 ticks to go off
The issue is not taking care of the CM. Killing the CM isn't the problem. The problem is that his damage, unmitigated and not reduced by the PvP 75% reduction like EVERY other class in the entire game is, sticks around and kills you long after the CM has died and cloned. A single CM can take out entire groups of buffed, battle ready warriors by TEFing out of the cloner with no buffs, no armor, no preparation. /activateclone /throwdisease /throwpoison. Viola--The entire opposing team is dead, besides the doc who was able to heal himself and 2 other people in the time that the DOTs were ticking (it takes time to heal people, you need to remember this).Maybe it is. I said nothing about killing the CM.Do you always PvP 20 feet way from a cloning center?Is your true issue medical DoT damage or TEF?
Getting down to the nitty gritty, my issue is medical DoT damage and the fact that it goes unmitigated and unbalanced by the 75% PvP damage reduction that every other profession has to deal with. It ignores armor completely (as I agree it should) and there is no effective way to counter it. Anyone with master combat medic can wipe out entire groups of skilled players by hitting 2 buttons, and he doesn't even have to still be alive to do it. There is no strategy to it, there is no skill involved, and there is no way to counter it unless every single PvPer becomes a doctor so that they can heal themselves, which may be what ends up happening.
BTW I posted a thread in the GCW forum about some other ways of dealing with the damage that combat medics can dish out in pvp that don't invlove nerfing the combat medics, but rather adding more content to the game and adding some ways to be able to effectively react or prevent the damage from a combat medic. You should check it out.
Nealoc187 wrote:
Getting down to the nitty gritty, my issue is medical DoT damage and the fact that it goes unmitigated and unbalanced by the 75% PvP damage reduction that every other profession has to deal with. It ignores armor completely (as I agree it should) and there is no effective way to counter it. Anyone with master combat medic can wipe out entire groups of skilled players by hitting 2 buttons, and he doesn't even have to still be alive to do it. There is no strategy to it, there is no skill involved, and there is no way to counter it unless every single PvPer becomes a doctor so that they can heal themselves, which may be what ends up happening.
BTW I posted a thread in the GCW forum about some other ways of dealing with the damage that combat medics can dish out in pvp that don't invlove nerfing the combat medics, but rather adding more content to the game and adding some ways to be able to effectively react or prevent the damage from a combat medic. You should check it out.
Nealoc187 wrote:
BTW I posted a thread in the GCW forum about some other ways of dealing with the damage that combat medics can dish out in pvp that don't invlove nerfing the combat medics, but rather adding more content to the game and adding some ways to be able to effectively react or prevent the damage from a combat medic. You should check it out.
Yeah, let me see, it probably had something to do with giving Doctors a poison and or disease buff, CMs or Doctors an Area of Effect cure for poisons and diseases and so on.
We have heard it before, in fact those ideas more than likely have been thought up, brought up, and forgotten about 6 months ago.
I do appreciate your input on it though, maybe if enough people ask for these types of things, the devs will put them in.
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hit me with the one star... here we go.
you guys are in denial if you think that clearing someone's mind in 2 ticks (4 ticks if buffed, 6 ticks if buffed with brandy and other food/spice) and having disease on there as well that ticks for 200 wounds each time and will triple incap you without the thrower of such weapons having to even be WITHIN SIGHT of the 25 opponents he just killed, is not overpowered.
combat medics are supposed to be support personnel, not bio and chemical warfare delivery agents.
hit me with the 1 star.