Combat Medic Archive
Thread: COMBAT MEDICS NEED FIXED
Thorez wrote:
good after bing a doctor of combat for a little without qualifications of combat which I see in many places to fight doctors be gimped/overpowerd first things initially that they must make follow the redouction of 75% the ruels of the play maintaining with that to be sed they require really for some +es reseitat this competence would give the doctor of combat the capacities with rez a player but only if the hes not Ben the density doubles then 1 longer **edit** then than it must copy or to obtain with one rez Doc. sounded the treatment of efect of statute when I saw that it was Doc.s which obtained the treatment of g un médecin de combat pour un peu sans des qualifications de combat que je vois dans beaucoup d' endroits pour combattre des médecins soyez gimped/overpowerd premières choses d' abord qu' ils doivent faire suivre le redouction de 75% les ruels du jeu maintenant avec celui être sed ils ont besoin vraiment d' un certain +es reseitat cette compétence donnerait au médecin de combat les capacités au rez un joueur mais seulement si les hes pas ben la densité double plus longtemps puis 1 minet ensuite qu' il doivent copier ou obtenir à un rez de Doc. a sonné le traitement d' efect de statut quand j' ai vu que c' était les Doc.s qui ont obtenu le traitement de statut ensted du centimètre que j' étais comme the huh? ? thus Doc.s of ya should have this but shouldhave centimetre him with and a stage better sounded (a im doctor and me principal of combat see that one of my bodys on the ground kd+dizzy blined and the itemadat and its spirit being state far with me bevel arrive to him in time to cure its spirit but I should be Abel to cure the statute on him a wepon that in outlaw 2 of jedi that the elctec one that med of the dueds cary around (in the seige) of this wouldint of wepon is powerful but decent would have the sound + modifers in the tree speed (a its almost tree of a certain thing) gass of a antidot of sector these posion or say treatment of wouldint but dealy 30-60 dryness tic following also the power on the stims of centimetre needs a push I think that this would again throw the centimetre in the balence and would again place them in the sapos of role there at the play in the gcw =============================================================== Commando of Master of leonheart of Daniel-judson first on radiant and the first in SWG
Ok I ran the original post through the translator at altavista and this what I got, hope it helps everyone.
Message Edited by Thorez on 03-28-2004 09:46 PM
maddogs wrote:well after being a combat medic for a bit with no combat skills i see in many places combat medics are gimped/overpowered.First things first they need to have 75% reduction to follow the ruless of the game.Now with that being saidthey really need some +es(defenses?)and rez.this skill would give the combat medic the ability to rez a player but only if hes been dwon for longer then 1 minute after that he have to clone or get a doc rez.Ranged stateffect cure.When i saw that it was docs that got stat cure instead of cm i was like huh?? so ya docs should have this but cm should have it to and one step better ranged (im a master combat medic and i see one of my bodys on the ground kd+dizzy blined and itemadat and his mind being eaten away at i cant get to him in time to heal his mind but i should be abel to heal the stat on him,a weponthe one in jedi outcast 2 the electric one that the med dudes cary around (in seige )this wepon wouldn't be powerful but decent would have its + modifers in the speed tree (its a almost useles tree needs some thing)an area antidote gasthis wouldnt cure posion or disease but would dealy the next tic 30-60 secsalso the power on the cm stims need a boosti think this would throw cm back into balance and set them back into the role they are supposed to play in the gcw
There! Now I can read it
Nighthelm wrote:
Hmm, it's funny that on the commando boards, maddogs spelling of his 5th language was never really an issue. I suppose the responses here really doreflect the typesof players who migrated over to combat medic (not surprised in the slightest).
Did maddog utter indecipherable cries for nerf on the commando board before the commandos were given the sweet sweet love with the nerfbat? Or did he post complaints that the commando profession had been broken by the nerf?
On sort of post would get positive responses (or be ignored if indecipherable) the other would get complaints and "get the hell out of here" responses.
Most combat medics have at one time or another tried to reason with the nerf hearders... most have given up.
Are all the people who want a nerf have a reading level of 10?
maddogs wrote:
well afterbing a combat medic for a bit with no combat skills i see in many places combat medics are gimped/overpowerd
first things first they need to have 75% redouction follow the ruels of the game
now with that being sed
they really need some +es
reseitat
this skill would give the combat medic the ability to rez a player but only if hes not ben dd longer then 1 minet after that he have to clone or get a doc rez
rang statefect cure
when i saw that it was docs that got stat cure ensted of cm i was like huh?? so ya docs should have this but cm shouldhave it to and one step better rang (im a master combat medic and i see one of my bodys on the ground kd+dizzy blined and itemadat and his mind being etat away at i cant get to him in time to heal his mind but i should be abel to heal the stat on him
a wepon
the one in jedi outcast 2 the elctec one that the med dueds cary around (in seige )
this wepon wouldint be powerful but decent would have its + modifers in the speed tree (its a almost useles tree needs some thing)
a area antidot gass
this wouldint cure posion or dises but would dealy the next tic 30-60 secs
also the power on the cm stims need a boost
i think this would throw cm back into balence and set them back into the role there sapos to play in the gcw
ANewbieIAmNot wrote:
Are all the people who want a nerf have a reading level of 10?
maddogs wrote:
well afterbing a combat medic for a bit with no combat skills i see in many places combat medics are gimped/overpowerd
first things first they need to have 75% redouction follow the ruels of the game
now with that being sed
they really need some +es
reseitat
this skill would give the combat medic the ability to rez a player but only if hes not ben dd longer then 1 minet after that he have to clone or get a doc rez
rang statefect cure
when i saw that it was docs that got stat cure ensted of cm i was like huh?? so ya docs should have this but cm shouldhave it to and one step better rang (im a master combat medic and i see one of my bodys on the ground kd+dizzy blined and itemadat and his mind being etat away at i cant get to him in time to heal his mind but i should be abel to heal the stat on him
a wepon
the one in jedi outcast 2 the elctec one that the med dueds cary around (in seige )
this wepon wouldint be powerful but decent would have its + modifers in the speed tree (its a almost useles tree needs some thing)
a area antidot gass
this wouldint cure posion or dises but would dealy the next tic 30-60 secs
also the power on the cm stims need a boost
i think this would throw cm back into balence and set them back into the role there sapos to play in the gcw
do all the ppl who wana be uber think there batter then every one elss
sorry had to do that lol
never sed any thing about a nerf by the way allways sed fixed
maddogs-
I'm not picking on your english. The words you are using "nerf" and "fix" mean the same thing to you. And the way you suggest we "fix" the class is = to "nerfing" it.
Regardless of the words, you mean the same thing. It is clear.
JudasTyberius wrote:
maddogs-
I'm not picking on your english. The words you are using "nerf" and "fix" mean the same thing to you. And the way you suggest we "fix" the class is = to "nerfing" it.
Regardless of the words, you mean the same thing. It is clear.
no
lets put it this way
if there was a bug that alowed commandos to throw there gernades 90m and for the gernades to hit 100% of the time with a verey rerely miss and have 10k damwith a32m radious and incap ppl in full armor and bufs for 3kham in one to 2 throws
i cry fix hell ya i would love the power but i would want it fix for resons
1 to get rid of the i wana be uber basterds that would come into are profesion
2 becous it would extreemly make every thing unbalance and eventuly any one who wanted to pvp would be a commando
now granted commandos spend 169 skill points to combat and should have a advanteg in pvp not to much of one but some
but cm do not spend 169 to combat they only spend 29 yet they do have the power i spoke of
so yes cms ned fixed call it what you will nerf fix what ever the trueth is its messed up and needs fixed and thats a fact .
no
lets put it this way
if there was a bug that alowed commandos to throw there gernades 90m and for the gernades to hit 100% of the time with a verey rerely miss and have 10k damwith a32m radious and incap ppl in full armor and bufs for 3kham in one to 2 throws
That would be one bug. But it would not be relevant to the combat medic dispute.
Yes, CMs can throw 90m. Perhaps that needs to be shortened, but if so the CM "throw" animation needs to be removed. As it stands if you throw a poison at someone who is burstrunning from 64m...he will catch you before you can get away.
The poisons and diseases hit 100% of the time if the potency is high enough and the person has no skill tapes or the resist food. There are things that INTELLIGENT (note the key word) players can do it minimize the effects of Combat Medics.
10k damage? It takes a disease and poison combination several minutes to deal the equivalent of 10k damage. But a commando needs only fire a few times to deal 10k damage. This sort of uneducated blather is the reason that people consider CMs overpowered--we are nowhere near this strong. Without spider venom in our packs, our strongest poisons deal less than 75 damage per second! Ever see a Master Rifleman use StrafeShot2 every second with his 550 max damage Heavy AP T21 rifle? Even with 80% energy composite armor you're going to take a lot more than 75 damage per shot.
And all sorts of professions can incap people with full armor and buffs. It's not just combat medics.
I'd agree with giving Combat Medics a 75% damage reduction in PvP under one condition--that they be given an overall 75% damage increase beforehand. Thus increasing their PvE usefulness--b/c right now we're almost useless.
I have read some of your posts on the Commando forum, maddog. You are remarkably better-spoken over there. Please try to behave the same here--you misspelled resuscitation badly...and it was spelled correctly for you 2 lines above on the post you were responding to. That's not poor language skills. That's the "nerf" mentality.
How about we nerf the "nerf-criers" and not let them post on our forum anymore?
jkray8472 wrote:
no
lets put it this way
if there was a bug that alowed commandos to throw there gernades 90m and for the gernades to hit 100% of the time with a verey rerely miss and have 10k damwith a32m radious and incap ppl in full armor and bufs for 3kham in one to 2 throws
That would be one bug. But it would not be relevant to the combat medic dispute.
Yes, CMs can throw 90m. Perhaps that needs to be shortened, but if so the CM "throw" animation needs to be removed. As it stands if you throw a poison at someone who is burstrunning from 64m...he will catch you before you can get away.
The poisons and diseases hit 100% of the time if the potency is high enough and the person has no skill tapes or the resist food. There are things that INTELLIGENT (note the key word) players can do it minimize the effects of Combat Medics.
i have +20 posion resist and +15 diseas in my ubes shirt and my ubeis belt(added to gather that is) and they never seem to help at all cm a only verey verey rarely get resisted and when they do it ither postince on the stuf ant high enogh or there fighting a extreemly high lvl mob
10k damage? It takes a disease and poison combination several minutes to deal the equivalent of 10k damage. But a commando needs only fire a few times to deal 10k damage. This sort of uneducated blather is the reason that people consider CMs overpowered--we are nowhere near this strong. Without spider venom in our packs, our strongest poisons deal less than 75 damage per second! Ever see a Master Rifleman use StrafeShot2 every second with his 550 max damage Heavy AP T21 rifle? Even with 80% energy composite armor you're going to take a lot more than 75 damage per shot.
i sed 10k becous it gose threw armor and you have to have alot more dam to go threw 90% armor like most ppl now days ware
And all sorts of professions can incap people with full armor and buffs. It's not just combat medics.
you right after long hard battels and exiting ones at that the one will loos and be incaped
I'd agree with giving Combat Medics a 75% damage reduction in PvP under one condition--that they be given an overall 75% damage increase beforehand. Thus increasing their PvE usefulness--b/c right now we're almost useless.
i agree but take mind poison and mind dieseas away first then add much more conten to the medic part of combat MEDICS (the name combat MEDIC in no way means TARORIST )
have read some of your posts on the Commando forum, maddog. You are remarkably better-spoken over there. Please try to behave the same here--you misspelled resuscitation badly...and it was spelled correctly for you 2 lines above on the post you were responding to. That's not poor language skills. That's the "nerf" mentality.
no coment
How about we nerf the "nerf-criers" and not let them post on our forum anymore?
no coment
maddogs , just leave. Your arguments are futile and you are stating facts that have been stated by other dummies many times. You are off topic. Please just ignore flames and move on.
You are trolling and if you continue, you will be reported.
maddogs wrote:
jkray8472 wrote:no
lets put it this way
if there was a bug that alowed commandos to throw there gernades 90m and for the gernades to hit 100% of the time with a verey rerely miss and have 10k damwith a32m radious and incap ppl in full armor and bufs for 3kham in one to 2 throws
That would be one bug. But it would not be relevant to the combat medic dispute.
Yes, CMs can throw 90m. Perhaps that needs to be shortened, but if so the CM "throw" animation needs to be removed. As it stands if you throw a poison at someone who is burstrunning from 64m...he will catch you before you can get away.
The poisons and diseases hit 100% of the time if the potency is high enough and the person has no skill tapes or the resist food. There are things that INTELLIGENT (note the key word) players can do it minimize the effects of Combat Medics.i have +20 posion resist and +15 diseas in my ubes shirt and my ubeis belt(added to gather that is) and they never seem to help at all cm a only verey verey rarely get resisted and when they do it ither postince on the stuf ant high enogh or there fighting a extreemly high lvl mob
So you do admit that poisons and diseases can be resisted. Good...you CAN learn! Scratch this argument off your complaint list please.
10k damage? It takes a disease and poison combination several minutes to deal the equivalent of 10k damage. But a commando needs only fire a few times to deal 10k damage. This sort of uneducated blather is the reason that people consider CMs overpowered--we are nowhere near this strong. Without spider venom in our packs, our strongest poisons deal less than 75 damage per second! Ever see a Master Rifleman use StrafeShot2 every second with his 550 max damage Heavy AP T21 rifle? Even with 80% energy composite armor you're going to take a lot more than 75 damage per shot.i sed 10k becous it gose threw armor and you have to have alot more dam to go threw 90% armor like most ppl now days ware
But you ignored the main issue of non-CMs being able to deal more damage than CMs. Don't complain here if you can't validate your arguments.
And all sorts of professions can incap people with full armor and buffs. It's not just combat medics.you right after long hard battels and exiting ones at that the one will loos and be incaped
Wow...I don't understand what you're trying to say here? That people can only kill people in armor after a hard battle? Not true. If two buffed and armored players come up against each other, one will eventually lose. In 90% of 1 vs 1 confrontations, a CM will lose against an elite combat profession.
I'd agree with giving Combat Medics a 75% damage reduction in PvP under one condition--that they be given an overall 75% damage increase beforehand. Thus increasing their PvE usefulness--b/c right now we're almost useless.i agree but take mind poison and mind dieseas away first then add much more conten to the medic part of combat MEDICS (the name combat MEDIC in no way means TARORIST )
Combat Medics are not TERRORISTS. We do have a title that says "Chemical Warfare Specialist" however...b/c that is one of the functions of our profession. Or did you not know that, being ignorant? Those snipers in Washington DC a couple of years ago were terrorists...using nothing but a high powered rifle. Terrorism is a method...no single person or group can be defined as a terrorist without performing terroristic activities. Even bombs have legitimate purposes.
If you take away CMs ability to damage the mind...then take away the ability from BH, Riflemen, and Swordsmen too. And then, remove the mind pool from the game entirely b/c it's pointless. How about we just go back to single bars, or "HP"?have read some of your posts on the Commando forum, maddog. You are remarkably better-spoken over there. Please try to behave the same here--you misspelled resuscitation badly...and it was spelled correctly for you 2 lines above on the post you were responding to. That's not poor language skills. That's the "nerf" mentality.
no coment
Didn't think so. I suppose you're putting on ignorant airs to try and justify your ignorant arguements. How...ironic.
Message Edited by jkray8472 on 04-02-2004 03:13 PM