Combat Medic Archive
Thread: Don't Nerf CM Just Give The Prepared Player A Chance
Menoetius
Thu Apr 15, 2004 12:06 am
#28
Vortex, can you have this thread moved to the Doctor's forum? This suggestion of an antidote is more relevant to Doctors than it is to Combat Medics.
maddogs
Thu Apr 15, 2004 12:41 am
#29
Menoetius wrote:
maddogs wrote:
Menoetius wrote:
maddogs wrote:
Menoetius wrote:
PadawanChong wrote:
Hey all. Never been a combat medic. Never will be. I was just thinking yesterday that the way CM's currently are, they can take entirely too much time away from having fun in the game. That is - if you can't find any doctors around willing to heal an overt. I know Foods are out there that will help defend against poisoned/diseased, but that doesn't help you very much once you've been stuck.
Of course it would suck to get nerfed, so what I propose is something different.
What about a new item that only Master Docs can make: Poison Antidote & Disease Antidote - possibly varying in strength/effectiveness.
Now it would render diseases/poisons useless if you could take it as soon as one landed, so why not make it so the Antidote can only be applied once combat is done.
This way, well prepared players actually have a defense against this stuff, but you do have to defeat (or slip away from) your opponent before using it.
Has this been mentioned before? Does it sound like a good idea?
Plus it would help the economy a little since I'd imagine it could be pretty expensive. I know I'd buy a lot of it no matter what it cost
Its called Cure Poison (Doc 2000) and Cure Disease (Doc 4000)
you have oviously never ben a doc lol its hard to get to every one in your group and aply both cure diseas and cure posion befor some one in your group is almost down yes 2 docs makes it esyer but its still hard and if they have 2 cm its nerly imposibel to do so expesily if some ones attacking you at the same time belive me i know i do it its hard i like doing the posioning much more its funer lol
i agree with padawanchong
Your assumption is incorrect.
assumption ............ the heck im not assumeing any thing i know im a master doc /master cm and i do it freenquntly both poison and cure belive me i know what im talking about
Your assumption that I do not know anything about Doctor or Combat Medic, is incorrect.
ok then yu know what im tallking about and you know im right that some thing needs to be done ither area or players being abel to tend to there self
maddogs
Thu Apr 15, 2004 1:05 am
#30
Spyce_Slanga wrote:
Yeah dont nerf cms they shoulddelete the profession
rong answer i love cm and not becous of the uber gay posion **edit** i love it becous when you actuly do what a cm is sapos to do you have a hell of fun a time doing it and if you dont get a threl out of trying to keep your group alive with aoe stims and mind heals ( i love it when i can heal my hole group at once its asom and when my freind are almost ded by mind and thinking they are ded and i heal 1900 of there mind and my team mat is like omg thanks its asom to )then cm is not the profesion for you so movealong
tho i dontfindcm as fun as i do the thought of being a commando (just right now commando sucks all around /cry)
Menoetius
Thu Apr 15, 2004 5:23 am
#31
Gnuut wrote:
Menoetius wrote:The solution is not create a new medical pack or ranged AoE cures, but allowing the existing cures to have an area effected stat.A Doctor would still have to be within 7m to make the cure attempt but now the cure would have an area affected diameter.Add this one stat/ability would change the entire way people view Combat Medics and over night negate most if not all cries for Combat Medic disease/poison reduction.
Doctors do not deserve to have any type of ranged or AE healing abilities. They do not pay extra points for Ranged Support. I'm all for introducing new abilities and counters for AE poisons, but not at the cost of sharing a unique ability that a CM has or making the counter less expensive than the poisons they will be countering.Message Edited by Gnuut on 04-14-2004 01:56 PM
Did not ask for a ranged ability for Docs? AE is not restricted to CM. TKM, Fencer, Swordsman and Pikeman have AE attacks, yet no ranged support is required. Pistoleer, Rifleman and Carbineer have AE attacks, yet are not required to have the ranged support line as a requirement.
PadawanChong
Thu Apr 15, 2004 6:47 am
#32
Menoetius wrote:
The solution is not create a new medical pack or ranged AoE cures, but allowing the existing cures to have an area effected stat.
You're STILL required to bring a doctor. That's not a very good solution
vortexala
Thu Apr 15, 2004 8:06 am
#33
PadawanChong wrote:
Menoetius wrote:The solution is not create a new medical pack or ranged AoE cures, but allowing the existing cures to have an area effected stat.You're STILL required to bring a doctor. That's not a very good solution
Why not? If you want to take on a high-end mob like a krayt, you have to bring a combat profession.
If you want to get healed, you bring a Healer.
PadawanChong
Thu Apr 15, 2004 8:36 am
#34
Because you can still win the fight, yet lose... If you kill a Krayt, he's not going to kill you after the fact. That could easily happen with a CM.
Obviously a crafter isn't going to go Krayt Hunting, so of course you need to have combat skills if you're going to go fighting.
Why can't there be Antidotes administered by non-medics? It isn't beyond the realm of possibility and actually sounds like it would make sense to most people. Of course a combat profession isn't going to know how to MAKE this antidote, but if a doc says "Jab this in your arm once poisoned", I think I can follow those orders.
PadawanChong
Thu Apr 15, 2004 8:38 am
#35
vortexala wrote:
Why not? If you want to take on a high-end mob like a krayt, you have to bring a combat profession.
If you want to get healed, you bring a Healer.
Ok, if that's the way the correspondant wants it, then I gotta say Nerf ticks just like they did with bleeds and flames. There's no reason they should be so much greater, right? A tick is a tick...
Then we'll see if you think an antidote for prepared players was such a bad idea.
vortexala
Thu Apr 15, 2004 10:44 am
#36
PadawanChong wrote:
vortexala wrote:
Why not? If you want to take on a high-end mob like a krayt, you have to bring a combat profession.
If you want to get healed, you bring a Healer.Ok, if that's the way the correspondant wants it, then I gotta say Nerf ticks just like they did with bleeds and flames. There's no reason they should be so much greater, right? A tick is a tick...Then we'll see if you think an antidote for prepared players was such a bad idea.
So when someone disagrees with your idea you resort to 'nerf them!' mentality?
Thought this thread was actually constructive.
Not going to argue the whole 'a tick is a tick' thing, since it's been discussed to death.
But let me put it this way, can just anyone use a FWG5 or a Flamethrower? No, it takes someone with a certain level of skill. Just as it takes someone with a certain level of skill to use a cure med.
If you want just anyone to use a cure, then you'll have to let just anyone use any weapon in the game. Sound fair still?
Menoetius
Thu Apr 15, 2004 10:44 am
#37
PadawanChong wrote:
Because you can still win the fight, yet lose... If you kill a Krayt, he's not going to kill you after the fact. That could easily happen with a CM.
Obviously a crafter isn't going to go Krayt Hunting, so of course you need to have combat skills if you're going to go fighting.
Why can't there be Antidotes administered by non-medics? It isn't beyond the realm of possibility and actually sounds like it would make sense to most people. Of course a combat profession isn't going to know how to MAKE this antidote, but if a doc says "Jab this in your arm once poisoned", I think I can follow those orders.
By moving the cures from their current level to the level of novice medic negates 40% of the abilities gained in doctor trees.
Thank you for suggesting a possible nerf to Doctors.
SWG is not about autonomy but interdependencies.
Veldcath
Thu Apr 15, 2004 11:44 am
#38
Ah, but the thing people are always, always going on about is that the properly-prepared (armored, buffed) player HAS a respectable defense against FWG5s and TKMs and so on. There is no workable solution to protect you against CMs.
"Bring a doctor for curing".
If you want healing, you bring a doc or a CM. But you CAN get a buff and wear tough armor to help you resist taking damage in the first place. There's no effective equivelant for poison and disease (yes, I know. Foods and skill tapes. The former of which don't seem to work and the latter of which are very rare and very expensive.)
A properly prepared player doesn't NEED a doc nearbyagainst normal weapons. A properly prepared player STILL needs a doc within 6m against CM poison and disease. That seems to be what people take the most umbrage at. That and the fact that it's far too easy (even if unintentional) to triple-incap grief. To the point that the CM in our guild has stopped carrying mind-pool disease and only diseases substats while poisoning mind just to be certain that she's not accidentally griefing. They really, really need to get that fixed. Soon. Like yesterday.
-V
vortexala
Thu Apr 15, 2004 11:56 am
#39
A properly prepared player doesn't NEED a doc nearby against normal weapons. A properly prepared player STILL needs a doc within 6m against CM poison and disease.
That's where the other ideas come into play. Innoculations which act similar to buffs, enhancing the current resistance foods from chefs, enabling armour layers for resistance, even as far as suggesting movement of /curepoison to novice box of doctor.
All of these ideas have come from this very board. All of these ideas have been discussed on this very board. A lot of these ideas are even supported by the very CMs some folks wish to see nerfed.
But nerfing one profession(doc in this case, by removing two of it's abilites) to avoid the nerf of another is not the way to go about it.
That's where the other ideas come into play. Innoculations which act similar to buffs, enhancing the current resistance foods from chefs, enabling armour layers for resistance, even as far as suggesting movement of /curepoison to novice box of doctor.
All of these ideas have come from this very board. All of these ideas have been discussed on this very board. A lot of these ideas are even supported by the very CMs some folks wish to see nerfed.
But nerfing one profession(doc in this case, by removing two of it's abilites) to avoid the nerf of another is not the way to go about it.