Combat Medic Archive

Thread: This call for nerf is ridiculous

kb1
Wed Jan 07, 2004 9:44 am
#27

WHINING
Menoetius
Wed Jan 07, 2004 11:22 am
#28






Evark-Xitov wrote:

well we arent hugging eachother, range seems to be ~20m area correct me if im wrong...and in GCW and pvp in large groups and cities...usually all attacks come from same general area


being stuck at 1 mind is just as bad as incap...can't use any specials or do anything except run and pray someone does hit you with 1 shot.....my problem is its too strong/fast if it ticked at 50 or 100 it would still be effectivejust not as devestating.CM can demolish groups ina few seconds


Even a turret can't take out that many people so fast, should combat medics be stronger?







~20m AoE depends greatly on the maker of the poison and the level of thrower of the poison. My alt is a Master Combat Medic.


For me poison is generally a last resort. If I am duelling with her, if eyeshot spammed or KD spammed kiss your mind pool goodbye. A Master Pistoleer with 0/0/4/0 in smuggler see how long you last in a duel with someone with this setup. How about a Novice Commando with Flame 4, BHusingfire/KD, torso shot or AoE LLC attacks, Rifleman strafe shot 2, Carbineer crippling shot/there KD shot. There are so many diferent ways to be incapped in the same amount of time it takes for a poison to tick.


What some fail to see is that a Master Combat Medic is also very powerful healer in a large group. Everyone tends toignore this ability and focus on the poison/disease area.


See you in game Evark /wink.




Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
KnightHawk420
Wed Jan 07, 2004 7:29 pm
#29






Moxivus wrote:

I agree...


If anything I think we have helped bring entertainers into PvP.


Everyone I know wants an entertainer with them when the go on, or are being raided







Yeah even with a 1100/950/950 mind... working a group land a few mind heals and I'm starting to feel some pain... 3 or 4 more and I'm really hurting... After about 7 or 8 mind heals.. I'm done for and am nothing more than a gimp.... at least when I WAS a cm....



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
KnightHawk420
Wed Jan 07, 2004 7:33 pm
#30






Trainee wrote:

the problem i have with CM is the fact they can throw up to 90m, i cant even target them with a rifle that far. Im not a CM and never was but i was told they can experiment on there range or somthing. i just dont see how that is fair is they can disease or posion u and u cant shoot back bc there too far away.







A CM cannot technically throw that far. Our range is 64m like everyone else.. however our area of effect has a 30m radius. So what your seeing is actually someone 30m or less from you getting showered by a CM 64m away. This is technically what is happening. Our range is capped at 64m otherwise.


In addition to even get that kind of range you need to drop the "potency" of the poison/disease to do it. So you end up with a poison/disease that isn't very powerfull to begin with.



GAWD I'm so sick of repeating this kinda post....




Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
KnightHawk420
Wed Jan 07, 2004 7:36 pm
#31






Evark-Xitov wrote:

well we arent hugging eachother, range seems to be ~20m area correct me if im wrong...and in GCW and pvp in large groups and cities...usually all attacks come from same general area




being stuck at 1 mind is just as bad as incap...can't use any specials or do anything except run and pray someone does hit you with 1 shot.....my problem is its too strong/fast if it ticked at 50 or 100 it would still be effectivejust not as devestating.CM can demolish groups ina few seconds



Even a turret can't take out that many people so fast, should combat medics be stronger?







1 mind point can't do nothing but run... Well now you know how a CM feels every time we get into a fight. We poison/disease and then pretty much can only run for our lives. Perhaps spam you with overchargeshot1... maybe...



BS on the turrets... those things can incap and db in 1 hit. Poison/disease needs 20 - 40 seconds before it even starts to work.



Yeah CM's can demolish groups.... but that is ALL we can do.... really.



Try CM for yourself, then come back and tell us about it.




Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
NoodleSlayer
Wed Jan 07, 2004 8:18 pm
#32



KnightHawk420 wrote:
A CM cannot technically throw that far. Our range is 64m like everyone else.. however our area of effect has a 30m radius. So what your seeing is actually someone 30m or less from you getting showered by a CM 64m away. This is technically what is happening. Our range is capped at 64m otherwise.

In addition to even get that kind of range you need to drop the "potency" of the poison/disease to do it. So you end up with a poison/disease that isn't very powerfull to begin with.

GAWD I'm so sick of repeating this kinda post....






Right now a CM can throw poisons as far as 96m because the CM range nerf cap didn't go in completely, although Ranged Stims currently do have their range capped.

If they're going to cap at 64m you'd think they could just keep the range static on everything then and have it scale so at MCM everything would be 64m, cause why waste the experiment points on range now if the effect its going to have is minimal?



-Tarchais
Master Doctor/Master Combat Medic

Maple LightSky
Master Musician/Master Architect
New Khatovar, Dantooine
Corbantis
Holbach
Wed Jan 07, 2004 9:16 pm
#33

Two problems with CM:


1. Throwing farther than 64m


and,


2. NEVER missing.


Why should combat medics be the only class that is not affected by another class' ranged defense modifiers?




------------------------------------------------
God: I have no need for this hypothesis.

-La Place
daymeeuhn
Wed Jan 07, 2004 9:54 pm
#34

kekeke sour? what part about loving the class did you miss?



Naecabon
Wielder of the Sacred Pike
Foot Soldier of REIGN, Big Game Hunter!
oblivion3134
Thu Jan 08, 2004 4:23 pm
#35

I COMPLETELY agree with all you guys. The facts are there, the name is COMBAT medic. As in they are used for combat. Besides, mind doesnt incap you, at 1 mind you can still auto attack.... And not all CMs stack disease to incap ya, only some.... Area 400 mind ticks that need docs to cure aren't overpowered...afterall, its combat....



tepor
Dwarf Nuna Babies 4 Life
rLHitman
Thu Jan 08, 2004 11:06 pm
#36

nah you guys are missing the point....combat medic is a SUPPORT class. Honestly, you guys are INSANELY powerful in pvp. It has gone a little overboard. The power on mind poison should either be reduced, or no mind poisons at all, just health and action.



------------------------------------------------------------
rL-Hitman | Master Rifleman | Teras Kasi Master
rL-HitBish | Master Doctor | Master Combat Medic
rLHitman
Thu Jan 08, 2004 11:07 pm
#37

oh and also....there is always something to counteract everything in the game. But there's very little you can do to counteract a mind poison unless you are a master doctor. Only thing to do is pop a muon and live about three seconds longer.



------------------------------------------------------------
rL-Hitman | Master Rifleman | Teras Kasi Master
rL-HitBish | Master Doctor | Master Combat Medic
NoodleSlayer
Thu Jan 08, 2004 11:40 pm
#38



Holbach wrote:

Two problems with CM:

1. Throwing farther than 64m

and,

2. NEVER missing.

Why should combat medics be the only class that is not affected by another class' ranged defense modifiers?






Well let me list the reason:

1. A CM can only throw a poison once every 5 seconds, at best, as poison and disease are on the damage heal timer.

2. CM Poisons can be resisted, lower level poisons get resisted quite a lot. You can also get drops and skill tape with Poison Resistance mods on them, I've got one sitting in my house right now. This is poison damage, not energy or heat, and as such has its own resistance mod, it just happens that no classes naturally are more resillient against poison as no matter how many times you practice the "Duck-and-Cover" manuever you're still going to breathe in that poison gas.

3. Unlike other combat types we actually have to craft our own ammo. You can not master this class without crafting. On top of that Poisons and Diseases are a lot more expensive to produce per use, even when you're doing your own harvesting, and require a lot more set up time.

4. Even with Poisons being "insanely powerful" they don't do as much damage per second as TKAs or Commandos. It takes 8 seconds after a poison's application for it to tick, and unless you have a very small mind bar it won't be empty until it ticks twice, and on top of that the poison *still* won't incap you! Now maybe if they would remove the ability to incap from the Flamethrower you could complain that CMs are "Insanely overpowered".



-Tarchais
Master Doctor/Master Combat Medic

Maple LightSky
Master Musician/Master Architect
New Khatovar, Dantooine
Corbantis
DilowBee
Fri Jan 09, 2004 5:11 am
#39






NoodleSlayer wrote:





Holbach wrote:

Two problems with CM:


1. Throwing farther than 64m


and,


2. NEVER missing.


Why should combat medics be the only class that is not affected by another class' ranged defense modifiers?








Well let me list the reason:

1. A CM can only throw a poison once every 5 seconds, at best, as poison and disease are on the damage heal timer.

2. CM Poisons can be resisted, lower level poisons get resisted quite a lot. You can also get drops and skill tape with Poison Resistance mods on them, I've got one sitting in my house right now. This is poison damage, not energy or heat, and as such has its own resistance mod, it just happens that no classes naturally are more resillient against poison as no matter how many times you practice the "Duck-and-Cover" manuever you're still going to breathe in that poison gas.

3. Unlike other combat types we actually have to craft our own ammo. You can not master this class without crafting. On top of that Poisons and Diseases are a lot more expensive to produce per use, even when you're doing your own harvesting, and require a lot more set up time.

4. Even with Poisons being "insanely powerful" they don't do as much damage per second as TKAs or Commandos. It takes 8 seconds after a poison's application for it to tick, and unless you have a very small mind bar it won't be empty until it ticks twice, and on top of that the poison *still* won't incap you! Now maybe if they would remove the ability to incap from the Flamethrower you could complain that CMs are "Insanely overpowered".





HERE HERE!


Anyway Cms not going to be nerfed, what they gonna nerf?


Nothing to nerf, Poisons on a timer and we have to continuously craft poisons, plus theres +1 now.


I was Master Bh before CM, and ill tell ya Cm needs no nerfing at all.


Because Dilow said so.




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