Combat Medic Archive
Thread: In Godsname nerf the Combat medics
Loonytic wrote:
Where were you lied to?? you clearly quote they have reduced the ranged healing which has happened nothing was said about poisons and disease being capped.
Cool it Firecat.. You're a ticking bomb man. I ask a simple question and you immediatly greet me with sarcasm. If you want people to try to understand your side of the story your going to have chill out. The quote said "The maximum experimental range for ranged healing and DoT medicines has been capped at 48m." "AND DOT MEDICINES" Damage on time medicines are poisons and diseases. You're not going to call me a newb are you?
TheGragg wrote:
Cool it Firestrike.. You're a ticking bomb man. I ask a simple question and you immediatly greet me with sarcasm. If you want people to try to understand your side of the story your going to have chill out. The quote said "The maximum experimental range for ranged healing and DoT medicines has been capped at 48m." "AND DOT MEDICINES" Damage on time medicines are poisons and diseases. You're not going to call me a newb are you?
No i'm not going to flame you and remain civil. The thing is DOT "medicine" i.e The science of diagnosing, treating, or preventing disease and other damage to the body or mind. DOT medicine is quite different from applying the DOTS.
Thats simply how i read it.
Someone may be able to correct me, but I believe that the 'fix' in the patch was to the maximum range on which a stim (ranged heal or DOT (ie poison)) can be experimented to. This would mean that even with the best resources, a poison could not be experimented on to have a range of greater than 48m.
However, with the Ranged distance line, and the modifiers of a Master Combat medic enhancing the base stats of the stim itself, I think we can still throw more than 64m. This confused the hell out of me.
Post-patch, I have thrown effectiveness experimented poisons (in PvE, I wasn't looking for BHs at the time) between 65-70m. I don't know what this leaves the maximum range of a stim, experimented on for range, and thrown by an MCM at.
Of course, stims experimented on for distance will cause less damage.
Once again, I think the real issue here is unhealable mind damage. We are tarred with the 'uber PvP' brush because we can tick an unhealable pool, as can Swordsman and Rifleman.
I can't guarantee that the patch notes and reality are in any way related - I hope though that you can see that the problem isn't wholly the range of CM stims, but more the game mechanics surrounding the mind pool.
Hope this helps, and a note to any more competent CMs out there, I'd appreciate a correction if I'm wrong about the experimented range/ranged distance thing.
Cheers
Maudlin
I'm just quoting the patch notes and the dictionary on the word "medicine". Yes the CM can't heal DOTS but there are DOT medicines none the less, hell maybe they are going to give us ranged DOT medicines and got ahead of themselves with the patch notes.
There is no point arguing this matter as range forapplying DOTS has not been reduced unlike the ranged healing meds. If they intended to reduce the range for DOT applications then they should re-word the patch notes to say that. As it stands poisons and disease have been uneffect and I have seen nothing to say they will be.
Maudlin wrote:
Hi Gatton,
Someone may be able to correct me, but I believe that the 'fix' in the patch was to the maximum range on which a stim (ranged heal or DOT (ie poison)) can be experimented to. This would mean that even with the best resources, a poison could not be experimented on to have a range of greater than 48m.
However, with the Ranged distance line, and the modifiers of a Master Combat medic enhancing the base stats of the stim itself, I think we can still throw more than 64m. This confused the hell out of me.
Post-patch, I have thrown effectiveness experimented poisons (in PvE, I wasn't looking for BHs at the time) between 65-70m. I don't know what this leaves the maximum range of a stim, experimented on for range, and thrown by an MCM at.
Of course, stims experimented on for distance will cause less damage.
Once again, I think the real issue here is unhealable mind damage. We are tarred with the 'uber PvP' brush because we can tick an unhealable pool, as can Swordsman and Rifleman.
I can't guarantee that the patch notes and reality are in any way related - I hope though that you can see that the problem isn't wholly the range of CM stims, but more the game mechanics surrounding the mind pool.
Hope this helps, and a note to any more competent CMs out there, I'd appreciate a correction if I'm wrong about the experimented range/ranged distance thing.
Cheers
Maudlin
I do think we can all agree that we're a little confused by what they have done, but its an interesting point that the ranged cap could only be effecting the "dabblers" to a master CM they may be very little difference to range.
Loonytic wrote:I'm just quoting the patch notes and the dictionary on the word "medicine". Yes the CM can't heal DOTS but there are DOT medicines none the less, hell maybe they are going to give us ranged DOT medicines and got ahead of themselves with the patch notes.
There is no point arguing this matter as range for applying DOTS has not been reduced unlike the ranged healing meds. If they intended to reduce the range for DOT applications then they should re-word the patch notes to say that. As it stands poisons and disease have been uneffect and I have seen nothing to say they will be.
Thanks Maudlin for your explanation. So they attempted to limit the range but they failed to take into account the bonuses that you get as master combat medic.
Firemike, heres the quote from the patch notes again.. "The maximum experimental range for ranged healing and DoT medicines has been capped at 48m." Notice the part where they refer to maximum "range"? That means "ranged" dot medicines. You guys don't have any "Dot medicines" other then the poisons and diseases which are both ranged. I agree they could have worded it better, but dot medicines belong to Docs, maybe in the future you guys will have them too. But it seems quite clear that they are referring to ranged dot medicines, and the only ranged dot medicines that exist are poisons and diseases.
My understanding of the patch notes was definitely that they had limited Ranged Heals AND our Ranged DOT attacks. And let's face it - Combat Medics have two 'weapons' at our disposal - ranged healing and ranged DOT attacks, whether they're single or AoE. Any other kind of DOT has no relevance to a CM's arsenal. I can only imagine the inclusion of the word 'medicine' was a mistake
On your point of the distance, this is taken from the stickied CM FAQ:
Q) How much damage do poison do?
A) Simplified formula:
Damage per tick = (poison effectiveness) * (1 + (CM effectivness) / 100)
So master CM (90 CM effectivness) with single line pack of 250 will do
250 * (1 + 90/100) = 475 damage.
If distance does work like effectiveness, a Master CM has +100 to healing range. The equation on a 48m (maximum range) poison would be...
48 * (1 + 100/100) = 96m
Errrrrrrrrr. So, yeah. Still 96m range for master, if my assumption was correct. Which is ludicrous given the 64m range of a rifle.
All this said, I'd like to try and turn the tide of calls for nerfing CM towards something more positive. The range of a rifle should be increased (for instance), and hopefully the current scheduled changes to the combat/damage system will be well thought out enough to offset damage to mind pools. We can only hope.
As I doubt we'll have anything major happen before the new combat system is released, I do hope that the Devs don't take any wild steps to nerf the CM profession. As it is, we're wildly unbalanced PvP/PvE and lacking direction. To top that off, the last set of responses to our issues was more or less a litany of "We'll just wait and see".
Whining for a nerf on the board of a profession that happened to kill you is outright childish. If you cant stand to lose a duel, then dont PvP. Its a simple as that. All this whining and complaining about a death hurts my ears and drags the boards down.
While you think its a good idea to come here and cry about poisons and disease, why dont I head over to the bounty hunter boards and cry about eyeshot spamming, and how it should be nerfed because it drains my mind too much. Or that you have a knockdown and I dont. The knife cuts both ways, and I suggest that if you cannot deal with the profession offsets, you leave the game alltogether.
Until you realize how to deal with the circumstances and take a death like a man, you have no right to be here. Mighty bounty hunter... haha.
Combat Medic damage SHOULD be reduced 75% in PvP. Combat Medic damage SHOULD ALSO be quadrupled from its current level. That way it will be useful in PvE. (Net result in PvP = no change.)