Combat Medic Archive

Thread: +1 kills this profession... And all the people who complained about poison forgot 1 thing...!

Gnuut
Sat Nov 08, 2003 3:06 am
#27







Kavedawg wrote:
you are mistaken, the +1 cap is to get rid of the incap dance and grace period that made poisons seem like they lasted for 45min.





+1 is a moronic "fix". No matter though. If it goes live, others are going to wish I had DB'd them instead of diseased them. Say hello to 1000 BF.





Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
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....

nhilism
Sat Nov 08, 2003 6:01 am
#28

>>that would bea good argument if you didnt outrange everybody in the game. no classes get a guaranteed incap from 80m except cm.


A CH can attack at further then 80m and without line of sight-and do more damage per second. A cm incap is not guarranteed docs can cure it and tks can med it away.

Kialium
Sat Nov 08, 2003 10:19 am
#29






Kavedawg wrote:





Kialium wrote:

Sad thing is . . . The poison stopping at 1 hp isn't even about PvP or class balance. Its because they can't figure out how to give CMs credit for killing a MOB if his poison does all the work. So they force us to hit a critter for at least 1 point with a weapon so we get loot / harvest rights.


.






you are mistaken, the +1 cap is to get rid of the incap dance and grace period that made poisons seem like they lasted for 45min.




Kavedawg, is there then another fix that will allow our poisons to show up on MOBs as damage from us? I'd really like to be able to loot more than one critter when I use area poisons. I just don't have time to shoot all the mobs before the poison kills them.





Dlobok DeGolem of Flurry, MCM


Kavedawg
Sat Nov 08, 2003 10:34 am
#30






Kialium wrote:





Kavedawg wrote:





Kialium wrote:

Sad thing is . . . The poison stopping at 1 hp isn't even about PvP or class balance. Its because they can't figure out how to give CMs credit for killing a MOB if his poison does all the work. So they force us to hit a critter for at least 1 point with a weapon so we get loot / harvest rights.


.






you are mistaken, the +1 cap is to get rid of the incap dance and grace period that made poisons seem like they lasted for 45min.




Kavedawg, is there then another fix that will allow our poisons to show up on MOBs as damage from us? I'd really like to be able to loot more than one critter when I use area poisons. I just don't have time to shoot all the mobs before the poison kills them.




I am not sure if it works for the KS'ers but you will get faction in PvE ( I will check PvP today too )if the only attack you were able to land was one of your poisons. I am unsure of the situation when your poisonbrings a mob down to +1 and some jerky comes along and finishes it off, if you will still be granted loot rights, I will do a test and post later today



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Happymob
Sat Nov 08, 2003 12:29 pm
#31




A CH can attack at further then 80m and without line of sight-and do more damage per second. A cm incap is not guarranteed docs can cure it and tks can med it away.



That's not fair at all. The only way that we can get somebody out of LOS is to attack somebody in range and in LOS with an area poison. The area affect will spill into areas that are out of LOS.


I'm not denying that you can be sitting in a cantina and get poisoned by a CM outside the cantina, but in 99% of the cases, this is not intentional.


The point is - you absolutely, 100% have to have LOS to your primary target to throw a poison. I may generally for te +1 poison nerf, but I don't like people mis-characterizing our abilities.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


bcasey03
Sat Nov 08, 2003 11:39 pm
#32






Ypiana wrote:

Why anyonethinks it will be hard to follow up your poison attack with a single shot from a CDEF pistol to put the person out of action, I don't know. With 1 hitpoint the opponent won't be able to do a single special. They're going to be out of the fight and running for the team doctor as fast as their legs can carry them.


-- Ypi






The problem is that we are already incapped and on the ground. They don't need to fire specials at this point, just walk up and deathblow us.



O'peth
Dark JediKnight
Starsider
bcasey03
Sat Nov 08, 2003 11:50 pm
#33






Tranced wrote:

to Gnuut:


and also, youre complaining about doing 8 mind damage? how about trying this out, since you are a support profession (look at marksman tree - ranged SUPPORT) how about having somebody else shoot the guy if you cant pull off 8 damage.





How about having someone else heal you if you can't pull it off. Just so you know, at master lvl we are "Master Combat Medics," not "master ranged support guy." How ignorant is it to define an elite class by one prerequisite tree from a starting profession?



O'peth
Dark JediKnight
Starsider
Pinski
Sun Nov 09, 2003 12:33 am
#34

Ya know, in reality, CMs should be complaining about this, but meh, they also shouldn't be. Personally, poisons need to get a boost in PvE and a weaken in PvP. As for this "fix" being good, well it is. CMs aren't supposed to be the ultimate soloer PvP god, which currently they are more or less. I mean look at it, a group will die so fast against a single AoE posion + burstrun. You're supposed to have a group. The CM goes in AoE poisons + burstruns back to his group, his group comes in and plays clean up really fast. Problem solved. Medic is a support class, CM is a support class that can deal a little bit of damage out and weakn players to near death, and then have his group clean up the area with a few shots. So why complain, the damage affect doesn't really affect you all that much, if you are a group player. If you solo, well you get screwed. All of the prereqs for cm is support anyway, so I don't see why people think you should be the ultimate god. And as for using a CDEF to finish them off, dont, use a D18, problem solved, you can get a slice of 1.0 speed on those things, or have around 1.2 w/ adv. components. Wow, look at that, you can hit at a speed of 1.0 without using extra skill points. So please, you guys are going to be hardly gimped from this change. All bleeds are getting this as well. I mean crap, I feel sorry for the 2H Swordsman's bleeds now, he can't just run up and attempt to get some ultimate mind bleeds on you anymore, he has to get lucky, get the mind bleed, and then has to get another hit in, and hope he isn't kited. Melee bleeds are getting more screwed than CM posion by this patch anyway.
Ockasao
Sun Nov 09, 2003 6:18 am
#35

personally i think they should not add this +1 unless they do the following:


1) Stop creature poisons from killing when you run away from them


2) Make all DOT attacks have +1 left .... lets watch the commandos moan then with their flame attacks..


although we are a support class, we are still combat orientated..


Personally i am a Master Doc and a Master CM, i want to be able to support my group, yet have a piece of the action my self.. if i get poisoned.. no big deal.. doc skills will take care of it.. like with others in the group..


Point is poison can be cured, as can bleeds and diseases and stuns, dizzy and so on.. Don't nerf it for us just because these people choose not to be a bit of doc or group with doc friends. There are ways to combat everything in the field.. apart from 1 thing.... flames.... try putting out fire on tatooine... anyone heard of fire blankets? lol..


bah and now i am rambling..


ah also.. before i forget.. i notice if i am doing imp missions.. and i poison the group of rebs and some die from it.. i do not get ANY FP even though my actions killed them... i have to shoot them to get FP.. so i tend not to use poison now on imp missions..


ok... someone can pick at my post now... hehe..




SWG
Roady / -Roady-
Lexy
Thu Nov 13, 2003 3:04 pm
#36

For those people who continue, after months of being proved wrong by both the CM community and the devs, to say that Combat medics are support only and not a combat profession...

Count how many combat schematics we have.
Then count how many support schematics we have.





figure it out yet? that's right... 63 combat schematics, and only 8 support schematics. Also, the titles say it all... Chemical Warfare Expert... and Master Combat Medic (note, not Master *field* Medic or Master *support* Medic)
BountyLorder
Thu Nov 13, 2003 3:59 pm
#37

Is the +1 actually in the game, not in the notes. But the 75 percent rule wasn't either. So if I am just being stupid, I am giving you guys all permission to slap me down, if not, then YAY!!!



Sir-john, Masseuse, Rebel Scum, Master Hugger/Cuddler
10,000 for regular buff job, 100,000 for total, extreme, complete Massage
Gettin' Jiggy with it since '03



Ypiana
Thu Nov 13, 2003 9:42 pm
#38

There are poisons on Starsider that can do over 500 per 8-second tick. Believe it.


No possible way a players mind will regenerate 500 points in 8 seconds, and if it does it's in a tiny minority of players.


If you want to finish them off I suggest you pick up master rifleman and when their mind pool is down to zilch headshot1 and a DL20a followed by sniper shot.


-- Ypi





I killed my parents... You're next!
/godmode 1
ebew
Fri Nov 14, 2003 1:53 am
#39

o but those **edit** forgot another thing with this 1 point hit point thing theres no grace period. Guess what peeps ure only going ot be able to do maybee 1 special every 8 seconds and a newbi marksman with head1 will be able to do enough damage to incap u. Prepare to pay for what u have done. Whiners baitches. O im soooo gonna shank u all in game



ipew

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