Combat Medic Archive

Thread: About Area Cures and Innoculations

SecretFire
Thu Jul 29, 2004 5:34 pm
#27






Kosso wrote:

You CMs need to stop crying. Its your fault that PvP is destroyed, I dont care if the DEVs gave you the ability to throw huge unblockable poisons, or for you to corpse bounce or w/e. This is a huge change for PvP, and it might just be the breath of life that PvP needs. And Im sorry that you dont have a source of income without your innoculation buffs, but big **edit**ing deal. You are a combat profession, make money like any combat profession. Sure, you're also a medic, that HEALS in PvP which is COMBAT. /rantoff







Sounds like you need to learn a bit about the profession before you go talking about it. We are all snickering because you told us we could make money with CM like any other combat profession. Poisons can't kill silly. I really hate it when people tell us "big deal" yet clearly haven't played our profession to know our limitations.



vBlissv

presently not playing swg actively

PlayeroftheDay
Thu Jul 29, 2004 6:01 pm
#28






eapers wrote:





Kosso wrote:

You CMs need to stop crying. Its your fault that PvP is destroyed, I dont care if the DEVs gave you the ability to throw huge unblockable poisons, or for you to corpse bounce or w/e. This is a huge change for PvP, and it might just be the breath of life that PvP needs. And Im sorry that you dont have a source of income without your innoculation buffs, but big **edit**ing deal. You are a combat profession, make money like any combat profession. Sure, you're also a medic, that HEALS in PvP which is COMBAT. /rantoff







I dare you to go pick up CM and run rancor missions with it.






Heh, don't dare me to, I've already mastered CM, the most boring, yawnable profession in the game. Good news, they just fixed PvP and turned you all into Creature Handlers at the same time! Happy Day!!


Bamboozle
Thu Jul 29, 2004 6:40 pm
#29

Wow... so, not only will our offensive skills be made useless, but we are now even worse healers compared to doctors?


I thought we were supposed to be the combat medics, meaning we heal in combat, and the doctors were supposed to be the "before and after battle"-medics. I understand they get the innoculations, but the area cures really REALLY should go to CMs.


With these changes, I predict doctors, asalways, will bethe true combat medics. We will be Creature Handlers Part 2.





The Kitten's Diary, Day 781: I have discovered a most delightful way of making life miserable for my captors. Yesterday, I ate the woman's precious begonia, and today I have dismembered the amaryllis in the bedroom window. She is furious over the loss of her darling house plants! I find it highly gratifying.

Shai - Lieutenant Colonel of the Imperial army, FK division
Resource Vendor in the BlueDog Mini-Mall, Haven Island, Corellia -2010 -4670

Taurant
Thu Jul 29, 2004 6:43 pm
#30

Boy this is truly disappointing. I expected Doc's to get the AOE cure's with CM subcomponents. But Common' the innoculations too? Why don't you just change the freaking title of Doctor's to AFKUBERBUFFERS For pete's sake. We finally would have had a chance to make some money off our prof and now they just yank it out from under the carpet. I'm getting sick of this crap already and I just mastered CM two weeks ago.

I was just starting to enjoy playing with my rifleman/cm and pikeman/doc alt and now this. I think I'll go master creature handler just for some more torture.


Crysus Stayte -Master Combat Medic- Ahazi



Crysus Stayte -Master Combat Medic/ Master RIfleman- Ahazi

7m longer than when I was a Novice.
Krisis
Thu Jul 29, 2004 6:47 pm
#31


My comments from the doctors point of view would be:


Point blank area poison & disease cures - Are welcome addition even though they invade the CM's turf in reasons of being area heals. Even so,

personally i would want to see this as a doctor ability as it is currently on TC, to keep the doctors as the profession which has state heals and to

avoid further unbalancing the CM profession in terms of giving them in a way superior field healing abilities compared to doctoraside to their already

heavy damage poison & disease.


There arent manydetails on the ranges yet, but in my opinion they should stay as a close range ones (max 10m). There could also be little

more market available for those CM's willing to craft components for sale, thus increasing the ways to make profit.


Disease & Poison Resistance Buffs - This change i would really like to go for a CM instead of having it on a doctor. Yes, it would invade doctors

turf as buffers but doctors would be invading CM's turf on a area side, so it could be even trade. Why CM then some people may ask, it certainly

would allow CM a different role by making profit by boosting people's abilities in combat to counter what most of the pvp'ers fear- the poison & disease.

In my opinion it would add a new medical side to CM.


I am pretty sure anyway this goes, one of the sides might get disappointed at the moment it looks like it will be CM's but with some cooperation from

the two correspondants maybe they could get the developers to see the side in this matter.




8 8 8 Briza Orin 7 7 7
Master Doctor, Master Pikeman- Europe-FarStar

8 8 8 Valeria Orin 7 7 7
Master Chef, Master Mechant, Politician - Europe-FarStar


Gnuut
Thu Jul 29, 2004 7:41 pm
#32

In order for the CM profession to remain valuable then either Poisons and Diseases need to remain a viable threat or the Healing skills need to be increased. CMs can only heal 5 out of 13 types of combat damage whereas Doctors can heal 12 out of 13. Clearly this makes Doctors more valuable. Why would a player choose CM as his profession to gain the following:


  • apply single poison (easily countered by Doctors, Doctor buffsor TKA meditation)

  • apply single disease (easily countered by Doctors, Doctor buffs or TKA meditation)

  • apply AE poison(easily countered by Doctors, Doctor buffs or TKA meditation)

  • apply AE disease (easily countered by Doctors, Doctor buffs or TKA meditation)

  • heal multiple players at once (offset by novice medics and doctor buffs)
  • heal a single player at range (offset by novice medics and doctor buffs)
  • heal a players mind (at great cost to the CM)
  • Craft offensive medicine only usable by other CMs. (limited clientele)
  • MCM drag ability limited to 19m (this makes no sense at all)
  • Terrain Negotiation (picking up Scout 3xxx would be more cost efficient)
  • Costs 169 points to Master

vs


  • cure poison (single, can use Havla to cure more players in less time)
  • cure disease (single, can use Havla to cure more players in less time)
  • cure poison (AE, can use Havla to cure more players in less time)
  • cure disease (AE, can use Havla to cure more players in less time)

  • cure states (single, can use Havla to cure more players in less time)
  • cure fire (single, can use Havla to cure more players in less time)
  • heal action and health (single, can use Havla to cure more players in less time)
  • advanced ability to heal wounds (single, can use Havla to heal more in less time)
  • revive players
  • Drag range is capped at about 32m
  • enhance players for money (CMs have no real ability to make money based on the CM profession alone)
  • sell meds that a player who has invested a total of 15 points into Novice Medic can use
  • Can spend 24 points into Scout 3xxx and not only have +40 TN, but also camp ability, mask scent and harvesting
  • Costs 140 points to Master

Why would I play a CM to heal players wounds? Doc can do it better


Why would I play a CM to heal multiple players? With Super Stim Bs and Doctor Buffs no one needs a CM around to heal


Why would I play a CM to support a group in a fight? Docs can heal 12 out of 13 types of combat damage whereas CMs can only heal 5 out of 13


Why would I play a CM to toss poisons? Doctors can not only cure multiple players at once but they can spam the heals even without Havla.


Why would I play a CM when I can make more money as a Doctor?


Why would I play a CM to support my group when a Doctor can support my group better?




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....

Redondo
Thu Jul 29, 2004 10:00 pm
#33






sspbssqp wrote:


Ouch. With area curea docs are now stepping into our turf. Everyone is just gonna huddle around the doc. It wouldve been much better to give it to CMs. If we could do that, it would take away a round of offense (throwing a poison)to subsitute it for a round of defense (healing a group of teammates). This would reduce the overall amount poison/disease damage that will occur in a battlefield, which i'm sure would make everyone else happy.






good point. Sorry to troll your forum guys, was just curious what the opinion was over here on the CM side. I am a master Doc and i think these additions to the game will bring some good balance to PvP, but I agree with most of you that ranged/area cures of any type are the tools of the CM. Remembering the old days where CMs were heavily relied upon for their ranged/area heals, this seems to take the "medic" out of combat medic even more. I can see the docs getting the resist buff since I see docs really as behind the lines support, buffing, healing wounds, curing diseases, etc. CMs should be given the front line power to deal with combat issues such as troops getting poisoned. Looks like another good idea in the game, poorly implemented.



Prin Eckbo
Hall Monitor

SolSpur
Thu Jul 29, 2004 10:07 pm
#34

good point. Sorry to troll your forum guys, was just curious what the opinion was over here on the CM side. I am a master Doc and i think these additions to the game will bring some good balance to PvP, but I agree with most of you that ranged/area cures of any type are the tools of the CM. Remembering the old days where CMs were heavily relied upon for their ranged/area heals, this seems to take the "medic" out of combat medic even more. I can see the docs getting the resist buff since I see docs really as behind the lines support, buffing, healing wounds, curing diseases, etc. CMs should be given the front line power to deal with combat issues such as troops getting poisoned. Looks like another good idea in the game, poorly implemented.



These innoculations and cures are not in any way, shape, or form balanced. It gives docs a complete immunity from any cm attack. A B lvl innoculation gives you over 200 poison resist and Cs are even worse. If by some form of luck we actuly stick a poison, the damage is mitigated and the doc can cure it all in under 2 seconds using havla.




12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
Redondo
Thu Jul 29, 2004 10:29 pm
#35

well I think the idea behind it is to balance it and I do think there needs to be more balance in PvP, but I am not on TC and have not tested the new meds. If they work as you say then i would agree that it would turn tables by making the doc too over protected. The thing I dont like about the new buffs is the fact that is duration based rather than saturation based. Any medicine or innoculation has its limits with regards to saturation. Because of that mitigation seems good to me (albeit should decrease in effectiveness in direct proportion to amount of poison applied). However, whether the poison sticks or not shouldn't be determined by a buff only by the skill of the CM. So your first two poisons may see little effect but as saturation increases, subsequent applications will become more effective.



Prin Eckbo
Hall Monitor

Rebel-for-LIFE
Thu Jul 29, 2004 11:13 pm
#36

I think Malchias Post That was Removed .. Told it all.. Half Servers Called for CM Nerfed.




1.I think Docs Should Get AE cures. That Would Make Cm to overpowered.if they got it

2.When you have CM black bar all your stats. thats just wrong . and not how CM should be played.Yell at people doing that,"thats why alot of CM is gettin nerfed.


3.Way They are Changing CM is better CM Should not hit all time.



Yaayo - M PS. Taken it to Next Level M
PsionicHawk
Thu Jul 29, 2004 11:39 pm
#37

I feel compeled to rant so hear it goes.






To create a balance between number of needed docs and CMs. If you give them to CM, CM becomes even more so the most needed profession in the game.





If innoculations were done correctly wouldn't be as much of an issue.





CMs have trouble making money with their own profession alone, the resistance buffs would have fixed that. Doctors already have their money maker. BOTH professions are supposed to be MEDICAL. I feel BOTH need a good way to make cash. This is an issue CMs have had for a long time to. A Simple fix was there and they didn't have the common sense to put it where it was needed the most.



Agree again. I'm telling you selling SUBCOMPS has never and will NEVER be a good way to make money.





So... When were doc's able to make Dispersal Mechs? /boggle



Early game. In fact to get the best CM materials you needed to find or be a doc to make subcomponents.





Can you bring up the bug where the target gets the "you have been poisoned" message even when they resist? If they don't fix that, everyone will complain that the new to hit formula is broken.



/agree





TEH PWNED.



Shut up and leave





You CMs need to stop crying. Its your fault that PvP is destroyed, I dont care if the DEVs gave you the ability to throw huge unblockable poisons, or for you to corpse bounce or w/e. This is a huge change for PvP, and it might just be the breath of life that PvP needs. And Im sorry that you dont have a source of income without your innoculation buffs, but big **edit**ing deal. You are a combat profession, make money like any combat profession. Sure, you're also a medic, that HEALS in PvP which is COMBAT. /rantoff



Off course. It's ALL our fault. A stat that can't be healed, armor, food, and PSGs, toughness,that reduce damage to1/100of what it was, doctor buffs that increase even the weakness 400 health and action person to over 3000. NONE of these are any factors at all. Yeah sorry guys it's our fault.





Heh, don't dare me to, I've already mastered CM, the most boring, yawnable profession in the game. Good news, they just fixed PvP and turned you all into Creature Handlers at the same time! Happy Day!!



Turning another profession into that sort of state is kind of sad. I feel for any creature handlers right now, they need some attension from the devs. It's a "happy day" when another profession goes into that state? Yeah, your a smart lad.



I predict


20 meter throw distance with a 15 meter area of effect on average. Janta Blood will make these completly cure a CMs poison, and CMs will completly cease to be an offensive force if nothing is changed. There will be no "point blank" cure. It will be a "short" ranged area cure. Heck if it works like our AE stims if it's self targeted it won't be AE at all!




a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

Mild-Breeze-Trooper
Fri Jul 30, 2004 1:34 am
#38






vortexala wrote:





Happymob wrote:

Can you bring up the bug where the target gets the "you have been poisoned" message even when they resist? If they don't fix that, everyone will complain that the new to hit formula is broken.






I was going to say something cynical(not aimed at you), but instead I'll just say yes. I will bring it up again.


Maybe it'll stick this time...







With increased resistances? Don't count on it man...


But hey... there is allways a 5% chance.




Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Mild-Breeze-Trooper
Fri Jul 30, 2004 1:40 am
#39






PlayeroftheDay wrote:



Heh, don't dare me to, I've already mastered CM, the most boring, yawnable profession in the game. Good news, they just fixed PvP and turned you all into Creature Handlers at the same time! Happy Day!!




Um... yes... and that is exactly what I have spent the last four months campaigning against. This game doesn't need any more useless professions. Creature Handler is at least fun because you get to name your pets and teach them do tricks.


This is a sad day for every dedicated player since it proves SOE has learned nothing and the Nerf Criers and the Jedi will allways get what they ask for (unless the nerf criers ask for a Jedi nerf) and balance will never enter into the equation.


There are a lot of opportunities to fix Combat Medic so that it isn't a treat of total annihilation but still is enjoyable to play. But the developers had to go the same way as every other time... destroy, erase, don't improve.





Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
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