Combat Medic Archive
Thread: My theory on why 75% Reduction is fair.
rLHitman wrote:
Another point.....you guys are a support class, not a uber pvp class. NOBODY should be able to do this much damage to a group of people. Especially to unhealable mind damage. You guys complained about the range, you got a range increase. Now you can pop a 600 mind poison on a PLAYER, and not get hit any? Sup with that? A damage reduction is VERY fair.
You didn't read my post did you... CM is used as a support class forthose Master Riflemen and Master Pistoleers out there... /applypoison /spam headshot or stopping shot = hello cloning centre
It's not an unbeatable godlike CM issue. It's an issue of balance. When all other professions have to deal with the 75% DR why do the combat medics have the exception?
People probably think I'm trolling but I'm not. I enjoy having a CM in the group. I think that this is a great class but having dealt with some of these attacks on the receiving end it's far from fair. I have a pretty low opionion of the PVP DR and if all things were equal I'd be posting that everything is fine with your abilities. The problem is that with my carbine I can't even possibly hope to reach the efficacy of poison. The DR was created to make PVP more fun. There is hardly anything fun about getting poisoned and falling out of the fight before it even starts.
Yes you can flame me for my opinion but it's still a valid question.
Rifleman's more of a support class for CM, not the other way around. Most CM/Rifleman would throw the poison on and get out of LOS until their target's mind's down to one, the come back and pop them with a headshot2/advstrafe2, effectively taking out multiple targets with 2 shots. At 600-800pts a tick single, most people will be dead after the second tick, muon's gone in another tick, double shot glucose in one more, buffs in 2 more. When the CM's doing the most damage, I'd hardly call rifleman the supporting class.
Melee/Ranged defense comes with a said profession, but poison/disease resist does not come with any profession. The most you can get is +25 for any "non profession granted" mod and I have yet to read a thread on the effectiveness of such an SEA. Lets say you're one of the lucky few to reach the +25 cap, and it functions in a percentage reduction on the potency, you're still effected 75% of the time by pack. That's only if you have enough SEAs to reach the cap and there's no possible way to get better defense.
I don't care about commando flamer dots because they have to get MUCH closer than 64m to flame you, their attack accuracy is effected by profession granted defense and they have a huge delay after the dot attack. You guys suffer from no accuracy penalties (granted you have to be still for the throw, but if i had to be still to have 100% accuracy, then i'll be more than glad to have my feet glued to the ground for the duration of the animation) and have a massive range. Your dots are more powerful than the commandos simply because you can poison the mind pool and stack upon the poison if you wish. Your AOE are VASTLY greater than the commando flame cone line aoe effect. You suffer from none of the ranged professions issues, but has a stronger ranged attack than most can muster.
Even the jawa ion rifle suffers from armor if you stack the stun layers into a composite. It's possible to get a suit of composite with every stat except for stun and electricity at 90%. Rifle at master also only has +5 accuracy while moving, meaning their shots are 100% accurate like CM packs. Face it, you guys are going to get nerfed and nerfed hard. It's better that you guys find a solution that's less painful for the community as a whole and plan out a course of action, than to let the other professions give ideas to the dev, making the class useless. I will personally be happy with a 75% pvp damage reduction, but i doubt the devs will stop there. I wouldn't be surprised if they made you accuracy dependent and allow the profession granted defenses to also have an effect on the poison/disease packs. Since most of you are too thickheaded to realize the lameness that comes with CMs, I gladly welcome the nerfbat to swing on your head, hard and fast.
And with that, all I can say is...
thank god some Starsider players begin to leak into these forums lol.
Seriously guys, wake up.
Oh and for the + against Poison SEAs, there was a +25 in the trade forums on our server.
Unfortunately I didnt have the 25 MILLION CREDITS to buy it. But guess what? Others did.
Redguard wrote:
It's not an unbeatable godlike CM issue. It's an issue of balance. When all other professions have to deal with the 75% DR why do the combat medics have the exception?
Because poisons would be worthless with the 75% damage reduction, and you know it. With my strongest poisons (non area), it would take about 50 seconds to bring someone down to 1 hp assuming they have 900 health. There is no PvP fight in this game that lasts that long.
A 75% DR on poisons would effectively make most CMs leave their profession, because no one in their right mind would spend 169 skill points on ranged stims.
daymeeuhn wrote:
A) We can hit from 76m.
B) Disease/Poison incaps, and only doctors can stop that.
C) We never miss.
D) We can hit your entire group in one shot.
If you can give me reasons why we should be allowed to do that, or reasons why those are "ok" then I will say we dont need to do less damage.
A) Will be fixed
B) Will be fixed
C) We also have the slowest "attack speed" of all classes, and have to stand still for five seconds when we attack.
D) So can riflemen, commandos, pistoleers, carbineers, basically anyone with an AoE attack whose opponents are stupid enough to not spread out.
I would expect that if CM was as overpowered a profession as some of youclaim it is, there would be a lot of them. The latest data that we were given shows that the percentage of players who are CMs is slightly more than 1%; that's comparable to tailor. Admittedly, that's an aged statistic but it was taken before the +1 cap and other nerfs were implemented. Also, as a CM, I can tell you that it's **edit** near impossible to find other CMs for training and supplies. Given all this, I have to say that there are far fewer CMs than you would expect if it was so overpowered.
Agreed. I suspect there are more now, but it still is low. Combat medics are certainly very memorable in some battles, but there is clearly something about the profession that is keeping most of the flavor of the month crowd from signing up (and it's not the initial grind since it's an easy profession to master). In my mind, that indicates that the profession is essentially balanced (when considering the totality of gameplay). It may need some tweaks here and there, but overall we're ok.
Swindled wrote:
I would expect that if CM was as overpowered a profession as some of youclaim it is, there would be a lot of them. The latest data that we were given shows that the percentage of players who are CMs is slightly more than 1%; that's comparable to tailor. Admittedly, that's an aged statistic but it was taken before the +1 cap and other nerfs were implemented. Also, as a CM, I can tell you that it's **edit** near impossible to find other CMs for training and supplies. Given all this, I have to say that there are far fewer CMs than you would expect if it was so overpowered.