Combat Medic Archive

Thread: 4 simple things to improve PVP..

Morath360
Thu Jul 08, 2004 9:08 am
#27






Brainplay wrote:






Morath360 wrote:





Also, what is so hard about this. Removing skill points needed and downing the poisons by percentage should not be that hard. I hear so many complaining here on how docs get state heals. That is bunk. Dizzy and Stun can be applied so quickly that its worthless to heal it. Take for example the smugglers last ditch. It constantly stuns with just about every shot if a stun is not already on a person. You're a full time idiot for underestimating states. Thats my counter flame for the day. State applications occur so fast with MELEE profession only. Ranged bar the pistoleer cannot lay states against a melee due to their high defenses nor recover from them as fast. Any ranged with a dizzy is dead meat if KD'd and only a doctor can save them. This isn't dueling I'm talking about, its doing your job as a doctor which too many of you fail to comprehend which is chasing down your buddies to cure/heal them or setting up a triage station and have them come to you. Secondly a melee dueler will still have to clear their quene or cycle through all of their attacks to reapply that same state. That takes precious seconds or timing that you dont have in a duel.


Message Edited by Morath360 on 07-07-2004 12:44 PM





Message Edited by Brainplay on 07-08-2004 04:57 AM





First, Im not underestimating states. I know how powerful they are. What I am pointing out is that the healing or curing of the states is near impossible to keep up with.You don't understanddoc very well.. That is painfully obvious.If you actually think a doc can cure states as fast as they are applied to the group and at the same time cure poisons and damage, then you are in la la land. I'm not talking about duels, Im talking about full blown group combat. If CM had state heals you would see that he could not keep up either unless he had ranged ones to support it.


I wrote this to respond to CM's cry for state heals. I do think the perceived unfairness in this is overestimated. Again if ranged ones were available it would be much better. BTW, I won't call you names..






----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
therealrosh
Fri Jul 09, 2004 5:33 am
#28






Mmaxx wrote:


If CMs area poisons and area diseases are to affect everyone including the person tossing them then that would also have to apply to every other class that can do area damage. How can I be betweena commando using a flame thrower and a rancor and not get the brunt of the damage? Simple it's a game where there is no friendly fire. If you want CMs to poison themsleves then friendly fire has to be implemented for every class. I understand you want CMs out of the game but do you really want all combat classes out of the game?








I understand that there is no friendly fire in SWG, my point is that as soon as someone get killed, they start screaming for a nerf of the class, its about time other solutions were looked at. Didn't BH used to rock? Now its so crappy, they had to pull MS out of it so BH's could get a little help in other skills,TKM's pray every day that the devs dont see them, and Jedi seem to get all the attention since they sell games. Wouldnt you just once like to see a solution rather than "take 75% of the damage away"?



Aory-Starsiders incap king

"I have been incapped by every living thing in the galaxy"

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Brainplay
Sat Jul 10, 2004 5:04 am
#29






Morath360 wrote:

Well it looks like improvements are on the way. First, the range and havla issue. Next it will be the poison strength issue and hopefully the duration will follow. Non issue. There is nothing wrong with strength or duration. Then we need to give CM some help in PVE. I think we can safely say that the idea of the damage caused by CM's poisons beingbalanced is something that the dev'sare rethinking. It is interesting how some love to point to threads from the dev's to support them when in the end everything is really up for grabs.


Its just too bad that it took the jedi's to get them to look at this profession. Maybe they used the force.





Glad the range and havla issue were finally addressed. Not glad that neither poisons nor stims have been able to be thrown for the full 64m cap as a MCMand the results posted.


The rest of your posts are still missing the major issue. MIND vulnerability is what is major fault here. If the health and action were in the same state then you could say "poison" in general.


I got real tired of your nerf posts over and over again and I lost my temper. Was hoping that you would eventually come to see the light and realize how weak the other poisons bar MIND are unless stacked and just how overpowering a non-combat profession like doctor really is. I have a doctor/fencer. I know the issues of group combat. I know just how powerful I am and I hear the whines of other doctors when there's something they cant do or solo.








Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Mild-Breeze-Trooper
Sat Jul 10, 2004 5:38 am
#30

Morath, the question boils down to:
Do I want to be able to buff myself, cure fire and remove states or do I want to be able to cause another 15 points of damage per second at considreable cost in resources and money?

Seriously... what would you pick?

You keep saying you'd prefer the 15 points of damage, but I find that highly unlikely. Sorry...

I sure as hell would go doctor at any time of the day if CM damage was brought down but no significant healing abilities were added. Heck, even if they removed CM pre reqs to be only 0004 Medic, Doctor would give CM a run for its money.

Message Edited by Mild-Breeze-Trooper on 07-11-2004 03:38 PM



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.
Morath360
Mon Jul 12, 2004 7:19 am
#31



First, and again, the mind is a favorite target of CM but is not the major issue. It truly is the strength and duration of the poisons. It just becomes more evident on the mind pool. If you would take a night and play with only health and action stacking you would see that. Yes it would take you longer to kill but the amount of damage you would do would still dwarf all other combat professions. You would lay an area poison and singles on as many stats as you wanted. In the end you would see that no matter how much you think people can use b stims that you would still bury them. I know because I have done this.


Second, when are people going to realize that DPS calcs are not just about who can shoot who in a time frame of 10 seconds. Its more complex than that. However it is simple. Do DPS over a span of 5 minutes instead of 10 seconds. Ticking 300-600 every 10 seconds for 5 minutes (I am not talking a single target) and come back and tell me you don't outdamage everyone. Contrary to what you think, docs for what ever reason just can't keep up with you.


As far as seeing the light and nerf crying, I am speaking from my own testing. I know both sides. I've pvped as a doc and CM. I have pvped as a rifle/tka/other as well. CM stinks in pve. But simply put we ruin pvp. It seems many of you just want to ignore this. The facts are simple. Prepare by spending prolly 30 minutes getting buffs and such. Pay for resources to pvp and then you die in 2 minutes because of 1 profession. You can say everything you want about preparing and having docs but in the end because of the duration, lack of ability to stop the poison, and the strength of the poison, you guys will undergo changes to fix this.


People "whine" the most about CM's. There is a reason for this. To say we are all just stupid or dont understand is really just sticking your head in the sand. What I have proposed is not just a blind nerf of this profession. I do not want to see that. I do however want some balance so I can go out and actually play and have a hard fought battle without having to either run away or die in the first 2 minutes.


Message Edited by Morath360 on 07-12-2004 07:30 AM



----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
oblivion3134
Tue Jul 13, 2004 3:23 pm
#32


As a master fencer, I do 90% of my incapping against people who know what they are doing (stun armor and possibly intim) via Janta Knife. Thats a sub 150 tick mind poison DOT, and it has to work for me, does more damage than any of my other hits (I have a pretty nice 360 baton, which cost me tons of money to get and still does no damage).


Even with a 75 reduction, CM would still outdamage all professions but Rifleman, Dot Pike (rare loot...), and Speed Capped Acklay Swordsman (several Mil in equipment also). Plus rifle is getting nerfed at some point.


The sooner CM get nerfed, the sooner I can drop doctor and play a template I actually want to play, and not XXX/Doctor.

Message Edited by oblivion3134 on 07-13-2004 06:24 PM



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