Combat Medic Archive

Thread: Are we getting the 75% PvP reduction?

Happymob
Sun Jul 11, 2004 2:44 pm
#27






fatgit wrote:
The main issue with CM, is that one CM can diseas 30+ people in one go, with each person requiring 3-4 cures.

I've seen a CM hit 40 people in a base raid, that's 160 cures. You basically need 1 doc per 2 non-docs minimum in a situation like that.

If there were area cures, that could cure in 1-2 applications, teh situation wouldn't be as bad.

I'm a Master CM, and I think somethign needs to be done to lower the amount of cures required, and the amount of people an area disease/poson can hit.




A non-loot doctor cure made with good resources will cure 1.5 non-loot poison Cs from a CM made with good resoruces. That same non-loot doctor cure will cure most post-nerf venom poisons in a single application. For some of the better post-nerf venoms (300 strength), you might need to use janta blood in the cure (doctors can add loot to the cures) to get a single shot cure.


The only curing issue right now is with pre-nerf venom poisons or the occasional post-nerf legendary venom.


If your doctors are taking 3 or 4 cures per poison applied, you need better doctors cures.




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


Pahdbacca
Sun Jul 11, 2004 3:16 pm
#28

Or dareI say better doctors....



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Happymob
Sun Jul 11, 2004 6:09 pm
#29

It's true that disease is a bit different. A non-loot disease cure can easily handle a non-loot disease (just like poison). The problem is with the loot diseases. The venom can have a disproportionate effect on diseases since they start so low and the loot power simply adds to the lower base power, potentially tripling the disease strength. If 300 power janta blood were as common as 300 power venom, we'd be ok.



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


PsionicHawk
Sun Jul 11, 2004 7:18 pm
#30

I'm confused as to what your saying, base Janta blood is 100/10. Base Venom is 90. While I can't say for certain I would assume that blood can more then handle venom. Most of the high end bloods go into buffs, not cures, but who's fault is that?



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

salvestrom
Sun Jul 11, 2004 8:43 pm
#31






Tsunami87 wrote:





Apophis_Rex wrote:

If we get a reduction then poisons should incap.






Yes, how true. I was thinking, 25-50%, I'd stay CM. But 75%... thats just BS. I'd quit SWG if they ever did that. I mean think about that, 75% is alot compared to Rifleman and HeadShot 3 with a Jawa. Someones mind or health would pretty much regen by the time of the 2nd tick.





Why do you compare damage with another profession, or rather damage type, that needs its power reduced. Especially when the majority of professions are far less effective. You are looking at how a 75% damage reduction might make you far worse than a rifleman with headshot 3 and a jawa rifle, when you need to take a look at it from the other direction that you will be put down with everyone else. Stun should be moved out of the vlunerabilities for Composite until the combat balance, and CM's should get a 75% damage reduction until then also. It is far more important that the player base is able to enjoy PvPing until the combat balance, thanit is to keep CM happy.


I do agree that if the reduction goes in then poisons should incap - CM should be tackled with some amount intrepidation, at least if you don't know a doctor


Sal.


jfang
Sun Jul 11, 2004 9:16 pm
#32







Happymob wrote:

It's true that disease is a bit different. A non-loot disease cure can easily handle a non-loot disease (just like poison). The problem is with the loot diseases. The venom can have a disproportionate effect on diseases since they start so low and the loot power simply adds to the lower base power, potentially tripling the disease strength. If 300 power janta blood were as common as 300 power venom, we'd be ok.






Not including pre-nerf venom, 300 power janta blood is probably as common as 300 power venom. The problem is that 300 janta blood isn't *more* common than 300 power venom, as you need more counter-agent than the agent.


And a better questionto ask might be"how many doctors will use a 300 power janta blood for a curedisease C, versus how many will use it a buff pack?" I have the feeling if janta blood replaced liquid suspensions rather than BECs, there would be fewer complaints about the strength of cures versus loot drop poisons (which is not to say that they would all go away)...



Incidentally, I *think* a well made cure disease C can handle a 400 strength disease C pack. I haven't actually checked though, so can't say this for certain. If nothing else, it will severely reduce the effect of the disease with a single application.



Edit: What I mean about needing more counter agent than agent is that in theory, every doctor needs a loot drop cure to counter the*possibility* that the opponent is using loot drop poisons, even if loot drop poisons are exceptionally rare.


Further note that basic Janta blood *is* more common than basic spider venom.

Message Edited by jfang on 07-12-2004 12:18 AM

Happymob
Mon Jul 12, 2004 2:39 am
#33

Of course people can run janta missions all day long and the venom is capped based on a timed spawn. So janta blood in general is far more common than venom.



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


TsunamiKata
Mon Jul 12, 2004 8:13 am
#34






Tsunami87 wrote:

I hear alot of talk about this... is it true? I only searched 2 pages of the forums, but didnt see it.




Just want to say that I'm the real Tsunami. He's a fake.







TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
D3st0r
Tue Jul 13, 2004 3:56 am
#35

Just a FYI for you guys, your DPS isnt supposed to be huge. CM isnt designed to be a huge damage dealing profession, its designed for ranged healing. I could deffinately see the 75% reduction being implemented. One way or another, the nerf bat is going to hit CM, and hard, when the combat rebalance rolls around.




/-------=[ Tal-ev Osimao ~ Former 4444 Dark Jedi Guardian ]=--------------------------\
| I need a freak, to hold me tight. I need a freak, everyday and everynight.- Too $hort |
\------------------------------=[
Destor ~ Pre-Pub9 Jedi Main ~ Current Padawan ]=------/
\----------=[ ONYXSig01 ~ TalevNew!! ~ ONYXSigMal ~ Talev01 ~ Talev02 ]=--------/
\-=[ "What if your enemy is three inches in front of you. What do you do then." ]=-/
\-----=[ "Curl into a ball.. or do you put your FIST through him?" - Bai Mei ]=-----/
David25
Tue Jul 13, 2004 4:05 am
#36






D3st0r wrote:

Just a FYI for you guys, your DPS isnt supposed to be huge. CM isnt designed to be a huge damage dealing profession, its designed for ranged healing. I could deffinately see the 75% reduction being implemented. One way or another, the nerf bat is going to hit CM, and hard, when the combat rebalance rolls around.







really? is that why 2 of our trees have offensive titles..."Toxicologist" and "Chemical Warfare Expert"?


The devs have said we were ment for both offensive and defensive, and 75% as said before is almost impossible to impliment..they would need to change their entire system to get it in.


when I read Combat Medic I read COMBAT medic....or combat MEDIC. we can do both.



Our dps, unless using a very rare (for good stuff) loot drop, it can be outdamaged by nearly everything PVP and outdamaged by a novice brawler/marksman in PVE.....

D3st0r
Tue Jul 13, 2004 4:14 am
#37

I think just about everyone's damage output sucks unless they are using rare loot drop equipment, since when does that only apply to Combat Medics? Last time I checked, ranged professions needed Krayt Tissue/Gorax Bones and Melee profs needed Acklay bones to really compete in PvP.


Combat Medic as the name implies gives the sound of a medic that is built for combat situations. That being the ranged area healing ability (which is great for huge battle situations). I really seriousally doubt that CMs were meant to be doing 1000+dmg (area, mind you, thats 1000 per person, on multiple people, DPS increases alot when you take that into consideration) with stackable poisons in PvP when Riflemen are running around hitting for 150dmg with Rifles.


You want huge area healing abilities and the power to take down groups of people at once? Thats asking a bit too much, imo, for a profession that takes what, 3 hours to master?




/-------=[ Tal-ev Osimao ~ Former 4444 Dark Jedi Guardian ]=--------------------------\
| I need a freak, to hold me tight. I need a freak, everyday and everynight.- Too $hort |
\------------------------------=[
Destor ~ Pre-Pub9 Jedi Main ~ Current Padawan ]=------/
\----------=[ ONYXSig01 ~ TalevNew!! ~ ONYXSigMal ~ Talev01 ~ Talev02 ]=--------/
\-=[ "What if your enemy is three inches in front of you. What do you do then." ]=-/
\-----=[ "Curl into a ball.. or do you put your FIST through him?" - Bai Mei ]=-----/
Brainplay
Tue Jul 13, 2004 5:54 am
#38






D3st0r wrote:

I think just about everyone's damage output sucks unless they are using rare loot drop equipment, since when does that only apply to Combat Medics? Last time I checked, ranged professions needed Krayt Tissue/Gorax Bones and Melee profs needed Acklay bones to really compete in PvP. Umm no. Krayt or Acklay weapons put you way above the cap of what you need to PvP. A Krayt weapons hit for more and the speed is useless unless you're a dabbler who hasn't bothered to go up the speed trees in any ranged. You can blame the damage output issue on the insane composite armor that exists. Ah but thats getting fixed in the revamp as well.


Combat Medic as the name implies gives the sound of a medic that is built for combat situations. That being the ranged area healing ability (which is great for huge battle situations) (really? last I checked huge battle situations comes down to who has the most MINDdamage and DoT weapon types in general). I really seriousally doubt that CMs were meant to be doing 1000+dmg (area, mind you, thats 1000 per person, on multiple people, DPS increases alot when you take that into consideration) with stackable poisons in PvP when Riflemen are running around hitting for 150dmg with Rifles. Alot of us would like to be able to heal the health and action pools in any sort of combat but for now we're stuck with DWB and the corvette and maybe the occasional dude who's being beaten down by a fencer with a baton. But lets face it, thats not happening and while we DO have all of this healing potential it goes to waste since its not needed.


You want huge area healing abilities and the power to take down groups of people at once? Thats asking a bit too much, imo, for a profession that takes what, 3 hours to master? Huge area healing thats rarely used by default like I state above and once again that AREA thing gets mentioned again. Area is a unique ability to our profession. Is it our fault the devs didn't realize the weakness of the MIND pool and still gave us MIND poisons? If the MIND pool was equal to the health and action pool would you still be complaining? Nah, didn't think so.



Just a FYI for you guys, your DPS isnt supposed to be huge. CM isnt designed to be a huge damage dealing profession, its designed for ranged healing. I could deffinately see the 75% reduction being implemented. One way or another, the nerf bat is going to hit CM, and hard, when the combat rebalance rolls around. Its not huge and never was but your gimpy MIND is weak. Actually we were designed for BOTH but a dual positive/negative, ying/yang concept just doesn't fly with you does it. Oh well. As for the revamp I have no idea whats in store for us. I do know they're nerfing doctor buffs and armor so even with a 75% reduction you'll see me throwing HEALTH poisons and doing strafeshot2 alot more since I can cone attack 30 people




Why exactly are you on these boards still anyway? You should be on your own boards fending off all of the "nerf jedi" posts. Because frankly you do need to be re-nerfed. Have a nice day






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

1Kylekatarn1
Tue Jul 13, 2004 1:46 pm
#39

I thought we got a PvP reduction a while back, was it taken away?



Trino and Valance

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