Combat Medic Archive
Thread: Vortexala ...okay lets have some constructive discussion
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ThrawnAram
Thu Mar 04, 2004 6:50 pm
#27
Two time master CM here...
For the good of PvP...CM needs to be toned down. Area ranged debuffs seem more fitting as to what CM should be. No direct damage but the power to effectively dampen a large crowd of people (as opposed to now killing them all).
Instead of poison, how about area stun, blind, intim, dizzy, or even some new CM special states that give massive accuracy or defense hits, increase damage taken, or other fun stuff like that.
For the good of PvP...CM needs to be toned down. Area ranged debuffs seem more fitting as to what CM should be. No direct damage but the power to effectively dampen a large crowd of people (as opposed to now killing them all).
Instead of poison, how about area stun, blind, intim, dizzy, or even some new CM special states that give massive accuracy or defense hits, increase damage taken, or other fun stuff like that.
nef2005
Thu Mar 04, 2004 8:13 pm
#28
ThrawnAram wrote:
Two time master CM here...
For the good of PvP...CM needs to be toned down. Area ranged debuffs seem more fitting as to what CM should be. No direct damage but the power to effectively dampen a large crowd of people (as opposed to now killing them all).
Instead of poison, how about area stun, blind, intim, dizzy, or even some new CM special states that give massive accuracy or defense hits, increase damage taken, or other fun stuff like that.
hehe I think that would serve to only bring in more nerf criers because that would be hitting them where the stacking change already will the defences. It might be a nice thing to try out in test center though.
Aigar
nef2005
Thu Mar 04, 2004 8:34 pm
#29
That is actually a very logical idea, and I personally would take a reduction in poisons/diseases if this were implimented. Perhaps a smoke grenade would cause a momentary stun and blindness and maybe some defence losses. Other weapons could possibly do a ranged KD (not KD/Dizzy just KD and really slow usage rate though to make it fair) and another that allows for debuffing, and yet another for increased damage taken. I'm liking that because it would allow us to be a more formidable solo class for PvE as well as a better support, and not uber weapon, in PvP large scale.
Aigar
Rchuno
Fri Mar 05, 2004 12:40 pm
#30
ThrawnAram wrote:
Two time master CM here...
For the good of PvP...CM needs to be toned down. Area ranged debuffs seem more fitting as to what CM should be. No direct damage but the power to effectively dampen a large crowd of people (as opposed to now killing them all).
Instead of poison, how about area stun, blind, intim, dizzy, or even some new CM special states that give massive accuracy or defense hits, increase damage taken, or other fun stuff like that.
heh heh
Ok can you imagine the outrage of the doctors if this were to be implemented? No one would buff anymore because as soon as everyone hits the battle field they lose their buffs. But talk about an effective way to nerf Doc.
ThrawnAram
Sat Mar 06, 2004 1:40 am
#31
By the term debuffs I did not literaly mean removing buffs made by docs. That term is generaly used, at least by me, to describe the various states brought about by special moves that effect things like chance to hit and be hit, damage output, and all that.
Evozz
Mon Mar 08, 2004 4:56 pm
#32
I agree 20% is not rly a good resistance, in 2 round, u have (1/5)^2 = 1/25 chance of not being poisoned.
But this 1/25 alsoconsider the CM is still alive, it takes 4 secondes to throw the poison, around 5 sec until CM can shoot again.
Its more time then u need to kill him.
Most of the time, master combat medic is not a killing machine with guns, its more a support and sneak attacker.
So for me, I think poison could stack for a shorter period of time, so a cm need to throw 2 poisons at a player to kill him.
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