Combat Medic Archive
Thread: CM animations
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Brainplay
Fri Sep 10, 2004 4:06 am
#27
somerandomuser wrote:
i got a toon on flurry who's going master ranger.. those traps are prety neat they help immensely at the lower combat levels when you're not going rifles and taking cover and sniping things Since when do we need help at lower combat level npc's? Maybe if you're a MCM/MD I guess....
too bad they never implemented 'mantraps' for bounty hunters..
those snare traps would be great for all the forcerunning jedi heh
Brainplay
Fri Sep 10, 2004 4:13 am
#28
Mustelafuro wrote:
Id luv it, but they will never give us a trap. At its core design we're a support class, what we need is something to get ourselves or our group out of a tough spot. Umm, wouldn't a trap be considered a combat support item? If we're getting swamped by humanoid npc's or PvP defense stackers wouldn't traps get us out of a tough position? Yeah I'd love to see a defense stacker get hit with "adhesive mesh" or a "glow juice" trapTry and charge when you've been "slowed".
And too the noob who posted about us being droOds or shaman. Wrong dude....we're necro's ![]()
Tree hugging wannabe overrated GenericCelt's are teh suk!
Brainplay
Thu Sep 16, 2004 4:31 am
#29
ZippoCleric wrote:
since we are off topic you guys shoulda seen pistoleer dodge animations before they got fixed, ROFL 5 min lockup
That was a bug with pistoleer. This is a "working as intended" animation thats inherent to CM's the second you get training in "novice Combat Medic".
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