Combat Medic Archive

Thread: MASSIVE NERF for CM's on TC!!

Allah_Killed_My_Kitten
Sat Nov 29, 2003 1:50 pm
#40






donnysabertooth wrote:


liar, max range is 80m, why do u have to lie?




You don't know what your talking about. Learn to craft.
Pahdbacca
Sat Nov 29, 2003 3:58 pm
#41

Just got back from Thanksgiving...Gonna be busy today but a few things.


1. Zarlor should be correct, because the 64m is an ability mod and not an item mod, doesn't matter if it is retroactive or not, the skill check is made at the time of throwing. The experimentation cap 'should' not be retroactive.


2. Unsure about radius 'splash' going beyond 64m. Will test this when I get the chance on TC.


3. Please, be civil folks. I have made poisons with a range of 42m on flurry, which Pip can throw out to 84m. But, it was very hard for me to learn how to do (Easy now though) and takes some experimentation steps that may seem a little counterproductive to acheive. No need tomake terse comments. We have enough trouble with the other profs comming in here and stirring up trouble.




-----------------------------------------
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
Sat Nov 29, 2003 10:07 pm
#42



Lexy wrote:

Well, my poisons are 74 m range WITHOUT experimenting them. So now it's completely pointless to even be able to experiment range. With the Adv Resilience now, and poisons having over 100 potency by default, no point in experimenting that. So basically all we have to experiment is power now, so whats the point even? I enjoyed being able to create different types of poisons, long range or high power.




This sums up y feelings exactly. If they need to balance our long-range meds, make the trade-off more severe - start the power lower (so the longest range are weaker). Or reduce the effect of experimenting range, so you reduce overall range, but don't pu tin a hard cap. There are several ways to give us experimentation choices without a hard range cap.




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


Sleksheea
Sun Nov 30, 2003 2:50 pm
#43

I kind of agree with what you're saying, but I don't get how we've been "terribly nerfed". They've given us +50 terrain neg, mind heal, +10 to burst run eff, fixed out CM effectiveness, gave us all of our experimentation...I dunno, I guess I can live with not having a 72m stim in exchange for all that



Zophel, back up a minute. They didn't "give us" any of what you just mentioned. The +50 terrain neg was ALWAYS supposed to be there. Do you think that we were supposed to have an entireEMPTY branch in thd combat medic tree that said "helps you get to falling commerades faster"? +10 to burst run eff is BROKEN in the combat medic tree. I get the exact same damage to my HAM as before when I BR. (not to mention that even if it did work, it wouldn't even be noticable). They fixed our CM effectivness, yes. We are STILL the weakest damaging class in the game and are STILL out damaged by a CDEF pistol spamming body shot 2. And I'm sure you can live without having a 72m range because I would bet you never had it to begin with. Not very many combat medics can find the uber resources needed to craft a poison that goes that far and if they do, not many are willing to sacrifice expermentation points on range taking away from potency and power.





I TOLD them they should have made our spherical space station out of the same magnetically shielded walls as the garbage compactor! -Sleksheea
SolSpur
Sun Nov 30, 2003 4:09 pm
#44






A master Combat Medic only needs a med with a range value of 32m to be able to throw it 64m



Before experimentation my base range is 32m :/



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
Caliwyrm
Sun Nov 30, 2003 6:50 pm
#45






glorfindel23 wrote:
With the exception of a couple guns no one uses (eg. SR Combat Pistol), Riflemen have the same range limit as Pistoleers. I really don't have a problem with not being able to flex my muscles and hurl something further than a laser can shoot. Part of being a Combat Medic is being in combat, not 20m from it and not tossing poison grenades with supernatural prowess. And with the Ranged Support tree, CMs do have some defense... sure, not much. But before you go off on that, it's more than some other combatants have (ie Rogue-Smuggler).





Um, your points would be valid if and only if poisons were on the same level and held to the same 'limitations' asany other weapon in the game. Do rifles stop doing dmg at 1 HP? Do Pistols? LLCs? Flamethrowers? Our poisons are most like CH pets where we can hold a weapon in our hands while they do their damage, so (the next obvious question is) do CH pets stop at 1 HP? Do using these weapons mean you have a ~2 second pause where you MUST stop and leave yourself vulnerable to persuit, attack, KD? If any of those answers are "no" then our poisons are not "typical" weapons, and such, should have special abilities to compensate for the 1 HP rule and the "pause button" animation we are already penalized with.


Reading stuff like this newest change in testing makes me SO glad I gave up MCM. Yes, I still troll here hoping for good news so I can pick up the only profession I've ever really wanted to play but I'm finding more and more reasons to say "goodbye" and never look back and join most of my BH/CH friends...




----Insert Sig----
"We want the GCW to be everything it can be. We want factional PvP to be fun and exciting. We understand that as players, you don't want the 1% decay. We think it is an important game mechanic in the right situations, but we want to remove it from factional battles." --JustG 02/04/2004
Uh, so WE don't want it, and YOU don't want it in for PvP--then why is it still there??
Nightshift100
Mon Dec 01, 2003 6:45 am
#46

So the complaint here is that we can no longer poison mechanical devices and can no longer throw our "grenades" farther than rifles can shoot. hmmm...I don't know gang, maybe I'm missing something but that doesn't seem like a problem to me in the slightest. Seems real, seems fair. What am I missing here? As far as being "the weakest combat profession" goes, am I the only one that continued from the pistol treein marksman up the pistoleer tree? How can we be the weakest when we have a weapon specialty AND healing ability, both close and ranged? I ma not trying to flame or be a pain, I just honestly don't see the problem. Do you guys go PvP alone? I mean, if someone is poisoned to +1 that should make them incredibly easy to kill for the rest of your group, or your own pistol for that matter.Pistols hit health...carry health poison and disease and use all three. I don't know gang...sorry, but I just don't see the problem. (think I said that enough? )




Tol Laikie
Weaponsmith, Smuggler, and Resource Vendor
I have a merchant tent in Mos Vegas 46m South of the Shuttleport
Tol's Guns Drugs and Resources -436 -5546

~I can't find my feet!! Just what was in that tea anyway?!~
SolSpur
Mon Dec 01, 2003 9:40 am
#47

The problem with the range nerf is we get no deffence mods. Once were in 64m were dead. The range nerf also seperates those who spend the money and the time to make 80m cm meds and those who slap together any resources in sight. With adv resiliance theres no need to experiment on potency, 64m cap means no pts go into charges. All that will seperate good crafters from bad crafters is effectivness and anyone can dump 10 pts into it and pass it off as a high quality pack :/


SOE hates us




12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
Nightshift100
Tue Dec 02, 2003 3:17 am
#48

Oh nice. I try to get some calrification on the issue and alls I get is one stared. Thaks for the help there.



Tol Laikie
Weaponsmith, Smuggler, and Resource Vendor
I have a merchant tent in Mos Vegas 46m South of the Shuttleport
Tol's Guns Drugs and Resources -436 -5546

~I can't find my feet!! Just what was in that tea anyway?!~
SolarinOfFlurry
Wed Dec 03, 2003 4:03 am
#49

guess it might be time to rethink my attachment to my CM skills. being out of range is the only way to really survive. how is it really even fair to consider that all other combat professions can move and shoot but we have to stop to perform our attacks? with the throwing animation in place, anyone can probably close 10-15m in that time and that leaves us open to attack. poison is really just another form of bleed now.
NikkiT
Wed Dec 03, 2003 5:23 am
#50




Saratoga wrote:

Poisons and diseases in PvE are usless. I could kill someting faster with a CDEF.




...and assume you can also heal your groupmates while still firing happily away with that CDEF?


Remember: we only have to hit the target with poison once and damage it for several minutes while we do other things. Like poisoning other mobs or healing others. Thats a power only CM poisons and bleedshots have, but you cannot stack two bleeds while you can stack a bleed and a poison.


A CM may not be the king of solo combat, but any group with a CM is definitely much stronger than a group without one, especially with pets being nerfed soon and PCs having to do some of the tanking again.




--
Noctew Wo-o, Medic (Combat Med / Carbineer) on Gorath
Di'ew Wo-o, Melee Officer (Chef / Fencer) on Gorath
"I tend to agree that it makes little sense to damage the experience for current customers for the sake of improving it for the many." (Raph Koster)
Kavedawg
Wed Dec 03, 2003 5:52 am
#51






NikkiT wrote:




Saratoga wrote:

Poisons and diseases in PvE are usless. I could kill someting faster with a CDEF.





...and assume you can also heal your groupmates while still firing happily away with that CDEF?


Remember: we only have to hit the target with poison once and damage it for several minutes while we do other things. Like poisoning other mobs or healing others. Thats a power only CM poisons and bleedshots have, but you cannot stack two bleeds while you can stack a bleed and a poison.


A CM may not be the king of solo combat, but any group with a CM is definitely much stronger than a group without one, especially with pets being nerfed soon and PCs having to do some of the tanking again.






I thought you could stack health shot 1 and health shot 2, or action shot 1 and action shot 2. did they change this?



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
randym127
Wed Dec 03, 2003 2:21 pm
#52

Boy they really hitting us hard with the nerfs. I guess when we can no longer kill agnort the nerfs will stop.




Rolan DarkTower- Intrepid
Stim City: Moenia, Naboo 5326 -4084 Meds & A Ton of Other Merchants
Doc Maknob's (Stim City Outlet)
+20 Medical, Combat Medical & Chef Experimentation
"When your HAM is looking shi&&y, you'll be glad you shopped at Stim City

Page 4 of 5