Combat Medic Archive
Thread: Nerf CM's? AKA To the whiners:
krazyqban
Sun Jun 20, 2004 9:15 am
#40
poisons thrown by cm need to be taken out of the game completely, its a bunch of @#%@ that you go pvp, you get poisoned, with 500 tick mind poisons, thats your whole mind bar in four or five ticks. and once it gets healed, you get stuck with poison again. when i saw the movies, i never heard of anyone being a combat medic that throws poisons.
Datchery
Sun Jun 20, 2004 3:22 pm
#41
Well the mainbugs are these: able to shoot from beyond 64m and does not miss.
I think it would be healthier for the game in general if combat medics in the future had a de-emphasis on their 'attacking' skills and were much more invested in healing abilities. To me that's what a combat medic is really all about. Not a chemical warfare expert, but ala the medics of WWII, in the field, taking care of patients in the middle of fire-fights etc...
Wouldn't a role like that at least make everyone in the game happier?
nolik2
Sun Jun 20, 2004 5:43 pm
#42
just nerf it or give use better ways to defend against it. why cause it ruins the game for anyone who isnt a mcm. Ive been in some good pvp fights that where awesome. Ive also seen people just quit fighting cause there was no way to get past the posion. Every time i run into a situation where im over matched and ask if anyone wants to join me, the first question they ask is is there a mcm there and if i say yes they usually dont respond back. I would pvp a lot more ,but if mcm's are involved i just log off cause its just a waste of my time.
Reidar
Sun Jun 20, 2004 11:48 pm
#43
If the answer is as the CM's say be a Rifle/Doc or Fencer/Doc to beat CM/Rifle or Fencer/CM how come everyone isn't a one?!! They choose the CM combo's for one reason...they are better. Because a Doc takes longer and more mind to heal the poison so he will always lose the battle of the minds
Reidar
Mon Jun 21, 2004 5:17 am
#44
What is needed is a definitive test of a CM/Rifle against a Doc/Rifle using the best cures/poisons they have and repeatedly duel to see which is really the best. My feeling is the CM but I'm prepared and would be happy to be proven wrong...
Message Edited by Reidar on 06-21-2004 05:18 AM
jfang
Mon Jun 21, 2004 7:26 am
#45
TheDarkTrumpet wrote:
The person who posted saying they were a master TKA, master Doc must not know about these packs, because they exist and work well if crafted correctly. I'll craft some better ones maybe tomorrow and run some tests. I am curious about how well these will heal. If you're a doc though, keep these poison and disease packs sitting in your toolbar. If you get hit with poison, hit clear on your queue (so you stop attacking), and hit the poison pack. If you have even somewhat good packs, you should heal easily in one shot, then resume attacking. I tested both my bad packs with disease and poison, and 2 shots for each got rid of them...I can do better, easily.
Nice to see people wanting to run test and run numbers. 
Just to let you know, this has already been tested. I believe the post title is "poison curing, by the numbers". (I really should start on index of all the links to interesting posts...)
The short summary of the post is:
Poison curing for a master doc cures a tick for 2 times theeffectiveness rating of the poison cure pack. This is symmetrical to how a master combat medic calculates tick damage from the poison packs.
Combat medics have an edge in that they have area poisons. Doctors have an edge in that they can use BE enhanced healing clothing (the standard injury/wound treatment clothing) to gain an extra 12.5% effectiveness (combat medics have a 100 effectiveness skill hard cap), and by default a poison cure C has about 150 -200more effectiveness than an equivalent individual poison C. Note that spider venom throws this balance off, but can be compensated for by using Janta blood (if the doctor is so inclined).
The cure order is:
1) If the pack can cure 2 or more poisons, it will cure the most weakest poisons it can
2) The remainder of cure points will cure in the order Health - Action - Mind
TheDarkTrumpet
Mon Jun 21, 2004 12:35 pm
#46
One very common thing I was reading is how people can't heal the effects of poison.
I'm a master doctor, master combat medic. Awhile ago, i felt the need to just have some poison and disease packs (this was well before combat medic) so I could heal myself in the field...and RP with being able to heal people's disease and poison when they were doing PvE. My packs hit every time, worked perfectly.
Many people are saying that there is no way for one to be healed when they are poisoned. I hate to break the news, but I tested this out today. With these very very bad poison healing packs (I don't remember the stats right now, but they weren't very good - Poison healing A) I was able to heal my other character in 2 shots. I can heal every 3 or so seconds, so I can easily heal my poison before it even ticks. Remember, these are with really bad poison packs. If I grab out my quality stuff, and craft them again...it would heal in one shot.
The person who posted saying they were a master TKA, master Doc must not know about these packs, because they exist and work well if crafted correctly. I'll craft some better ones maybe tomorrow and run some tests. I am curious about how well these will heal. If you're a doc though, keep these poison and disease packs sitting in your toolbar. If you get hit with poison, hit clear on your queue (so you stop attacking), and hit the poison pack. If you have even somewhat good packs, you should heal easily in one shot, then resume attacking. I tested both my bad packs with disease and poison, and 2 shots for each got rid of them...I can do better, easily.
Seriously, try this out...as soon as a CM poisons, heal it, then attack. Don't just run and attack, that's a lack of strategy and whenever there is a lack of strategy, death soon follows. This game needs more strategy, instead of complaints. The one thing I do agree with is area disease and poison heals. Maybe at a much shorter range than that of the disease and poison attacks...but *shrug*
I'm a master doctor, master combat medic. Awhile ago, i felt the need to just have some poison and disease packs (this was well before combat medic) so I could heal myself in the field...and RP with being able to heal people's disease and poison when they were doing PvE. My packs hit every time, worked perfectly.
Many people are saying that there is no way for one to be healed when they are poisoned. I hate to break the news, but I tested this out today. With these very very bad poison healing packs (I don't remember the stats right now, but they weren't very good - Poison healing A) I was able to heal my other character in 2 shots. I can heal every 3 or so seconds, so I can easily heal my poison before it even ticks. Remember, these are with really bad poison packs. If I grab out my quality stuff, and craft them again...it would heal in one shot.
The person who posted saying they were a master TKA, master Doc must not know about these packs, because they exist and work well if crafted correctly. I'll craft some better ones maybe tomorrow and run some tests. I am curious about how well these will heal. If you're a doc though, keep these poison and disease packs sitting in your toolbar. If you get hit with poison, hit clear on your queue (so you stop attacking), and hit the poison pack. If you have even somewhat good packs, you should heal easily in one shot, then resume attacking. I tested both my bad packs with disease and poison, and 2 shots for each got rid of them...I can do better, easily.
Seriously, try this out...as soon as a CM poisons, heal it, then attack. Don't just run and attack, that's a lack of strategy and whenever there is a lack of strategy, death soon follows. This game needs more strategy, instead of complaints. The one thing I do agree with is area disease and poison heals. Maybe at a much shorter range than that of the disease and poison attacks...but *shrug*
Skeptic666
Mon Jun 21, 2004 3:34 pm
#47
I don't think so at all
The commandos got nerfed hard core and then they came up with food and blankets and they still dont have the Dots they once had. So I think its only fair that your dots get way cut down and then the food and spices should come out 
Kavedawg
Mon Jun 21, 2004 9:16 pm
#48
Datchery wrote:
Well the mainbugs are these: able to shoot from beyond 64m and does not miss.
I think it would be healthier for the game in general if combat medics in the future had a de-emphasis on their 'attacking' skills and were much more invested in healing abilities. To me that's what a combat medic is really all about. Not a chemical warfare expert, but ala the medics of WWII, in the field, taking care of patients in the middle of fire-fights etc...
Wouldn't a role like that at least make everyone in the game happier?
if it makes you happy to turn CM's into a WWII type medic, then it would make me happy to make you a WWII type combatant that must stay in a HOSPITAL for recovery for long periods of time (hours) of course the devs would need to implement a new TEF system that prevents you from leaving a structure rather than the current one that automaticly boots you. Good thing this isn't WWII online
Ternque01
Mon Jun 21, 2004 10:53 pm
#49
Poisons have little measure for resistance. They can tick for well over 1000. Having doctors in a group isn't enough, as 1000's in mind damage can occur before cures are applied, and in situations where a CM is hidden or well protected, they can use havla food to stack area poisons over and over again.
Most armor helms have rebreathers or breathing aparatus' on them. Why can't those protect? Whatdo those fancy looking breathing tubes on composite do? There is no protection from being hit by them (the resistance food is worthless), and even if you spend tens of millions in resistance tapes/aa's you're still SOL.
GenTesla
Tue Jun 22, 2004 5:19 am
#50
hehehe nice to see the nerf discussion is still going on after 6 months then LOL
My 2 pennies...
Fix the damn bugs with CM it has ruined PVP, of which I will not really take part in due to CM abuse.
Secondly with horrendous lagging Docs cant cure themselves at times let alone other people, game over due to CMs and their poisions.
Hope against hope the combat revamp stops the mind being targetted period....CMs like all other mind attack profs should be fighting against Doc Buffs and armour resists to balance the playing field.
For those of you that are comfortable that the devs are happy with CMs damage output that doesnt mean they are going to leave you alone in every respect, for all you know youmay be limitedto attack from 32m!!!! shame
......what are they going to do to the other profs, it isnt going to be just give them all mind stims for sure, as it stands you can talk 'tactics' all you want, with lag et al you cannot combat CMs in group PVP and it ruins it..bring on Jump to Lightspeed.
P__Day
Tue Jun 22, 2004 9:08 pm
#51
actually ive found one tactic that works pretty well against CM's, you need : A m.swords/smuggler (should be capped with the weapon of choice) atleast 2 riflemen with Jawa/t21. This tactic involves teh combat medics favorite the GTEF, the swordsman gets close to the CM/cm's and gets a GTEF from one of the riflemen and imidiatly spams Aera attack 3 untill the target is kneeling/dizzy, then have the riflemen do a posture up attack on them by now they should be "planted" start with head hits and head shots if this works the cm is pretty much done for well untill they come kamikaza out of the cloner that is.
MasterTexiria
Tue Jun 22, 2004 9:25 pm
#52
what if poisons where changed from DOTs to debuffs still would make it intersting and would need to be balanced of course but I think that could satisfy both sides. I think it also add some more tatics into the game, if all the sudden you got poisoned and couldn't spamyourmaster special(or for the broken master box proffesion your best special) or the humans who all migrate to mind all the sudden not able to wear their 90 comp would be in a world of hurt.