Combat Medic Archive
Thread: Don't Nerf CM Just Give The Prepared Player A Chance
Menoetius wrote:
Did not ask for a ranged ability for Docs? AE is not restricted to CM. TKM, Fencer, Swordsman and Pikeman have AE attacks, yet no ranged support is required. Pistoleer, Rifleman and Carbineer have AE attacks, yet are not required to have the ranged support line as a requirement.
Doctors are not combat classes. All the other classes you mentioned including CM are. AE and ranged healing is a unique ability a CM has which we are not willing to share, especially if Docs aren't willing to share cures for poison and disease.
Gnuut wrote:
Menoetius wrote:
Did not ask for a ranged ability for Docs? AE is not restricted to CM. TKM, Fencer, Swordsman and Pikeman have AE attacks, yet no ranged support is required. Pistoleer, Rifleman and Carbineer have AE attacks, yet are not required to have the ranged support line as a requirement.
Doctors are not combat classes. All the other classes you mentioned including CM are. AE and ranged healing is a unique ability a CM has which we are not willing to share, especially if Docs aren't willing to share cures for poison and disease.
CM unique ability is ranged healing, either the form of single or AE stim packs.
The reference to the other classes was stating that they as well have AE abilities.
I am only suggesting that the current cures be given an AE ability. What if a MCM had to supply an optional ADM to make the cures AE?
Menoetius wrote:
I am only suggesting that the current cures be given an AE ability. What if a MCM had to supply an optional ADM to make the cures AE?
That would be a step in the right direction. However I think something rarer along the lines of an AIA since that is the component that affects damage would make sense.
Gnuut wrote:
Menoetius wrote:
I am only suggesting that the current cures be given an AE ability. What if a MCM had to supply an optional ADM to make the cures AE?
That would be a step in the right direction. However I think something rarer along the lines of an AIA since that is the component that affects damage would make sense.
The ADM controls the AE portion of the CM side. Also the ADM controls the charges, in essense it could replace the ABEC in the schematic. If you wanted single cures use the ABEC, if you wanted AE cures use the ADM.
The AIA is akin to the ALS both govern the power of the pack being made, but the ALS is twice as powerful as the AIA.
Veldcath wrote:
Still not a perfect solution, but there really won't be. It's just another idea to throw into the mix.
-V
There won't be a perfect solution until the Combat Revamp has finally hit.
Once we see where everyone stands, then and only then can we really get a true grasp on the aspects of this and every other combat profession. We'll then be able to see where things really need to be tweaked and adjusted, and where things are outright broken. The ability to heal mind as easily as Health and Action will change the entire make-up of combat situations, and will negate nearly all cries for nerf against CMs.
Right now we're all just throwing out ideas that will work in the game as it currently is, which is fine and constructive, but most if not all of the ideas will need to be reworked once the Revamp is here.
I personally think the best thing to do at this point in time is to simply fix the bugs associated with CMs. Cap the range and deal with the LoS issues. Two fixes that will have an immediate impact on the game and can serve as a band-aid fix until the Revamp.
Oh, and whoever suggested the 75% damage reduction... the day we can get 1,000 uses on my poison packs, they only cost 5-7k, and don't make me stop in the middle of combat, then I'm sure we'd consider accepting it... but no, they have about 40 uses, they stop us in the middle of combat, cost much more than 5-7k, and aren't NEARLY as common as most combat weapons.
Message Edited by Ehecu on 04-15-2004 05:54 PM
Menoetius wrote:
The ADM controls the AE portion of the CM side. Also the ADM controls the charges, in essense it could replace the ABEC in the schematic. If you wanted single cures use the ABEC, if you wanted AE cures use the ADM.
The AIA is akin to the ALS both govern the power of the pack being made, but the ALS is twice as powerful as the AIA.
I see where you are coming from. However in that case I'd say it requires 2 ADMs.
Gnuut wrote:
Menoetius wrote:The ADM controls the AE portion of the CM side. Also the ADM controls the charges, in essense it could replace the ABEC in the schematic. If you wanted single cures use the ABEC, if you wanted AE cures use the ADM.
The AIA is akin to the ALS both govern the power of the pack being made, but the ALS is twice as powerful as the AIA.
I see where you are coming from. However in that case I'd say it requires 2 ADMs.
Cure Disease requires 2 ABEC to make or 2 ADM for AE (if possible).
Cure Poison requires 1 ABEC to make or 1 ADM for AE (if possible).
Menoetius wrote:
Cure Disease requires 2 ABEC to make or 2 ADM for AE (if possible).
Cure Poison requires 1 ABEC to make or 1 ADM for AE (if possible).
ADMs are used to increase range, charges and AE size. One is standard in singles and two is the standard for any AE Offensive Medicine that is B class or higher. So I could see making an AE A Class cure one ADM but B class or higher should require two ADMs.
vortexala wrote:
There won't be a perfect solution until the Combat Revamp has finally hit.
Right now we're all just throwing out ideas that will work in the game as it currently is, which is fine and constructive, but most if not all of the ideas will need to be reworked once the Revamp is here.
vortexala wrote:
If you want just anyone to use a cure, then you'll have to let just anyone use any weapon in the game. Sound fair still?
vortexala wrote:
But nerfing one profession(doc in this case, by removing two of it's abilites) to avoid the nerf of another is not the way to go about it.
Gnuut wrote:
Menoetius wrote:
Cure Disease requires 2 ABEC to make or 2 ADM for AE (if possible).
Cure Poison requires 1 ABEC to make or 1 ADM for AE (if possible).
ADMs are used to increase range, charges and AE size. One is standard in singles and two is the standard for any AE Offensive Medicine that is B class or higher. So I could see making an AE A Class cure one ADM but B class or higher should require two ADMs.