Combat Medic Archive

Thread: Don't Nerf CM Just Give The Prepared Player A Chance

Gnuut
Thu Apr 15, 2004 11:56 am
#40





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.






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Menoetius
Thu Apr 15, 2004 2:21 pm
#41






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 / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
Gnuut
Thu Apr 15, 2004 2:25 pm
#42






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.






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Menoetius
Thu Apr 15, 2004 2:50 pm
#43






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.




Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
vortexala
Thu Apr 15, 2004 3:18 pm
#44






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.





~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Ehecu
Thu Apr 15, 2004 3:53 pm
#45

How about giving CMs the ability to counter CMs, eh? It's like nerfing us without nerfing us, which falls under the ever-popular category of "Don't nerf, fix."

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



Ehecu
Rebel Alliance
Warrant Officer Second Class


"Yes I know my enemies, they're the teachers who taught me to fight me."
Gnuut
Thu Apr 15, 2004 5:25 pm
#46






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.






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Menoetius
Thu Apr 15, 2004 10:01 pm
#47



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 / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
Gnuut
Thu Apr 15, 2004 11:27 pm
#48







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.






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Veldcath
Fri Apr 16, 2004 6:55 am
#49





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.




Agreed. But since the combat revamp has been put off - indefinitely - the only thing we have is the system as it is right now, so that's all we have to make suggestions on, to gripe about or praise. Remember that they were starting the massive rebalance with CH's four months ago and no further visible progress has been made. And nobody is saying anything about when or how far along. It's easier for us to assume, at this point, that the 'holy grail' is well and truely lost and we need to get on with things without it. Therefor, suggestions for the current system are going to keep flying.


And yes... fixing the current bugs would be a HUGE step in the right direction. However, judging by how some bugs have been fixed in the past, I fear it'll just open up new bugs or make the 'fixed' bugs more pronounced.
PadawanChong
Fri Apr 16, 2004 7:34 am
#50






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?





Actually, you can. You just won't be as good with it as a master (or even a novice). You won't fire fast and you won't do nearly the amount of damage.


I believe I was asking for something similar with antidotes. I even added another condition of waiting until OUT of combat to do this.


One person suggested just hitting peace, healing and going back and saying that's why that won't work. Sorry, but if you're under attack, you can't peace. Or at least I can't...



============
GermainePropane on Virtue - City of Heroes. The best combat system in an MMO.
Lvl 43
============
PadawanChong
Fri Apr 16, 2004 7:37 am
#51






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.





What I suggest does absolutely nothing to docs. There were conditions on someone applying a poison.


Let me ask you this. Were you standing up for Scouts so strongly when it was found out that you didn't need a camp to pull out vehicles and droids? That totally screws up that whole tree. Or do you think that tree is still useful?



============
GermainePropane on Virtue - City of Heroes. The best combat system in an MMO.
Lvl 43
============
Menoetius
Fri Apr 16, 2004 9:08 am
#52






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.









Yes I understand this.


What I am suggesting is that they modify an existing schematic to permit the use of an optional ADM to replace the ABEC as opposed to creating a new one.


As an alternative add an optional 5th item required to make the cures. The cure would still require the ABEC and following your idea on it fornew item.



Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
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