Combat Medic Archive
Thread: This call for nerf is ridiculous
NoodleSlayer wrote:
Holbach wrote:
Two problems with CM:
1. Throwing farther than 64m
and,
2. NEVER missing.
Why should combat medics be the only class that is not affected by another class' ranged defense modifiers?
Well let me list the reason:
1. A CM can only throw a poison once every 5 seconds, at best, as poison and disease are on the damage heal timer.
2. CM Poisons can be resisted, lower level poisons get resisted quite a lot. You can also get drops and skill tape with Poison Resistance mods on them, I've got one sitting in my house right now. This is poison damage, not energy or heat, and as such has its own resistance mod, it just happens that no classes naturally are more resillient against poison as no matter how many times you practice the "Duck-and-Cover" manuever you're still going to breathe in that poison gas.
3. Unlike other combat types we actually have to craft our own ammo. You can not master this class without crafting. On top of that Poisons and Diseases are a lot more expensive to produce per use, even when you're doing your own harvesting, and require a lot more set up time.
4. Even with Poisons being "insanely powerful" they don't do as much damage per second as TKAs or Commandos. It takes 8 seconds after a poison's application for it to tick, and unless you have a very small mind bar it won't be empty until it ticks twice, and on top of that the poison *still* won't incap you! Now maybe if they would remove the ability to incap from the Flamethrower you could complain that CMs are "Insanely overpowered".
An organized and well argued post always deserves a response.
1. Commandos have a slow rate of fire, as do other classes. I could also use your skill tape argument, and rationalize that you should look for a skill tape to enhance your speed at throwing poisons to be effective- perhaps you'll see the absurdity of this claim. Classes should be balanced independently of randomly found skill tapes.
2. The only poison resist mod I have seen is a +10 Aa'kunan (sp?) belt. This offered no protection to being diseased. With respect to the duck-and cover argument, if we are going to be realsitic about the dynamics of the game, then CM's should be able to poison their own people; how does poison differentiate between friend or foe?
3. Once again, other classes have to craft some of their weapons, commandos for example. Does this mean that a commando should never miss with his rocket launcher or grenades?
4. When I am poisoned on my server, the ticks are for over 500 damage on average. This damage mitigates armor, and makes me entirely useless in 3 ticks (as I can't get off any specials), or basically 10-15 seconds, 20 seconds with moun and food. It's impossible to kill another buffed character in 10-20 seconds, unless you're a CM. Also, damage per second is misleading. A commando can outdamage a CM when shooting at a single target, but a CM will outdamage a commando and all other classes by far when there are more enemies involved. If a CM does a AE mind poison on10 people, he is now doing 5000 damage per tick,while the commando is still only doing his 1000-2000, and that's without figuring armor.
I personally think CM would be fine as is, as long as the ae poisons affected their allies as well, or, if the they were subjected to accuracy like the rest of the combat classes. Only one of these should be instated, as both would be too disempowering, if disempowering is even a word
.