Combat Medic Archive

Thread: Publish 9.1: Feedback Thread

Giftmacher
Thu Jul 15, 2004 3:27 am
#40






Quemine wrote:

I think something should be done about the way experimenting on the range is done, to get max range on my packs (starts at 40)I have to put in something like8 points. That doesn't leave much for effectiveness. Having great resources and components should let you reach 48m poisons without halfing their power...







Ok I'm not a CM (I'm a doctor actually) but when I heard this from Que I couldn't believe it. Yes CMs are powerful (isn't that the point anyway?) but this isnot a very consructive balance.Changing the combat dynamics for CM without adjusting their equipment to take the sting out of the tail does seem pretty heavy handed. I think anyone who doesn't believe you lot have been short changed is not being even handed about the matter, and I'd just like to let you know not all non-CMs think this was a particually good move.


Best of luck getting the "balance", rebalanced


Gift.

FixterClarityMan
Thu Jul 15, 2004 4:01 am
#41

(

Best of luck getting the "balance", rebalanced


Gift.)



AMEN !!!!!!!


Seems they dont account for the (how easy it is to hit a MCM from a ranged or melee)


Ill leave it at that but in my book (they better do something drastic or just take CM's out of the picture entirely)


Cause they (DEVS) always seem to take and never give....



Fixter





Fixter,Micca


Offer Winning Bids Or Come to Fixters Uber Weapons Vendor In Eden (Cnet)Waypoint 1647 -4735

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laserhawk2
Thu Jul 15, 2004 2:14 pm
#42

Hi was wondering why everyones so cool with the range reduction, as it stands i hold range support 1 thru 4 that gave me the the right to reach 64 meters just as any other combat weapon range 1 and 2 are a +10 with 3 and 4 giving me a plus 5 so now that we nolonger have that modafier does that mean we will not have to keep range support , like bounty hunters keeping master scout.. we have no need for those pionts to be tied up in thos boxes now we coulkd use them in other places. thanks for your time



http://216.77.188.54/coDataImages/p/Groups/38/38665/folders/20104/Thumbnails/161457lasserhawk.
eapers
Fri Jul 16, 2004 12:07 am
#43

Publish seems to be working as intended.






JOHNNY-JONES JACKSON

AFK
GlaciesLuporus
Fri Jul 16, 2004 4:16 am
#44

I think the fix is great. This was a wonderful step to correct something that was overpowering but did not by any means nerf. CM are still incredibly useful. If a class changes (becomes more realistic, ceases to be the uber "flavor of the month" class, etc.)there will always be someone screaming nerf. But for those of us who want tostick with classes that should be even, RP, or play using skill the change was a great step.
sylknite
Mon Jul 19, 2004 3:32 am
#45

Based on what i have experienced from this "balance" it would seem that the changes are a minor in a dueling scenario due to most combatants not allowing you to be outside the 60m range before accepting duels anyways and as far as mass pvp goes yeah we have to be closer nowsmash on folks with our poisons but that doesnt make us any less lethal. The delay cap is a pain but as master cm i still pop the poison in 3 second delay so within 16 seconds of the fight i can have 1000+ points off your mind (3 seconds per poison application and 10 seconds to tick). My gripe is that they lowered our max range on the poisons but the didnt really do anything to improve the max range on heals (which should me a lot higher imho). Doesnt make any sense why i can throw one item 55m(now) and not another of the same power.


Do we need a nerf ?? Well i did give up 140 skill points to master this profession and i got 0 combat abilities other then my poisons in return. So i think its a fair trade off. i would like to see a more balanced pvp including my profession but to do a nerf 1 profession at a time just annoys people i think they should just hold off untill the revamp (whenever that may be) and go from there.


Thats my 2 cents


Topick Deftouch

master doc/cm

bloodfin
Kavedawg
Mon Jul 19, 2004 2:03 pm
#46






Ternque01 wrote:





InikoIra wrote:





Ternque01 wrote:





TsunamiKata wrote:





Morath360 wrote:

This appears to be a vicious cycle. Im still not sure how this is fun for anyone. Ok so now you make it so a CM can be griefed easier, but the cycle is still there. Do they truly become suiciders? I mean if they are easier to kill, it is not as much fun to play CM, however the poisons are still overly powerful. Maybe people will get tired of it and there will be less CM's. That would be a good thing. I guess its a start..




Why do people continuously claim that the damage on the poison is over powered? This is the part that really baffles me. How many time does your 700 damage T-21 headshot misses on a Combat Medic? 1 out of maybe 15-20 shots at most? And how much damage do you do in that spam of time vs a CM?


It really perplexes me why people are so ignorant about the damage output between the professions.











I'm going to take a little of my time and show you something. There is a large damage difference between a combat medic and a rifleman. Rifleman's headshot can only target one person at a time. Also, many combat professions have significant dodge and ranged defense so that 25% of a rifleman's shots get through. Couple that with a good PSG and a good helmet and the damage is very toned down. Once a rifleman dies or leaves combat he/she stops doing damage. Grant it... not every combat profession has such rigorous innate anti-ranged defenses.


Compare that to a CM. They can target much more than one person at a time. Counter to rifleman, the odds of resisting a poison/disease are very slim. In addition there are no mechanics that allow mitigation of a poison's damage. There are no armors against poison either. Furthermore poisons do damage well after a CM dies or leaves combat. Grant it.. you can cure poisons with a doctor, but stopping a CM from damaging you is much much more difficult than simply running behind a wall.


Thankfully with the havla-fix, rapid stacking of area poisons and diseases puts the damage output of CM's more in-line with other classes. Before a CM could stack multiple poisons for +1000 tics on an area of players. For a player who well protects themselves against riflemen, the most a rifleman could do to their head is less than 1000 in 10 seconds. That was before the fix. 1000 damage to a single player by riflemen damage, 1000 damage to a field of players by CM damage.


To answer your question that is why people complain about the damage output of a CM. They could do near rifleman damage to a field of combatants allat the same time.... it has been fixed thank god.


I'm gonna go beyond just answering your question by analyzing your picture of CM damage output that I quoted above. I'll show you where the weakness lies in your argument. Your analysis of damage output of riflemen to CM starts with taking the highest damage combat class and pitting it against the lowest defense combat class. The weakness is that it doesn't take into account the majority of PvP'ers who have decent ranged defenses. It also doesn't take into account a CM who dabbles for defenses. In truth, a significant portion of PvP'ers use foods, armor, defenses, and tactics to avoid riflemen headshot and are pretty successful. Ranged mitigation 3, synthsteaks (45% damage reduction), a good helmet, a good shield generator, use of cover behind walls, high ranged defense, flameout (food), etc.. can all be used to protect against the deadly master headshot. My point is that painting the population of PvP'ers as sheep to riflemen is incorrect and is a poor picture to set the apporpriate damage output of CM's by.


The damage output of a rifleman on a pure CM is huge, but in no way should this scenario be the measuring stick for balancing CM damage in modern PvP.


My opinion is that CM area poisons should be 500 max damage for good crafters and a maximum of 600 for CM's who want to go the extra mile to craft something special. A 500 tick on an area of players is plenty enough. CM damage should be very game breaking to a group with no doctors, it should not be game breaking to a group with doctors. I believe we are currently seeing CM's game-breaking combat teams with doctors.... my hope is that the recent changes in CM correct this.


Calls for 75% nerfs are a little extreme, but as you all know... some poisons are way over the top.






again gentleman, this is based on a rare loot. With out the rare loot you can't get those numbers and you can barely reach 500, so please when you make comparisons make them based on the normal everyday stuff.


I have a pistoleer in my guild witha legendary FWG5 that has something like 520 max damage, I don't go around saying that all pistoleers need to get their 520 max damage nerfed, I base my jugdement on the avg 200 realm FWG5 pistols.








Get with the program fella. Maybe you should have made bold and large the word "stack" before "+1000".






you get with the program Ternque, all the stacking would be irrelevent if the attacked pool could be healed.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Ternque01
Tue Jul 20, 2004 12:12 am
#47






InikoIra wrote:





Ternque01 wrote:





TsunamiKata wrote:





Morath360 wrote:

This appears to be a vicious cycle. Im still not sure how this is fun for anyone. Ok so now you make it so a CM can be griefed easier, but the cycle is still there. Do they truly become suiciders? I mean if they are easier to kill, it is not as much fun to play CM, however the poisons are still overly powerful. Maybe people will get tired of it and there will be less CM's. That would be a good thing. I guess its a start..




Why do people continuously claim that the damage on the poison is over powered? This is the part that really baffles me. How many time does your 700 damage T-21 headshot misses on a Combat Medic? 1 out of maybe 15-20 shots at most? And how much damage do you do in that spam of time vs a CM?


It really perplexes me why people are so ignorant about the damage output between the professions.











I'm going to take a little of my time and show you something. There is a large damage difference between a combat medic and a rifleman. Rifleman's headshot can only target one person at a time. Also, many combat professions have significant dodge and ranged defense so that 25% of a rifleman's shots get through. Couple that with a good PSG and a good helmet and the damage is very toned down. Once a rifleman dies or leaves combat he/she stops doing damage. Grant it... not every combat profession has such rigorous innate anti-ranged defenses.


Compare that to a CM. They can target much more than one person at a time. Counter to rifleman, the odds of resisting a poison/disease are very slim. In addition there are no mechanics that allow mitigation of a poison's damage. There are no armors against poison either. Furthermore poisons do damage well after a CM dies or leaves combat. Grant it.. you can cure poisons with a doctor, but stopping a CM from damaging you is much much more difficult than simply running behind a wall.


Thankfully with the havla-fix, rapid stacking of area poisons and diseases puts the damage output of CM's more in-line with other classes. Before a CM could stack multiple poisons for +1000 tics on an area of players. For a player who well protects themselves against riflemen, the most a rifleman could do to their head is less than 1000 in 10 seconds. That was before the fix. 1000 damage to a single player by riflemen damage, 1000 damage to a field of players by CM damage.


To answer your question that is why people complain about the damage output of a CM. They could do near rifleman damage to a field of combatants allat the same time.... it has been fixed thank god.


I'm gonna go beyond just answering your question by analyzing your picture of CM damage output that I quoted above. I'll show you where the weakness lies in your argument. Your analysis of damage output of riflemen to CM starts with taking the highest damage combat class and pitting it against the lowest defense combat class. The weakness is that it doesn't take into account the majority of PvP'ers who have decent ranged defenses. It also doesn't take into account a CM who dabbles for defenses. In truth, a significant portion of PvP'ers use foods, armor, defenses, and tactics to avoid riflemen headshot and are pretty successful. Ranged mitigation 3, synthsteaks (45% damage reduction), a good helmet, a good shield generator, use of cover behind walls, high ranged defense, flameout (food), etc.. can all be used to protect against the deadly master headshot. My point is that painting the population of PvP'ers as sheep to riflemen is incorrect and is a poor picture to set the apporpriate damage output of CM's by.


The damage output of a rifleman on a pure CM is huge, but in no way should this scenario be the measuring stick for balancing CM damage in modern PvP.


My opinion is that CM area poisons should be 500 max damage for good crafters and a maximum of 600 for CM's who want to go the extra mile to craft something special. A 500 tick on an area of players is plenty enough. CM damage should be very game breaking to a group with no doctors, it should not be game breaking to a group with doctors. I believe we are currently seeing CM's game-breaking combat teams with doctors.... my hope is that the recent changes in CM correct this.


Calls for 75% nerfs are a little extreme, but as you all know... some poisons are way over the top.






again gentleman, this is based on a rare loot. With out the rare loot you can't get those numbers and you can barely reach 500, so please when you make comparisons make them based on the normal everyday stuff.


I have a pistoleer in my guild witha legendary FWG5 that has something like 520 max damage, I don't go around saying that all pistoleers need to get their 520 max damage nerfed, I base my jugdement on the avg 200 realm FWG5 pistols.








Get with the program fella. Maybe you should have made bold and large the word "stack" before "+1000".



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
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