Combat Medic Archive
Thread: My views on CM's. Face it folks, we ARENT combat classes.
Rennyn wrote:
Yet another fool who can't make a normal argument so must resort to idiotic personal attacks. LOL get a clue man.
Last response that I see to Rennyn was mine so I assume this is directed at me...I fail to see how my response can be considered a personal attack. I never said you were wrong in any way I merely pointed out my point of view. You are the one who originally misread my post and accused me of exploiting. As you can see from my template I am also a smuggler. I do AE disease and poison from afar and worst case I Feign Death. So no 21x death for me thx...
If CMs are tossing stuff through buildings, over buildings, underground, from other plants etc...then plain and simple it needs to be fixed.
But there is no reason to nerf our damage or our range. CMs are the only class that can actively experiment the range of their products. That's right, we pay experimentation points to increase the range at a cost to the base damage. CMs craft more offensive meds than supportive meds(75 vs 8). Our meds work slower but the damage is consistent and only two classes can counter it. That is the price we pay for having to find the higher quality insanely rare resources.
Now that being pointed out you have to realize CMs won't take these nerfs lying down. You nerf our range, we will use Line of Sight. You nerf our damage, we will craft and experiment till the highest quality resources spawn. You take away the incap from poison? Fine we'll add on some disease to your ass.
You cannot take away our chemical weapons. You won't find us in any spider hole hiding. You will see us on the battlefield from 70+ meters away poisoning, diseasing, and healing till we are dead or the battle is won. I love the CM class and I will never surrender it.
I can completely empty the mindpool of one character in one hit, or many characters in 2-3 hits.
Heal 3 times to get rid of it? Do you REALLY expect them to live that long? Geez man... how long are your PvP battles? Mine last about as long as it takes for one click to get off. If they dont kill me in that time, then my group has killed them the second my poison goes off.
Long post.....too bad you're wrong
apollo
master CM, Master Cabinier
>>Throw a Combat Medic in nice composite armor, with some buffs, and WHAT can touch them?
A combat medic doesn't come with buffs. You are talking about a build.A doc/cm build.
>>in PVP or PvE? Nothing can. What's that? a TKA coming at you? poison/disease/run.
Thats what charge shot 1 (carbineer 0002) is for. You can't run from anyone with charge shot 1.
>>Even a doc with cure poison/disease packs can't keep up, I can poison them faster than they can cure, and it only takes 1 or 2 ticks at 650 per tick before they doc isdone.
So are you running out of range so the person with carbineer 0002 can'tget you? Then you can't reapply the poison and they can cure the poison in 1 shot with and advanced cure. You did 0 damage to them, and you spend more on your advanced poison then they did on their advanced cure.
So are you staying in range and reapplying the poison faster then they can cure thepoison? Then you can be kded and killed, and then the poison cured. Which is it?
Also, how come you can have a buff but your opponents cant? base 1100 mind + Fishak 300 mind + muon 600 mind =2000 mind. Thats32 seconds to kill you, given that they cure the first poison. Bh and riflemen are doing300 dps to mind at least in pvp. As a cm you do 80 dps per second to mind. Stick to dps for comparison in mind damage.
If you want defense against a CM, be a doc with advanced poison cure and a /curepoison self button. It's easy. Oh wait but then you will be owned by everything except acmand a pistoleer (with no other ranged class as secondary)... but then that makesevery other classhave a target that they can kill...See how its balanced? You cant be 1 template and beat all templates and styles. It doesn't happen. You can have a smart group of doc/ranged templates that are totally resistant to cm poison. Just be smart about the way you play. Yes I have done it and I do pvp and defend bases on a regular basis. I also go on the offensive and know those who I can beat and whom I cant, generally speaking
>Comparing it to Swordsman mind bleeds is funny. How many classes can cure disease and poison? One. Not to mention I don't know any Doc dabblers who can't, its usually their last tree before master. How many can cure or at least lessen mind bleeds? Every single medic novice on the server.
Are you sure you are a CM or medic? you need first aid to cure bleed ...
Bleeds dont cost any money to make or reapply. Factor in a bleed that costs money, then say its unbalanced if no one but a doc can cure it.
>Combat Medics are an awesome class, they're a cross between support and combat. But right now, poisons and diseases are way way way too powerful in PVP.
A cm which is also a Chemical Warfare Experts and Toxoligists , are an awesome class but misunderstood by many. Especially those who dont prepare to fight them.
Yes, please stop with the nerfing of CM's already. We spend half our **edit** time looking for and harvesting for materials to use in our heals and poisons. Just look at our friggin list of advanced components. They are soooo time consuming to get and make. It reallyangers meto see people cry about this class.
I'd like to see BH's and other classes harvesting or at least building their own weapons, maybe then they'd understand how difficult and TIME CONSUMING it is to be a MCM. I do a lot more damage as a rifleman than I do as a combat medic. My poisons are a nice added feature to my attacks just like any other special ability I've had as a Carbineer or Rifleman.
If you want to complain about something, take away knockdowns from ranged classes. Make it a melee ability only. Now that's a topic worth discussing.
Saying that I need to be a Doc to talk about having buffs for combat is like saying only Armorsmiths wear armor in combat.
If you're goin into combat without buffs, you deserve to die heh
Also, a fast combat medic can generally poison/disease faster than a doc can cure. If the ticks fall right, it only needs to tick once, and there's 700 mind gone.
You guys talk about a CM weakness being that they die in a hit or two or something, or they can't defend themselves. CM doesn't take THAT many points. When I was CM/TKM, I wasn't beat in 1 on 1 combat. By anyone. Ever. When I was TKM/Doc? Yup, got beat now and then. But no one could keep up when I had my mind poisons. The problem lies in the ability to do so much difficult to avoid damage to a pool so difficult to heal.
Noodleslayer:
You missed my point. I was comparing the skills required for Combat Medic not for other classes.
I.E.: Pistoleer requires 100% combat abilities. Where as CM requires more like 20% combat abilities. The rest are devoted a full set of support abilities.
The point wasn't its not combat because of the "4 skills" it was because of the "4 skills vs 16 skills"
Sorry, I disagree.
Requirment: Marksman and 1 tree of marksman. Take this out, give me back my points, so I can then ALSO master a crafting profession, then i'm following you, otherwise... no.
I have to agree DO NOT take physics from real life and apply them to this game. Do not compare Sadam to jack in this game. If you want real life join the army and be a combat medic. You will find your self healing the enemy 4 times as much as your own men under theGeneva convention. So please do not go there.
The problem with every single MORPG's is the forums. Every one will whine and complain until every single class uses a short stick to fight with and every one does 10 points of damage a hit. One we get nerfed every one will whine and complain until commandos are useless. "whaaa fire!!""" then BH's "Waaaa lightning"!!!!"
Pistoleer "fan shot!!!!" and so on and so on. The key is not to nerf but counteract. such as CM = doc.
Jedi = MBH Commando = river "laugh"
Any way i do appreciate your opinion and i understand your point but this is'nt real life for a reason. :-D
Ustes/MCM
reymn you still answer the dichotomy
So are you running out of range so the person with carbineer 0002 can'tget you? Then you can't reapply the poison and they can cure the poison in 1 shot with and advanced cure. You did 0 damage to them, and you spend more on your advanced poison then they did on their advanced cure.
So are you staying in range and reapplying the poison faster then they can cure thepoison? Then you can be kded and killed, and then the poison cured. Which is it?
I think you want the pvp ratio of offensive class (every ranged and mele class) to defensive class (doctor, dancer/muscian) to be somewhere around 10 to 1. You want to run around with your buddies that are all commandos and have 1 doctor and that doc be able to supporteveryone. If that is the vision of sony then so be it, we will be nerfed.
I think sony's vision is more like 3 to 1. That means out of your 2 all offensive friends, one of you needs to become a doctor/dancer.
But that means sacrificing your uber BH or Commando skills. If it wasn't for CM *everyone*, *everyone*, *everyone*, *everyone*, would be a BH or COMMANDO.