Combat Medic Archive
Thread: LOG IN THIS WEEK, pretty please? (New SoP info gathering)
Fight now as my signature states I'm a Master CM/Master Doc, I also have Marksman 0/4/0/4 so pistol is my main weapon. I did both solo PvP and group PvP. I didn't have any fun at all solo PvP, group PvP was a lot better though.
Solo PvP we have to use guerilla tactics. You hit with a poison and get the hell out of there, or duck behind cover.Wait for the poison to tick once ot twice, then try to hit with a disease to go for the DOT incap, or open up with the blaster to take them down. The only time I had much success was when I used poisons/diseases that had a range greater than 64 meters. The second or so delay after throwing a poison coupled with the time it takes to run behind cover or out of range was usualy more than enough for them to take me down. My oponent usually would be incapped later by the poisons and disease hitting as Happymob indicated, but winning after dying to me isn't winning. The fight ends on first incap or first DB (depending on what you and your oponent decide), it was very rare that I wasn't the first to go down.
Group PvP was a lot more fun, since I could last long enough to do something. If your group mates are skilled and your ranged heals have a bit of distance you can go for quite some time. However, once you get in range and targetted your living on borrowed time. Sometimes my groupmates could intervene and take out the guy shooting me before I died, sometimes not. If the guy shooting me does mind damage, he might as well take me out because after a few shots I lose the ability to throw poisons, diseases, and stims thus rendering me useless to the group. Area stims and area poisons are indeed very effective, since group battles draw out more than a few seconds they have time to do some harm. The big drawback I found in group PvP was that I could never DB anyone. I was usually so far back that by the time I reached the incapped player someone had DBed him already.
I don't feel that lacking PvP ability is an issue with teh profession at all. We are a support class, always have been. The ability to poison can really help take out a target, but regardless of the 1 health change they were not enough to take the target down. If you have a group then you are certainly key to its success if you use poisons and heals wisely.
The bottom line: Solo PvP wasn't any fun for me, Group PvP I did have some fun. I still maintain the wishlist I put in a previous post (except the TEF flag, since it is indeed already there).
Silverchair wrote:
pahdbacca, do you pvp your character at all? When are we going to get Combat Medic Correspondantswho actually play the combat medic? SOE is totally scr@wing this class withcorr'swho don't play(pvp) the class. They are giving us CH's with aminor in Combat Medic as a corresspondant. Its killing us.
Yes, I PvP. Not often, but I do and will be doing more of it. Please go back and re-read the second sentance of this thread. I have bought the armor and paid a BUNDLE for some better insect meat. Secondly, there is more to being a Combat Medic than PvP. I intend to represent 3 groups of CMs. 1) Those that spend the majority of their time offensively 2)Those that spend a majority of thier time in a support role and 3) Those that do a combination of both. If you want a correspondant that will take only PvP issues to the devs, you might as well stop posting now to prevent carpal tunnel syndrome. Less than 24 hours after becomming correspondent I got into a knock-down drag out fist fight over an issue I personally think is BS as a CM but argued about it anyways because it was important to the PvP aspect of CMs. The Devs agrred that they are worried about balance issues concerning CMs and need to see how this patch shakes out before they make any more plans.
I just spent 5 hours pvp as a combat medic/dr(which means all combat medic)and I can't db anyone. I have to rely on my groupmates to db anyone I initiate combat with. One good thing to note about this patch is that I am now more attuned to healing that I was when poisons db'd.
I can tell from the number of replies already that I will take this (a loss of the ability to deathblow)to the Devs. As a side comment speaking as Pahdbacca and not the CM correspondent, if it the number of deathblows you are worried about, CM may or may not be the best profession for you.
i just got done running with a great commando for a few hours... my poisons had longer range, so I tossed first, he came in and db'd if there wasn't too much traffic. I like covering my groupmates, but it would be nice to be able to get my own pts since i do alot of damage myself. As it stands i still don't see any fps coming my way from pvp.
Faction point issues are in the top 5 list submitted to TH. I noticed you did not list this in your top 5 vote however. I am sorry to say that one more vote for faction point issues would have tied this issue for3rd instead of placing it at the4th position at the time I turned the list in. I urge everybody to vote carefully when voting on the top 5 issues.
I don't think SOE will take me lads, but Im putting in for Correspondant now. How bloody bad can it get when our correspondants don't pvp all the bloody time. If i was me(which I am) I'd want my correspondant to pvp the character all the time, everyway possible to be.
Again, I am speaking as myself and not the correspondent...If my correspondent spent all of his/her time in PvP, I think they would be doing a poor job. The CM Correspondent should be concerned with ALL aspects of Combat Medicine...not just PvP. There is a correspondent only concerned with PvP, and they have their own forum. The correspondent's handle is JEST3R, and the forum is the Galactic Civil War under the discussions heading. This correspondent also produces a State of the 'Profession' report to TH. In fact, I will copy and paste some tidbits from it here (I think you would spend a lot of time posting in there if you saw what they were talking about)....
9. Any mind attack that cannot be healed and not defended against by the wearing of armor is incredibly unbalancing. All Mind poisons (especially area) and MIND Shot bleed attacks. Unless there is a doctor in the nearby area willing to get a TEF to help you can do nothing about either. This is leading to a rampage of Master CM in PvP who are covert, use a group TEF for first strike abilities and area mind poison on the entire opposition killing between 6-8 enemy players near instantaneously.
10. All Combat Medic poisons have exactly the same damage in PvP as they do in PvE, (They are not damage reduced by 75%)
11. Combat Medics have the base ability to throw a poison/disease attack 35 meters, the range value of the poison or attack is being fully added to the base 35 meters. Meaning experimented for range poisons with a range of 50 meters can be thrown by a combat medic 85 meters, certainly a slap in the face to riflemen who were told combat beyond 64 meters could not be supported by the game design.
1. The use of poisons and disease by a combat medic on factional NPCs does not agro the NPCs.
2. Combat Medics can throw poisons over 84 meters at master level.
You can view the whole GCW SoP by going here...http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=64628
As for putting in your application to become correspondent, please do. I am not planning on quitting any time soon, but this is taking away from my play time and is not something I would want to do for 6 months. All of the corrent correspondents are nice peeps and probably would be more than happy to answer any questions you have.
Brook-bria-A REAL COMBAT MEDIC WHO PVP'S
Silverchair; Here's how you can be effective as a CM now.
Step one - Throw your disease ( I use an AoE mind disease C, it does 250 wounds a tick).
Step two - Start moving, I like to make sure I am over 16m away from the people I am trying to kill in case there is someone there holding one of those nasty flamethrowers.
Step three - Throw your poison ( I use a an AoE mind poison, it does 375 damage a tick).
Step four - Walk over the field of incapped enemies and start collecting your faction points.
The important thing to remember is;
Throw your disease first, it takes longer to activate.
/agree with Inhocmarc here. Preparation is the key to playing this class. I'm always loaded on spice now, and I wear adv. comp boots, chest & helmet. I complemented my cm with pistol as well, and find very few NPCs I can't deal with. If you want a good pvp template, master doc/master cm may not be your choice. That's like saying master cm/master chef should be an equally viable pvp template.
PVE situation: I tried my "gimped" profession on the Lord Nyax outpost on Correllia (I know it's not the hardest, but I had to start somewhere). I used no pets and nearly took out the entire outpost solo. after killing maybe 20 NPCs, I got trapped and was suffering from a downer on the Muon, was one-shot killed by zealot. I only had 3 guys left after that, which included Lord Nyax himself. All three had their health at the +1, and should've been pretty easy, but an unlucky body shot 2 miss by me and a lucky (somekind of rifleman) shot by the zealot, ruined my attempt to solo this base.
All mobs in there conned white, yellow or red. I used a combination of old "suicide" tactics and kiting. When 3 or 4 ganged up on me, I ran for cover, dropped to prone or kneeling after healing, and used fanshot (this was after they were all poisoned, too).
My current template is as follows:
Master CM/Doc 0400/Pistoleer 0343 (I've played around with doc & pistoleer quite a bit, as well as scout & artisan for harvest & survey).
All in all, I'm still happy with CM. I like to group, which 3 of my regular group mates are entertainers, a couple of riflemen, and well-seasoned commando. I rarely use my poisons while with them except in the most dire of situations.
I'll try and test PvP a little more.
#1 Crafting.
Spent most of time preparing new poisons / diseases. Great changes there.
#2 PvE.
To replenish cash supply I ran missions. I always do faction missions, so my experience there is biased. I let AT-ST attack the base then take out all NPCs attacking him, usually we both done at the same time. I tried using poisons and diseases just to see if improved damage will make any difference - not really, my 4303 carbine still kills so fast that only 2 poison ticks happen. One NPC I dieased (to test) in the begining of the battle still had 80% health left after me and AT-ST were done with missions (I proposly did not attack him to let him rot to see the effect).
I also did the test prooving that unless using ELITE LEVEL specials CM needs a lucky shot to finish opponent with 1hp in secondary pool, you can read more about it in separate thread.
#3 PvP
Group PvP. Poisons don't do enough damage to matter in fast combat (and group combat is fast), and now they don't kill - means enemy group you poisoned can shrug it off (if it's mind) or heal it (if it's health/action). The battles against even opponents are so fast-paced that it's more important for CM to get heal off, rather then trying to poison enemy group, whereas before a poison before battle really mattered as it would kill opposition left standing.
For example before the patch one tacti was:
A group with MCM engages other group - MCM deploys mind CM and action CM then group concentrates on keeping MCM alive for next 20 seconds (using heals and CC against enemy BH/riflemans). Noone is dead in 20 seconds without groupmates providing attack - means dead MCM - means no reward.
Solo PvP.
I did not have any troubles because of carbine skill that I always used to suppliment poison deployment, however I can see how MCM/Doc will not be able to solo anyone anymore. The change (and the decay change) stopped suicide-bomber CM - which I think is a great for the game, however I did have a bad fight in which I did not want to use specials (they are expensive to action pool) and had miss/no kill/miss/no kill streak - definetly far from promised changes.
Something needs to be done to CM to make poisons more valuable in group combat and something needs to be done so that 1hp target DOES die from any shot.
Here is a new suggestion: give CM a new skill - IncapPoisonedPerson. Works as follows:
- Instant (like DB) but requires targeting, 64m range limit.
- Programatically flag the person who dropped to 1hp (no need for visual indicator)
- If person has the flag on - incapps said person and removes poison.
- Flag clears when poison is cured, ran it's corse or person is incapped.
This way you make CM worth protecting in groups, will solve all the problems 1hp solves, required CM to be up to incap person, and does not look like it's too difficut to implement.
Well PvP is still great for CM's. Most of us, from what I have seen, do not wear armor, so that does not decay. As long as you store all of your stuff, get some buffs, you can either seriously grief other players by making them lose durability on their stuff, or have some good PvP.
Decay is not a very good death penalty, as I have yet to feel the sting of decay on anything that I carry, except for the cheap clothes I bought. My Krayt FWG5 and poisons still work quite nicely in fact.
I didn't become a CM for poison & disease like the bandwagoneers. I became a CM for area heals.
agreed. and ranged heals. cant even do that now.
ranged and area are just about worthless unless im fighting in the deserts of TAT.
i might as well just give up CM and all the time i waste with it, and just go doctor.
doctors are twice as usefull now, since ranged stims LOS has been lost.
PvP: I throw alot of disease. I always have. I believe the best way to defeat the enemy is to take them out of the fight, and incapacitation and death doesn't really do that. I still run into the same problem I've always had in that, since I don't have the best ingredients, and the range of my disease is less than 60 meters, as soon as I toss disease (yay area), I am a dead man. sometimes I can make it around a corner, and a tick or 2 of disease will happen before they catch up with me. Other times I am dizzy/knockdowned immediately. Either way, I die and my opponents procede to "cure" disease by dueling and deathblowing each other.
But wait, you say, "in that case their items are decaying, so they're suffering too." Except they're fighting naked. Since their super l33t krayt fwg5s don't decay, they have nothing to lose and can continue to laugh at my near worthless attacks.
Or, in the case of a TK master, they can beat me down with knockdown/dizzy, kill me, and meditate my disease away only suffering 1 tick of damage, and then heal that back. I think meditate is a great skill, but its overpowered for the limited cost that goes into getting it.
So, the only positive changes that has happened for me in PvP is that I can now throw area disease and watch my prey scramble around to kill each other while I'm taking a dirt nap, and the ability to occasionally bring one of my groups heavy hitters back up from incap with /mindheal (that is of course providing I don't get gacked when I /drag them to me because its not a ranged skill). I get a little bit of amusement from this, but for the points I spend on this skill, and the time, money, and effort I put into poison and disease, its just not worth it.
PvE: LOS on ranged heals is retarded. I'd like to put it nicely, but there is no way around it. On a planet like Endor or Dathomir, I might as well just be a master medic for all the good ranged healing does me. And our complete lack of defensive skills shine through when the monster that is wailing on our buddy notices that we healed him. I understand the need for a restriction on ranged heals and line of sight to prevent the CM in a building healing people outside safely trick, but the answer is to not let heals cross the boundary between buildings and outside. This current mechanic puts us about on par with a Chef for usefulness. Maybe a little lower, cause their food works now.
I found mind heal to be useful in PvE. I like having an option to wake up groupmates who have lost their minds, and I don't really mind the penalty that much. I'm patient and willing to listen to a musician or watch an entertainer for a few minutes to fix it.
General Stuff: Advanced Resiliance Compound works now, yay. However, I can't get that excited about it because it took so long for it to get repaired. Almost 3 x as long as the broken schematics for flora harvesters. Same with area disease kits. Disease is still only good in pvp... well, no its not any good anywhere, but its MORE useful in PvP.
Mounts are pretty cool. I'd be happier with them if we could heal from them, and with our spectacular Terrain Negociation, they don't seem THAT fast (unless you gallop wheeeee).
Thats about it for the Gal report...
Did some more pvp last night, started with a group of 10 took Bestine and then Theed. I found that the new range on the area heals helped a lot. The group like it alot.
One thing I'm noticing more and more is that I'm unable to get the FP as often. why you ask? It's actually kind of funny and perhaps this was happening all along. When I get a adv area poison off and get some of the enemy down to +1 my guys rush in and finish the job (they also get the db). I didn't make any points last night but I'm sure I had an effect on the enemy.
Perhaps this is not a cm issue at all, but I think there would be less pvpcm complaints if FP could be divided in pvp the same way xp is divided in pve.
Divide the FP based on damage done, that is my recommendation.
Avr wrote:
Perhaps this is not a cm issue at all, but I think there would be less pvpcm complaints if FP could be divided in pvp the same way xp is divided in pve.
Divide the FP based on damage done, that is my recommendation.
This was in our top 5 issue list, but there was a little mix up getting responses to this mon'ths list. I'm on it like fleas on a bantha.
Pahdbacca wrote:
Avr wrote:
Perhaps this is not a cm issue at all, but I think there would be less pvpcm complaints if FP could be divided in pvp the same way xp is divided in pve.
Divide the FP based on damage done, that is my recommendation.
This was in our top 5 issue list, but there was a little mix up getting responses to this mon'ths list. I'm on it like fleas on a bantha.
awsome!
the other thing I wanted to ask about was the supply of class 1 radioactive. need this stuff for adv component used in area desease. before the patch this stuff was not even in the game, is that still the case. I admit ive been to busy to check.
the problem of CM resource availablity was pointed out to the dev during my short stay as CM correspondent but any suggestions to change CM resource requirments were shot down. Maybe after the vehicles are done and over with, the dev team will be more inclined to take another look at CM resource requirements or even the whole resource system.
Untill then it might help to post the best poisons you can make with STANDARD components since that willproduce the " normal " base damage that a CM can do. I get the feeling that the devs are only getting info on the top end poisons that only asmall percentage of CM's can make and are basing their collective decisions onthat data.
I haven't seen a post yet from a CM that thought the damage from our poison is enough for both PvP and PvE battles. In fact most CM's dont bother with making standard components for posions because the poisons made with said components are weak for PvP and way too weak for PvE. There have been many cries for a nerf to CM poisons from the people on the receiving end but most of those are against the advanced mind poisons since it would damage the only bar that could not be healed untill recently.
Well, this week I have been PvPing quite a bit. Also note that I am always with a real life friend master rifleman when we go places. Anyway though, yesterday when we went to anchorhead we probably had a kill ratio of 30+ to 1 with just the two of us. We were up againstquite a few different classes including master commandos TKA and BHs.He couldnt of done it without me or I without him. He would use single mindshot while I kept the AE mind poison/disease up. If people ran away from us, they would just end up having more down time than anything, so usually they would just charge us again with him one shotting stuff. I wear 75%acid/60%all on the three pieces of armor I wear being BP/helm/legs and was able to keep outselves alive fairly well. The only thng that added up wasbattle fatiguefrom all the flamedots we accumulated over the time. Mind damage was not really an issue either as I always come with +445willpower food, muon and +588mind drink for instant mind heals.
Anyway, I dont have any gripes about the 1HP thing as I can generally still take down most classes over and over again solo or in a group environment. Still loving my class combo as I have since the day I got em.