Combat Medic Archive

Thread: voting for a bio rifle

Oback
Wed Oct 01, 2003 2:14 pm
#40

or there could be a diffrent type of ammo you could insert it, i dont think jsut having a weopon would be practical, it would be more unconventianal if it uses charges



pikesman

master commando

Rebel till the end
Stink-Or
Wed Oct 01, 2003 2:58 pm
#41

This would be an intresting idea...but....I think it would have to be something like a tranq gun or something to that effect. (just to make sense)ALSO, its range...Its range should not be compareable to more long ranged based weapons. (ie rifle or carbine)



....unless they let you pick the design of the gun (ie Tranq pistol, carbine, or rifle) In which case I would certainly hope that SOE would include ALL of the penalties (and effective ranges) of the *chosen* form of delivery (what kind of gun ya usin)



Waxxin Pith


CM 2/2/1/2


Rifleman 2/0/1/0


Kettemore

Gnuut
Wed Oct 01, 2003 4:49 pm
#42

One thing I don't like about the bio rifle idea is comparing it to a regular weapon. Think about it. A regular weapon in the hands of a marksman is doing constant damage. It is being fired repeatedly.


This bio rifle idea if used in the same way will use an ungodly amount of charges (cost burden) for consistent damage. If we are to use our poison packs with these rifles then we will be stacking DOTs on a mob. I doubt SOE would allow stacking of same type poisons, thus reloading would be an issue as well as effective damage. We'd be wasting charges that will not affect our targets.


What pool would this bio rifle use? Mind? We'd incap ourselves faster than we could say PEACE.


Giving us the Acid rifle almost seems like a good suggestion however this would force a type ofweapon that not everyone sees befits a field medic. In the military you do not see medics carrying rifles, heavy weapons etc. They carry pistols and in rare cases SMGs. Ultimately this amounts to personal choice but I as a Pistol Specialist do not want to be forced to use a slower rifle in between heals. That's my choice.


I could see an Acid Pistol but that is basically the DX2. Maybe give us a certification with the DX2 and then special attacks? But that would give us Novice Pistoleer for free without the need for Pistol Specialist. Not the fairest trade off for balance either.


I would rather they simply view our CM supporttree as the "combat level" when determining mission difficulty. This imho would overall be the best balance.





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....

sonic643
Wed Oct 01, 2003 6:33 pm
#43

The only problem with having a "Bio Rifle" is that not all of us CM's are rifle specialists. I for one know that i am a pistoleer, and i do not want to have to go through the rifle tree to upgrade my accuracy. So maybewe should have bio rifles, pistols, and carbines (or dart guns or whatever the weap will be).



Just my 2 cents..

Oback
Wed Oct 01, 2003 7:53 pm
#44

thanks sonic! haha, keep on posting, i wanna know what the combat medics ideas on this are




pikesman

master commando

Rebel till the end
JediQuic
Wed Oct 01, 2003 9:12 pm
#45

I'm Gonna Repost the Same idea i had from another thread:


A(Bio-)Disrupter. For Balance and Programing reasons, make it like a heavy weapon...Give Spesific Bonuses only to that gun however it pleases ya in our tree (Personaly i would like to see Speed andacuracy Split apart in different lines). Anyhow the (Bio-)Disrupter Fires a solid Concentrated Beam of Radiation(Thick continuous Blue/Green/Yellow/Purple Beam)that Breaks down theorganic and Inorganic matter it passes threw in different manners.Inorganictargets just break down into nothing(Game Translation- Just Damage to lairs, Driods, unmaned turrets...), However Organicmatter Breaks down into Bactieria, Virus', Parasites...You name it, Nasty Stuff (Game translation- Causes a Short term"Disruption" Effect, 20 second - 4 second tic's-refreshable,Causeing aincreasing wound thatstarts in one stat and then Spreads to the others, As wellas DecreasingStim/Heal Effectivness)


Specials would be along the line of :


Aim/Chargetype shot 1/2 - Increased Damage and Accuracy and Inflicting the Disruption effect.


Grenade like shot Effect 1/2 - Limited range, but shoots a Concentrated "ball" that Spreads out from the target causing inreased damage and the status effect.


Slow+Snare status shot - A Shot that Causes such a Shock to the Singletarget that they are Snared and Intimidated for a short period of time, plus the status effect(Yes i'm dreaming...But it sounds fair)



Well Thats what i imagine a Cool Bio Weapon would be for a Combat medic.



....And to Expand on it a bit : I say if we got any weapon it would have to be along themind costvariety for balance reasons alone. If it were health or action specials would be practicaly free too a class that can heal to full at will. It can any kind of stats however they like, i personaly would favor a long delay to enforce a sort of Tradeoff for using it (so you can't heal and poison like a madman while using it). This would be a Weapon more about Causeing trouble(the Status effect and some comparably minor damage)to things that want to attack you, Not about doingHUGE damage.



Ohh and medics in the military get trained on the sameM16A2's, M4's and9mm'sasthe Grunts......But then again this is Starwars not the Marines


a Charge based gun would be a BAD idea IMO.....It would basicly just put us in the same boat we are already into with poisons. And it won't help us out at the Mission terminal or out in the feild fending of that anoying Plasma theif, Because it is still an Offhand weapon(unequipable, like poisons and Rocket launchers) and costs yousomething every time you use it.



I Realy like the Idea of a CM Spesific weapon, i Hope the Devs Give us their opinion on the idea Someday

Brian9824
Thu Oct 02, 2003 8:38 am
#46

Ok im sure ill get flamed and 1 star'd but here goes.


Not sure a rifle will be best answer to class and the way the devs make changes its highly unlikely. Maybe instead of a rifle they can make a short range injector that when loaded with the poison/disease might increase its potency or tick speed? This way you can poison/disease from distance or get closer and do even more dmg.


Just a thought and if u don't like it just say so and dont flame please.




Ta'koka Hyho
Creature Handler / Commando
TsunamiKata
Thu Oct 02, 2003 9:03 am
#47






Brian9824 wrote:

Ok im sure ill get flamed and 1 star'd but here goes.


Not sure a rifle will be best answer to class and the way the devs make changes its highly unlikely. Maybe instead of a rifle they can make a short range injector that when loaded with the poison/disease might increase its potency or tick speed? This way you can poison/disease from distance or get closer and do even more dmg.


Just a thought and if u don't like it just say so and dont flame please.




Not that I wanted a Bio Rifle or such, but still it's not for you to suggest or comment on a profession that youare not. You really should stick to your commando and CH forum.



Tsu




TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
HandleOne
Thu Oct 02, 2003 9:44 am
#48


I do not agree with the idea of a bio-rifle for the Combat Medic. The reasons for this are that at no time other then when a Combat Medic is required to pick-up Novice Marksman does he/she receive any type of weapons skills. If we were to be given a bio-weapon, who would determine the type of weapon our profession would be given (ie. Rifle, Pistol, or Carbine). Once, it was determined, however, would we at that time be required to go back and complete that branch of the Marksman tree, if not the entire Marksman profession, in order to gain the skills needed? Every other combat class has completed some type of weapon branch. I see these requirements as the downfall to this idea ever leaving the ground.


Before someone says it, I understand fully that we have basic marksman skills and we should be able to use a weapon within our profession, but Combat Medic is an elite profession. Weapon skills are not started in elite professions. They are built off of. We must first have completed the basic skills. I also understand that we already have the ranged combat branch. I agree with this requirement completely. A grenade (ie. Stim/Poison/Disease) is not effective, unless you first know how lob it at your target effectively.


Delrin Reesia


Combat Medic/Doctor




Delrin Reesia - Master Doctor / Master Teras Kasi
Aciob Sco'tah - Bounty Hunter / Pistoleer / Ranger
K'tar Madath - Pistoleer / Smuggler / Teras Kasi Artist


Brian9824
Thu Oct 02, 2003 9:52 am
#49

If you must know Tsunami I am working on combat medic on another server. I just don't play on it that much. Even if I wasn't working on a CM this proposed change would have effects on charachters who are NOT CM. I'm sure you didnt even consider what I wrote and just flamed me because you don't like me. Well heres a newsflash GROW UP. People are going to have different ideas and they won't always agree with you, If you want to discuss those differences fine. Discuss them. Don't go flaming people because you don't like to hear what they have to say.


I just posted an idea that you could have said if u liked or disagreed with. Instead you come on and try to flame me some more not even mentioning the idea I posted. I do have friends that are combat medics and I've seen them fight and can offer advice,


While were at the subject just who do you think you are? Its my right to post on any board I want including the CM board. What are you the board Nazi saying whose allowed to post? If you have a problem with that then I suggest you learn to deal with it.




Ta'koka Hyho
Creature Handler / Commando
Applegator
Thu Oct 02, 2003 10:00 am
#50

Ive got a good idea i think, lets make a Rifle. that is -50 acc all the time you cant make it better unless your a bounty hunter. but CM can use it, Bh and CM get Certs for it but BH will get the accuracy and speed stuff. ok as a combat medic i get my butt kicked on a reg basis. (not for long! just have to go pick up my poision packs) so what if he had this rifle that shoots a knock out dart. but it will be a merical if you hit, then you can run away or apply poisions or diesses. another thing, is that bounty hunters can Capture Player Bouties with them when player bounties come out. would be kinda fun to get captured and have your buddies come and get you, it will be like a Incaped player but yuo can just transport them if your a BH like put them into a cage or something lol. then if they dont have what you want you can take them to the bottom corner of lok and leave them there, set some special thing to where they cant get DB or die from or attack a creature, so they have to walk there happy asses back heh



Love the NGE and you don't why are you reading this? go delete your account and cry in the corner you little emo *edited*
Evilseed_Flurry
Thu Oct 02, 2003 12:01 pm
#51

Good idea - A Bio Pistol/Carbine/Rifle would be an excellent addition.
Oback
Thu Oct 02, 2003 1:05 pm
#52

my idea is a more conventenal weopon, rifle/pistol/carbine it really wouldnt matter, but to give us damage instead of sitting there and waiting to throw another poisons would be great, seems like a lot of people dont like the charge idea, and i see advantages to both, on one hand, charges will make a check and balance, making us use our normal packs as well as the gun, but no charges is also good to, jst like any other gun, it deals damage. the "dart" gun i dont think i like to much. It would be just like our throws just in a diffrent form, im thinking of a actual, diffrent type of weopon for us to use



pikesman

master commando

Rebel till the end
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