Combat Medic Archive
Thread: 75% damage reduction is in order...
i agree with you, to be effective in pvp you need to invest $$$ to get weapons combat proffs have to do dmg through upto 90% comp and ap1 aswell as a 75 percent reductin on thatwhile cm's only have to throw 1 poison at 70m and hit mass mind dmg while laughhting while watching masive groups fall while saying cm it to underpowered cm have heal abbilitys and are a SUPPORT class not the Ub3r l337 pvp kings that ruin pvp. with a good poison you can throw 1 poison on a entertainer/musician buffs,brandy,canape,muon/powerboost and make thier mind go dow too fast with only 1 shot while waithing youcan shoot as many shots as u want this needs the 75% reduction if it doesnt soe have really fked pvp up in this game excempting cm from the same rules as everyone else
mema wrote:
i agree with you, to be effective in pvp you need to invest $$$ to get weapons combat proffs have to do dmg through upto 90% comp and ap1 aswell as a 75 percent reductin on thatwhile cm's only have to throw 1 poison at 70m and hit mass mind dmg while laughhting while watching masive groups fall while saying cm it to underpowered cm have heal abbilitys and are a SUPPORT class not the Ub3r l337 pvp kings that ruin pvp. with a good poison you can throw 1 poison on a entertainer/musician buffs,brandy,canape,muon/powerboost and make thier mind go dow too fast with only 1 shot while waithing youcan shoot as many shots as u want this needs the 75% reduction if it doesnt soe have really fked pvp up in this game excempting cm from the same rules as everyone else
Someone translate this please I'm running a few bridges at work atm and can't think straight....
Or we can design AoE cures that requires MD/MCM I will be fine with those.
Or doctors can get their ordinary cures, but the cured will get a (experimentable) period of "immuninty" after getting cured.
But there is no way I will accept doctors getting AoE cures and Combat Medics getting nothing.
Someone made a good point to, when I took a look at your sig Mild-Breeze-Trooper, "Did you know?: Poison ticks only six times per minute. How many specials can you spam per minute?" CM can just throw a poison, and the next second start spamming specials just like other players do, at the same time as their poison is ticking, so in fact they're doing a even more ridiculious amount of dmg while spamming specials and letting poison tick for 600+ every 10 seconds.
I think its funny too that in this game CMs throw around area poisons and diseases like they are nothing. You know, large scale chemical warfare was used in RL too sometimes, but it wasnt taken nearly as lightly. In SWG, its called owning in PvP, in RL, its called Mass Genocide. Area Poisons/Diseases should effect everyone in the area, regardless of whether or not they are an ally or enemy, selective infection is just stupid and completely against realism. CMs shouldnt be able to throw these around without having to worry about infecting their own players, that would make CMs think twice about spamming area poisons in front of a base eh?
D3st0r wrote:Someone made a good point to, when I took a look at your sig Mild-Breeze-Trooper, "Did you know?: Poison ticks only six times per minute. How many specials can you spam per minute?" CM can just throw a poison, and the next second start spamming specials just like other players do, at the same time as their poison is ticking, so in fact they're doing a even more ridiculious amount of dmg while spamming specials and letting poison tick for 600+ every 10 seconds.
I think its funny too that in this game CMs throw around area poisons and diseases like they are nothing. You know, large scale chemical warfare was used in RL too sometimes, but it wasnt taken nearly as lightly. In SWG, its called owning in PvP, in RL, its called Mass Genocide. Area Poisons/Diseases should effect everyone in the area, regardless of whether or not they are an ally or enemy, selective infection is just stupid and completely against realism. CMs shouldnt be able to throw these around without having to worry about infecting their own players, that would make CMs think twice about spamming area poisons in front of a base eh?
'
You know that even the retards that live in small boxes in north Korea has stopped using that argument because any TKM can just pick up Doctor and the ignore the hell out of Combat Medics... but it seems they won't. So either we act like **edit**ing adults and compare stuff profession to profession or we acknowledge that the solution to poison damage is to drop one of your defense stacking professions and pick doctor.
Achilles467 wrote:
This entire "profession" needs to be removed from the game entirely.
Awesome post! I've never seen so much logic and common sense arguments in one post! Please share more of your infinite wisdom with us.
i think the main reason why ppl are mad with cm are that they can stack poisons, meaning
poison a, b, c then area
which we used to do with bleeds but they then changed that.
which im pretty sure that is not what soe intended.
now i dont mind the stacking of health, action and mind poison but i dont like that u can get hit by
4 different strengths of poison, they strongest should overwrite the lesser in my opnion..
so basically one poison , one diesase per h/a/m
mazrim
Once again its all about the mind. That unhealable blue bar that everyone needs. Even if they gave us a 75% reduction people would still complain about mind poisons since our hp and action are useless against them when they're buffed and any damage it does do can be cured by a stimB.
Hey wait, here's an idea. You can give our poisons a 75% nerf...but I want stimB use to be moved up to Pharmacology 4 and stimC's to master. Then give us decent ranged and melee defenses as well as 5 more medicine experimentation points or our own damn ranged stim components that our full 10 cm exp points could be used on instead of our gimpy 5 from the medic tree. Be sure and make different forms of venoms available as melee professions have rare weapons available to them like krayt and acklay enhanced versions and besides those dont disappear after 30+ uses. Also give us a 50/50 chance at resucitate, we are after all combat MEDICS and should becompentent enough to dothis in the field. I'd say thats a fair trade off especially since most people wont bother to go up the pharm tree and the need for master medics, CM, and even doctors in a group. Support class my left buttock!
Keorythe
Master Combat Medic- Apothocary
Quote:
You know that even the retards that live in small boxes in north Korea has stopped using that argument because any TKM can just pick up Doctor and the ignore the hell out of Combat Medics... but it seems they won't. So either we act like **edit**ing adults and compare stuff profession to profession or we acknowledge that the solution to poison damage is to drop one of your defense stacking professions and pick doctor.
OMG most of you nerf criers thing that a CM can throw togeather any type of rersource to make a 500 dmg posion (non spider stim), that is the best i can do with hunting on the lowca galaxy since AUG. 03 it is now April 04, im still saving my really good resources so i can make a batch with every needed compont being perfect.
One main needed item is Class 1 Radioactive, and that wasnt seen on lowca until late January/ early Feb. now that resource is in hiding again maybe for yet another yr.
to make 1 Single PosionDelivery C Unit takes
(1) Dispersal Mechinism
-- Total Resources Needed 25 = class 2 Liq Petro Fuel, 25 Yarvin Fiberplast
(2) Identical Reiliance Compond
-- Total resources needed72 Tolium Reactive gas,72 Class 1 radioactive
(2) Indentical Infection Amplifiers
-- Taotal Resources Needed 84 Eleton Reactive Gas , 84 Titanium Aluminum
(8) units of non ferrious metal
(20) units of fungi
(20) units of Liquid Petrochem Fuel
that doesnt count failures upon crafting for the schematic, nor upon final assembly.
the stuff im using is Potency 101,Effectivness 241 (doubled = max dmg of 482), duration 170 sec. Range 33 (max thrownas a MCM = 66m)
so max dmg i can do in 170 sec (2.8 minutes) with this posion is 8194 dmg.
Look at the needed resources, and then tell us honestly that the posion units should be nerfed.
the important stats needed are OQ/UT, OQ/Cond. , OQ /PE, DR/OQ
so when we hunt for the resources we need OQ, UT,PE,DR,Conductivity.
tell me any other crafting class that requires 5 stats ? i know armor smithing takes only 4 stats, chef/BE take 3
The other thing is EVERYONE thinks a CM has unlimited MIND pool, well we done, casting posions/diseases hits us very hard in the Mind,.