Combat Medic Archive
Thread: Combat Medic Fix
DarthCedric wrote:
Since my question wasn't answered, let me ask again: Poisons that incap, WHERE can I get me some of that stuff??
I dont think you can..
Combat medic- ranged heal aoe diseases /medicnes mind heal
docter- Ability to increase someones health /action and secondarys by 2k+ heal diseases,rez people, heal poisens, heal almost all states ( dizzy etc. ) err who is in need of a nerf?
DarthCedric wrote:
Since my question wasn't answered, let me ask again: Poisons that incap, WHERE can I get me some of that stuff??
DarthCedric wrote:
Since my question wasn't answered, let me ask again: Poisons that incap, WHERE can I get me some of that stuff??
Poison + Disease = incap. You call yourself a MCM, but you didn't know that? Time to pick up a different class.
MichaelF77 wrote:
Read patch notes:
http://starwarsgalaxies.station.sony.com/recent_updates.jsp?o=59956
*Combat medic skill mods can no longer increase the range of medicines beyond 64m.*
It was SUPPOSED to be fixed already, the fact that it's still working - just a bug that has been reported to Devs.
Dec 16. That's over a month & a half ago. You know the rate of bug fixing in SWG. It could be another 3 months before this is fixed again. And then another 4 months after that before we've used up all our stock of 70m+ poison & disease.
Is it clicking yet why I don't consider this a fixed issue yet? It's not, and won't be for some time. Thus, I'm going to bring attention to it.
rantboy wrote:how about just a area heal poisen heal deasiese givin at master docter... then no one needs a nerf! and in the next patch there will be only able to aply one deasies and on poisen to a person. i think thats a fix. and those poisen/desiase that are over 64m arevery oldones... or u are experiancing lag witch happions alot.DEADESAflurryMCM MD
I agree that an area cure would be very useful, but I'd prefer to see it on CM myself. They're the class that should be able to best combat diseses/poisons.
The application of 1 dis/poison to a person is changing so you can't stack a huge number of poisons/diseases. You can get Mind Poison A, B & C, along with mind disease A, B, C on people. It's sick, esp with the diseases.
Those poisons/diseases over 64m were made recently & can still be made. Your sig says MCM, you should go play more. You can still craft packs with range up to 48, which = 92m throw range at MCM
Jasynn wrote:"The way poison and disease is being currently used in the game is ridiculous. I have been inbase raidswhere i was getting hit with poison or disease every 1-3 seconds for 3-4 minutes. In those situations it is impossible to keep yourself healed, let alone anyone else."
Dude. In the real world...poison and disease...or rather "chemical and biological warfare"are considered WMD's. They should hit hard. Maybe getting to the point where you are able to use these weapons should be harder so there are fewer CM's, but they are exactly what they should be.
This isn't the real world. It's a video game, with player vs. player combat. In order for it to succeed, there has to be balance in the combat elements of the game. If you want SWG realism, then you have to allow the following:
-Thermal detonators that can obliterate entire city blocks.
-Riflemen that can one shot kill you from over 1000m.
-TKM's that can break your neck with a single attack.
-Flame attacks that cannot be put out, and will continue to burn for more than long enough to kill you.
-Blasters that kill you in one shot all the time.
-Poisons & diseases that harm EVERYONE on the battlefield.
Let's just for better balance, & enjoy the game, okay?