Combat Medic Archive
Thread: Please vote here for +1 HAM cap for poison
/NO!
And oh yea... I vote NO NO NO! for the +1 HAM cap for poison.
Disease already has that nerf applied. Whatever NPC in PvE I don't hit with my pistol in the fight really isnt' worth the loot anyway. This nerf would give PvP opponents a HUGE advantage as they would know right when to heal themselves and not worry about poison nearly as much. It would also make mind poisoning nearly worthless unless your 2ndary class is one that can target their mind pool.
And about the distance being greater than 64m... you surrender potency and effectivness to experiment to that point. It shouldn't be touched. Combat medic abilities are soo few for the skill point investment required compared to other classes as it is that nerfing them would be like a slap in the face.
If the +1 limit to poison does happen, I would demand that the nerf be countered to make it less harsh with some kind of added defences likeDODGE or RANGED ATTACK DEFENCE. It would be FORCING us to fight hand to hand (gun to gun). The same people crying for this nerf are the same people crying that we are NOT a combat class. They are contridicting themselves. This nerf would demand we be treated like a pure combat class thus recieve combat bonuses like the other combat classes. Sure, I have defences that come with my pistoleer class. But most combat medics I see are doctors, not pistoleers. And you CAN NOT assume a combat medic will have a pure combat medic 2ndary profession under his belt.If you FORCE them in to the range of the enemy in order to do their job and finish it, the Combat Medic MUST IN ALL FAIRNESS be represented with pure combat class abilities and skills. TN is not one of these LOL! TN is a bonus that was always ment to be in the tree and was paid for with a much heavier price than even novice scout.
Zarlor wrote:WHat I think I have seen mentioned is that any shot that hits does cause damage to all 2 pools, it just does something liek 10% to onther than the primary pool. So if you hit the health pool with your pistol for 100 points of damage you should still be doing 10 points each to Action and Mind. I haven't tested this nor looked for the documentation on it, but if that is true (and I really hope that it is) then using a mind poison with a pistol isn't that big of a deal for getting that final blow.
People continuely forget regeneration.
It will only be not a big deal for the first second after poison ticks...
At first I was opposed to this but now after thinking about it... it will be a good change.
1. So it stops at one and chase the person down and kill him... just remember if done right you can burst run they can't +1 on any stat means no burst run.
2. Nothing changes from when we did it before remember +1 on any stat means no specials which means only a regular attack.
3. And now our Diseases are fixed which means we will be even more feared.
Sit back and take another look at it... the +1 wont change much if ANYthing. ![]()
I originallythought it was 10 seconds too, but never timed it by watch. When people kept posting it was 8 seconds, I figured they had actually timed it.
Sleksheea wrote:
yeah this master combat medic who's not in our faction has a harvester around our pa, all this person does is drop in radar range, poison, run out, run back, mind poison again, etc. killed 6 people just doing that including hitting on people just doing missions. u think 600 mind poison damage a tick doesnt need to be nerfed eh? each person was dead in less than 5 seconds. face it, it needs to be nerfed, cause it's nothing but cheap when u dont need to fire 1 shot outta ur gun and can kill multiple people in a short time.
I assume you are talking about me since I'm the one that said I go out to your guild area to hit my harvestor... and I've been harrassing your guild members for the last few days... and if I'm right you are in guild OF on Lowca, right? If so... let me correct your exaggerations with fact:
That time I hit your group where you said I killed 6 of you with 600 mind poison damage... You are lying. There were 5 of you and one pet. Most of you were already half dead because I ambushed you while you were fighting imperial NPC's (on a mission). I hit you with an area mind poison-C with an effectivness of 137. As a master combat medic, this translates to to a damage rate of 260 points every 10 seconds. (I've heard the ticks are every 8 seconds, but I have timed them several times over, and it's really 10 second ticks.) This means everyone poisoned wouldget incappedwithin 30-50 seconds depending on the size of their mind pools and amount of will power when hit. I did NOT hit you all and run away... I stayed there and continued to blast you all with Fan Shot and a formidable FWG5 krayt enhanced with powerup (60-394 damage). (Yes, I'm also a master pistoleer). You all kept shooting at the NPC base while I did this making it pretty easy to kill you. I came close to dying because the commando in your group had the sence to turn his fire onto me, but was out of range for his specials, and the pet in the group was also smarter than the rest of you and attacked me. But I prevailed with my uber stimpacks keeping me alive and spice. Yes, I was thrilled I got to death blow 5 rebel scum killing my brother imperials. No, there is NOTHING overpowered about combat medic. I just know your guild is all GREEN and don't know how to watch their backs in PvP. Even my most powerfull Single Poison-C can't hit 600 points of damage even using all 900+ quality resources. The best I've ever made with Uber resources has been 551... at the huge expense of a potency rate of only 65 points which gets resisted WAY too often to make it even worth crafting. So please, next time you get owned and feel like crying to your mommy, don't come here and start whining nerf the class that I didn't know how to fight that killed me yesterday! I used to whine about my class because I couldn't kill anyone and got killed too often myself... untill I finally figuered out the tacticts I need to win.
It makes me laugh soo hard when you say "each person was dead in less than 5 seconds" Poison doesnt even do it's first tick until 10 seconds AFTER application, and NEVER killes in one tick unless your already almost dead. Learn your facts before whining on the froums.
My guild was hit by a combat medic on our way to raid their base in Theed the other night, and though he died very fast, his area poison imcapped 9 of us... and you know what I said? "Good shot!" Combat medics spend the 2nd most skillpoints in the entire game so they can do 3 things... Heal, Poison, and Disease, the latter of which is totally useless. Add that to the fact I spent every last skillpoint on being a master pistoleer, and I caught you off guard, already half dead... no it's not suprising you got slaughtered. If anyone here disagrees with me, go ahead and voice your concerns, but be SURE to back it up with logical reasoning and facts.
Let methink about it before voting, i think i have some proposals that could be more "popular" than the +1ham:
Fist fact to solve with patch, loot and decay of objects, isnt it? Ok, why this way we can get the loot and and dont destroy people equipment. Tell me what do you think about this: instead of getting incapacited, why dont get knoked down?
CM can save their ass, noone get their equip spoiled, and can finish them if you want to. And you can visit a doctor while poisoned beacuse you wont die alone the third time you go down.
I konw we wont kill that much this way, but will still be safe, wich is almost as important.
Just to finish, if we need to master a combat skill, why arent we considred a combat class? and why do we get the same misions that a novice markmans? my novice brawler 2-0-0-0 (no more combat skills)get the same money for his misions than my MCM with marksman 0-0-4-4. And more important, how in hell are we supossed to earn faction? we make no damage if grouped with a comando, bh, ch, tka, pistoleer, rifleman, carabineer... with any combat class, and can get REAL misions. I took me much longer to reach a 500m far mision than i kiling the target WITHOUT using poisons, and now i only have pistol 3, and a dl44 (almost standard, not kryat or similar) and only need 1 shoot for target with body shot 2
thanks
PS: didn't dev said that mision dificulty might be chosen?
Soah_Sek wrote:MichaelF77
The poisons will only stop from incaping not stop all together... if you regen about 5 sec. later you will be back at 1 again.
For the 100th time - unless you using poison matching your specials/health - you will only be able to kill your buffed/spiced opponent with lucky shot 1 sec after each tick. I posted several times explanations and math for it.
Speaking as a Carbineer/Master Combat medic the +1 HAM cap really doesn't effect me all that much. Combat medic is a support class ... we had to go up the Ranged supportLine for a reason, why not spend 5 points to get a few gun skills?
But i can see why CM / Doctors or and CM non combat classes would hate it. But honestly who here can say that they are a CM with 0 gun skills?
If SoE is doing this for balancing, fine ... but if they are trying to push this as a solution to no exp and no loot. Then it is a sorry excuse for a 'fix'
master CM, novice marksman. I guess its not 0 gun skills, but may as well be.
evilogic wrote:
Speaking as a Carbineer/Master Combat medic the +1 HAM cap really doesn't effect me all that much. Combat medic is a support class ... we had to go up the Ranged supportLine for a reason, why not spend 5 points to get a few gun skills?
But i can see why CM / Doctors or and CM non combat classes would hate it. But honestly who here can say that they are a CM with 0 gun skills?
If SoE is doing this for balancing, fine ... but if they are trying to push this as a solution to no exp and no loot. Then it is a sorry excuse for a 'fix'
evilogic wrote:
Speaking as a Carbineer/Master Combat medic the +1 HAM cap really doesn't effect me all that much. Combat medic is a support class ... we had to go up the Ranged supportLine for a reason, why not spend 5 points to get a few gun skills?
But i can see why CM / Doctors or and CM non combat classes would hate it. But honestly who here can say that they are a CM with 0 gun skills?
If SoE is doing this for balancing, fine ... but if they are trying to push this as a solution to no exp and no loot. Then it is a sorry excuse for a 'fix'
Bounty hunters require master scout and only get use out of exploration. Smugglers and commandos require unarmed 4 and have absolutely no use for it.
Who cares if we have to get the ranged support tree?
I vote no.
This doesn't fix anything. I still wouldn't get credit for poisoning a mob to +1 HP then having some asshat run up behind me and shoot it. He'd get all the credit and the loot. In the case of FP, I still get butkis. Explain how is that supposed to be a fix for FP/XP/Loot issue?
A CH can send their pets in to tear up a mob or a person and they don't have to lift a finger or fire a single shot. We toss a poison, kite our foe and would like to not have to rely on a weapon skill either.
The "greifing issue" with the incap dance is the problem that needs to be fixed. I don't want a player to have to sepnd too much time having poison either but not at the cost of my ingame survival.
http://members.cox.net/arudb/meandfreen.jpg
The guy in this pic came real close to DBing me. As you can see I worked his health pool rather than his mind pool and he dropped right before he got to me. The other player you see in my group had just been rezzed before I dropped. You will notice there are no bleeds on this guy. Only my fast acting Health Poison saved me on that occasion.