Combat Medic Archive

Thread: Non-CM thoughts on nerf cries

ScreaminTomcat
Thu Apr 08, 2004 2:46 am
#53

CM doesnt need nerf just needs people with layers to resist Disease/posion maybe make a food. That Decrease length of disease/posion. There going to what i hear remove CM terrain Neo and make it only that CM throws posions at certain kinda stupid. Instead Nerfing CM they should nerf and fix all other profession to counter CM.






>Stevo Colety>
Not a FOTM Pikeman
"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of bullsh*t."
- General George Patton Jr
Mild-Breeze-Trooper
Thu Apr 08, 2004 3:10 am
#54

Whose poison would you want to use in a fight. The one whos a specialist in what chemicals make people live (and die)or the guy who can shoot a gun really far.


What prerequisites there are for Combat Medic isn't really a meaningfull argument. The point is that Combat MEdics are good at making poisons.


Personally I think one line of Combat Medic should require Combat XP (But they removed the gaining of combat XP through medicine so obviously they weren't comfortable with that idea) and I think the two medical lines should require Combat Medicine XP (Which would stop doctors from powerleveling CM and the reverse)


I would be fine with this, and one of the larger (albeit lamer) arguments that Non-CM has would go down the drain.





Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
ScroteWizard
Thu Apr 08, 2004 5:13 am
#55

"Instead Nerfing CM they should nerf and fix all other profession to counter CM."


I'm fine with whatever they do, so long as you can defend against poisons in some way. Getting doctor is NOT a reasonable demand. I'm fine with doctors being able to craft innoculations or perhaps some sort of other disease resisting defense buff.


Asking someone to pick up doctor (which requires master medic as well) restricts people to only one combat profession and I'm pretty sure that it cannot be a hybrid one as something like 150 SP are taken up by Doctor/Medic combined. It isn't fair to ask that of every person in order to deal with encounters with combat medics.


Please answer one fun question: What other profession demands a skillpoint dump into another profession in order to have some chance of not being doomed to die? I can't think of one. Gee wiz, the Commandos got the only real useful thing in their entire profession taken down to the 25% damage in PvP. You'd think if you were CAUGHT ON FIRE it would probably kill you faster than being poisoned. Poison/disease is supposed to kill you SLOWLY whereas being CAUGHT ON FIRE should most likely kill you faster than that...



DesertSnake Vare
TKM, Shock Trooper, and Bounty Hunter
Sunrunner Galaxy
Hotrodg
Thu Apr 08, 2004 11:28 am
#56






ScroteWizard wrote:


Please answer one fun question: What other profession demands a skillpoint dump into another profession in order to have some chance of not being doomed to die?





Smuggler.



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inanboeginanboeginanboeginanboeginanboeginanboeginan}} Colonel
boeginanboeginanboeginanboeginanboeginanboeginanboeg}} Boeginan Hega
inanboeginanboeginanboeginanboeginanboeginanboeginan}} Master Smuggler
boeginanboeginanboeginanboeginanboeginanboeginanboeg}} RFury
inanboeginanboeginanboeginanboeginanboeginanboeginan
boeginanboeginanboeginanboeginanboeginanboeginanboeg}} Desiasre Hega
inanboeginanboeginanboeginanboeginanboeginanboeginan}} Master Weaponsmith
boeginanboeginanboeginanboeginanboeginanboeginanboeg}} RFury
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Gnuut
Thu Apr 08, 2004 6:38 pm
#57






ScroteWizard wrote:

Please answer one fun question: What other profession demands a skillpoint dump into another profession in order to have some chance of not being doomed to die?



Any crafter....





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....

Newtoon
Fri Apr 09, 2004 12:25 am
#58






Padtai wrote:



To make something balanced, you need to look at the overall system, not just any one class. And if you are trying to balance, you also need some idea of where you think different classes should rank in terms of their fighting styles and damage output and defenses, and yes, I'd agree, the cost per attack/damage. These are the things I hope the dev's address... and I hope at the end of it, there are are a fair set of trade offs to choose one class over another... one that leads people to choose a variety of classes with no one class being the clear winner in terms of being the most bang for the buck.







you're absolutely right on this point ... but unfortunately this isnt what is happening with SOE's currenty policy to "fix" one or two proffessions a publish (every 2 months it seems) and that some how after publish 12, or when ever it is that they get done, balance will be automaticly insured. Maybe by this time next year all proffesions will be balanced but I doubt it.. The path of fixing one profession at a time leads to a totally revamped system that will still need lots of fine tuning. Being that we are in month 9 of the live beta and each and every profession is being overhauled and rebuilt doesntbuilda lot of confidence in SOE's ablities to bring a working product to the market.



The orginal poster was correct. I dont care if you call them fixes or nerfs or class readjustments. The bottem line is that CM's currently domainate mass pvp because they are able to function beyond the normal rules that other classes have to follow. Longer range then a rifleman, the ablity to throw thru walls and buildings (occasionally other classes share this too and it needs to be fixed for everyone), the lack of damage mitigationabilities for a unique damage type, lack of armor resistance of a unique damage type, not having the same 75% reduction rule (this would require the damages to most likely be upped a small amount ) Its this things that every other class has imposed on them and cms dont have is what is bring people to this forums and posting these threads every week. I very much doubtwewill stop seeing these threads till SOE does eventually fix/nerf/readust cm's so that they are planing the same game as everyone else


Veldcath
Fri Apr 09, 2004 8:02 am
#59




"Please answer one fun question: What other profession demands a skillpoint dump into another profession in order to have some chance of not being doomed to die?"




Creature Handler, if you're talking about PvP. Got into a fightlast night. Lots of gTEFers on both sides. I was TEFed thanks to doing a healing job on an overt... I saw one red dot emerge from around the corner of a building. By the time I'd tab-targeted and hit my macro-key for /say attack, I was incapped. And then I watched my Rancor fall after two, maybe three attacks.


-V
oblivion3134
Fri Apr 09, 2004 9:40 am
#60



Gnuut wrote:


ScroteWizard wrote:
Please answer one fun question: What other profession demands a skillpoint dump into another profession in order to have some chance of not being doomed to die?
Any crafter....






LOLFADGFASDJL OWNED THAT NERF HERDER



tepor
Dwarf Nuna Babies 4 Life
Brainplay
Fri Apr 09, 2004 4:32 pm
#61


This post makes no sense, you say we are only useful in PvP and not useful in PvE.


Then you turn around and say take mind poison and disease out of the game and make them useless in PvE. Or a 75% reduction which makes them useless, only a doctor AoE cure makes sense whatsoever.

So how do you justify being the ONLY class that is NOT affected by the combat reduction. People complained when commando's flame dots were not affected, so that got "balanced." So now you just want to be the only class that can hit for more then 500 points of damage in PvP. I have never been hit by a 1400 damage CM poison, but I have been hit by many 3-400ish mind dots by CM's. It seems that in order to PvP you would need to pick up doctor in order to survive one of these. As a former TKM I normally hit a person with unarmed hit 3 for 30-100 damage depending on their armor, howdoes an argumentcomparing 30-00to 3-400 as being fair hold water?


It take 10 secs for a poison to tick. How many times can you spam unarmed hit 3 in that time? Not to mention that the KD foods dont help as much as you want to think. CM has virtually NO defense against melee and KD/dizzy/stun/etc. If I toss a Health or Action poison on you it does what? NOTHING! Your regen from the doc buffs get slowed down is about it and you can still heal yourself with a doc made 400+ stimB. Mind poisons are the only type any MCM can use effectively in pvp and with the new Dancer/Musician buffs they just got alot less effective. Unless I've spent an incredible amount of time BEFORE becoming MCM or the other elite marksman profession (which still has little melee defense) I still have to pick up artisan to farm the absolute best materials to craft those extremely damaging poisons or spend tons of cash to buy them (also have to farm the best stuff to make stims while I'm at it). Anything below a type C poison is going to get resisted and anything below a 95% potency will always get resisted.


So basically you want this class gone?

Absolutely not, but I do think that the 75% PvP damage reduction that all other classes have needs to come into place, and I do think thatif a new resist is added to poison/disease that works likethe otherresists do then the class will come back into balance. Look at what they did to the FT. I am not asking for them to nerf your poisons like they did the FT, but I am asking for them to balance them. Now I am not calling for a nerf, but I am asking for CM's to follow the same PvP rules that all other classes follow.


Ok so our 400 damage poisons get hit with a 75% modifier. That means they now do 100 damage every ten seconds. Correct me if I'm wrong but a person with pistols 1 on the marksman tree can still equal or surpass that damage in pvp. Heck a person with rifles 3 is already beating it out let alone when they actually make novice rifleman. Lets not kid ourselves here. You're ranting about MIND poison here. Its always about the mind poison. You could care less about our mind diseases since they take forever and do little damage each tick (30sec and 1/5 the damage of poison) and you've already beat us to death by then. Our other poisons are useless in pvp and unless we bring others to beat down your health and action. And we aren't that great in pve unless you want to kite amob for 10min. As a tkm you btw can cure yourself of any poison and disease we dump on you even at med 1.


Basically this is one whole nerf rant, which people claim they got hit by a 1400 point mind poison tick which takes insane stuff to make, and is so uncommon I doubt 99.9% of the Cms have it.

Then I suppose I can make the same argument about double and triple sliced items...well not everyone has them either...just because something is not widespread does not make it balanced or fair. I am all for there being uber drops in hard dungeons, but I also do think that the normal PvP rules should apply to all classes, not all classes minus one.


Thats right, not everyone has triple sliced weapons, super krayt armor, Acklay bone weapons, etc. The difference is that those weapons stay in game until they decay to nothing or a weaponsmith crit fails on a repair. When was the last time you saw a well made advanced poison sell to a variety of other classes for 1million+ credits? All I see is CM's buying this stuff from other classes who looted it for a few hundred thousand credits. With legendary venom enhanced poisons you get just the number of charges on that poison and then its gone. Anyone who has that stuff has to combine it with 140 charge rancor bile (another expensive and rare drop) to get the most charges out of it. The only thing you can compare to that is the powerups that you stick in your weapon or commando disposables. Ever seen a powered up and well made imperial detonator used on a person? Its a pretty spectacular, underrated,and devasting opening attack.





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Rubicon49BC
Fri Apr 09, 2004 6:22 pm
#62

Ok, I'm not a CM anymore, but I used to be one. Now I'm Master Rifleman/TKA with my main and I fight CMs a lot.



Few points:


- Poison can be easiliy crafted to be over 450 points. I got there on my first crafting attempts at master with mostly crappy resources. On the other end, a 1400 poison? Seems highly unlikely to me, but I never had spider venom and such.


- CM's forget one thing about PvP damage: armor. Sure, people can hit in PvP consistenty for 300 points of damage per second. Only problem is, most of the time, hardly more than 30% makes it through to the target AT BEST.I stack up on high armor, synthsteak and virtually nothing gets through most of the time. People are wearing 80-90% composite for a reason, and poison ignores it, so the effective DPS is much more in favour of the CM.


- Straight One on OnePvP, CMs, even with master rifleman can be taken down. I've done it several times this week, even against exploiting CMs (because that is what it effectively is) who threw poisons from 96 meters. That's what he claimed anyway after I killed him and said he used 80 meter poison. Fact is, one on one, the time it takes for a CM to fire off its first poison and disease and for the first tick, you are probably dead and I am dancing on your corpse (or meditating the poison away).


And yes, I do claim throwing poisons over 64 meters is an exploit (its doing something of which you all know it is against the intention of the game and the developers, and thus an exploit). I report CMs every time I see it happen, just to try and get somebodies attention someday (I know that's in vain, but well)


- In mass PvP, everything changes. You don' t get poisoned once, you get poisoned 5 times. Often without defense,or possibility of retaliation, since the CM doesnt have to see you tohit you. And with lag, which happens in largescale PvP, you're dead. Simple as that. Virtually nothing you can do about it.



So where does that leave CMs.

- LOS issues must be resolved. And though some of you claim that you should be able to shoot over a wall, the same could easily be said of flamethrowers, grenades and such. Better to remove them all than get into a debate who should be able to fire over a wall and who not.

- Range issue must be resolved. Its incredible this still hasn't happened yet IMO. Utterly breaking the most basic rule of combat, yet allowed to remain in the game for some unfathomable reason.

- In PvE, you stink. No idea how to fix this really. Personal thought would be to triple damage in PvE and reduce damage in PvP by 1/4th, thus also achieving the 1/4 damage in PvP rule that exists. Alternative would be to just multiply damage by 4 in PvE, which would still not be unbalancing in PvE IMO.

- Lag must be resolved. Until Lag is still persistent in game, you will be overpowered. Nothing you can do about it, but it is an issue.

- Stacking of poisons by multiple persons is an issue which should be looked at. Not sure if you can still stack Area C, + Single C + Single B etc, but if it is still in, that should certainly be removed (as the DoTs for all other classes were too).




Colonel Malachon Draco, Imperial Army
Commander of The Imperial Order
Starsider
Aladine
Sat Apr 10, 2004 12:07 am
#63






CMMaster wrote:






Oismi wrote:

One thing that would help the CM situation is to take mind poisons/diseases out of the game. They pretty much are only useful in PvP and not so much in PvE. Also a doctor AoE cure may be helpful and perhaps the 75% PvP reduction thing.







This post makes no sense, you say we are only useful in PvP and not useful in PvE.


Then you turn around and say take mind poison and disease out of the game and make them useless in PvE. Or a 75% reduction which makes them useless, only a doctor AoE cure makes sense whatsoever.

So how do you justify being the ONLY class that is NOT affected by the combat reduction. People complained when commando's flame dots were not affected, so that got "balanced." So now you just want to be the only class that can hit for more then 500 points of damage in PvP. I have never been hit by a 1400 damage CM poison, but I have been hit by many 3-400ish mind dots by CM's. It seems that in order to PvP you would need to pick up doctor in order to survive one of these. As a former TKM I normally hit a person with unarmed hit 3 for 30-100 damage depending on their armor, howdoes an argumentcomparing 30-00to 3-400 as being fair hold water?


So basically you want this class gone?

Absolutely not, but I do think that the 75% PvP damage reduction that all other classes have needs to come into place, and I do think thatif a new resist is added to poison/disease that works likethe otherresists do then the class will come back into balance. Look at what they did to the FT. I am not asking for them to nerf your poisons like they did the FT, but I am asking for them to balance them. Now I am not calling for a nerf, but I am asking for CM's to follow the same PvP rules that all other classes follow.


Basically this is one whole nerf rant, which people claim they got hit by a 1400 point mind poison tick which takes insane stuff to make, and is so uncommon I doubt 99.9% of the Cms have it.

Then I suppose I can make the same argument about double and triple sliced items...well not everyone has them either...just because something is not widespread does not make it balanced or fair. I am all for there being uber drops in hard dungeons, but I also do think that the normal PvP rules should apply to all classes, not all classes minus one.

Message Edited by CMMaster on 04-04-2004 04:01 AM








Cryonax -- Novice Ranger, Medic, 4000 TKA, Master Rifleman
Mastered: Marksman, Tera Kasi Artist, Smuggler, Pistoleer, Commando, Swordsman, Rifleman, Chef
Next: Ranger then MCH
Member of Silverwolves
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Goldenstar10
Sat Apr 10, 2004 12:23 am
#64

LAUGH OUT LOUD some people are so incredibly stupid. we want to be the only class that can hit for more than 500 damage HAHAHAHAHA. just about any elite/hybrid combat class can hit for 500 damage with the right weapons. hell some commandos have flamers that CANT hit for less than 500.SOME PEOPLE ARE SO INCREDILOUSLY STUPID




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˜Goldenstar & -Ayra- Star ˜
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"I am a Swordsman, the other 32 professions can kiss my a$$."

Mercuri
Sat Apr 10, 2004 2:46 am
#65






Goldenstar10 wrote:

LAUGH OUT LOUD some people are so incredibly stupid. we want to be the only class that can hit for more than 500 damage HAHAHAHAHA. just about any elite/hybrid combat class can hit for 500 damage with the right weapons. hell some commandos have flamers that CANT hit for less than 500.SOME PEOPLE ARE SO INCREDILOUSLY STUPID







Please read thru your post before calling people stupid. Anyways the only thing I have to add is as a doctor I'm not even effiecient(sp) at curing poisons. Even in a small group of 5, I can't keep the poison off myself for 2 secs without it being reapplied, and thats only if I can cure it with one shot, a good number of times it takes 2 cures to get rid of it.


I would be happy with no def for poison and no additional cures for it if they put it on a 15-20sec timer. Why can't I knock you down over and over and over again, but you get 2-3 CMs together and you have insta-poison. So basically the theroy of having a doc with you at all times is bunk when the docs can't even keep themselves healed.


P.S. I've yet to see someone hit me for over 500 damage that wasn't either a combat medic, rifleman with a stun weapon or 2h swordsman.

Message Edited by Mercuri on 04-10-2004 02:47 AM



Kylian Redeyez---Poison Sponge of MC
EgoHazer
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