Combat Medic Archive
Thread: CM's single handedly determine GCW base fight outcomes.
You whiners need to be more creative in your tactics. There areplayerswho are quite capable of mitigating the impact of Combat Medics. Improve your game play before you come in here and try to ruin others.
Serenius wrote:
I have yet to see one person state how you can neutralize CMs other than killing them first or spreading out (which isn't possible when you're inside a base trying to hold it). Care to enlighten us?
No, I do not wish to enlighten you. That would rob you of the personal enrichment you will achieve in discovering your own tactics.
lol. Fair enough. It's not because you're from Eclipse and I'm from Bria is it? I'm all about the love between our servers.
The-Fluid-One wrote:
No, I do not wish to enlighten you. That would rob you of the personal enrichment you will achieve in discovering your own tactics.
I have yet to see one person state how you can neutralize CMs other than killing them first or spreading out (which isn't possible when you're inside a base trying to hold it). Care to enlighten us?
Dizzy from a rifleman + knockdown from a smuggler, carbineer, or bounty hunter makes them pretty useless for a good bit, for example. If you get them in this state, don't kill them (at least not instantly).
Warcry2 from a master brawler will remove them from combat for 20 seconds (admittedly you have to get close enough to land the warcry).
A good mind bleed can neutralize a CM if they aren't really alert (though they will get the initial poison or two off). Just like poisons, bleeds can be continually reapplied and they ignore armor. And while they curing their bleed (if they even notice before it is too late), they aren't tossing poisons.
There are other possibilities. None of them are fool-proof, but of course there is no guaranteed way to take out any profession (other than pikeman, who you can just let kill themselves).
Well, in the past (and currently, although it's now considered a bug)the problem was that the CM could apply their poisons while outside your combat range. No one can dizzy/kd, delay, bleed, or otherwise fight backfrom 80m.
Even after the 64m restriction goes into affect, a CM still only needs to drop into range for a second or two. Unless someone has them selected they'll never know the CM stepped into range until they're poisoned and by then the CM is back out of range. KD/Dizzy/stun don't do any damage over time, and bleeds can only be applied to a single target, so they're not reallly in the same league.
_Macabre_ wrote:
Well, in the past (and currently, although it's now considered a bug)the problem was that the CM could apply their poisons while outside your combat range. No one can dizzy/kd, delay, bleed, or otherwise fight backfrom 80m.
- I have yet to see a CM toss from outside of 65M in the currently patched game. Let's talk about current problems, not past ones. And if we think we have a problem, let's test and document it before we try to nerf someone's character.
Even after the 64m restriction goes into affect, a CM still only needs to drop into range for a second or two. Unless someone has them selected they'll never know the CM stepped into range until they're poisoned and by then the CM is back out of range. KD/Dizzy/stun don't do any damage over time, and bleeds can only be applied to a single target, so they're not reallly in the same league.
- This you're gonna love. There's a little radar screen on your HUD, default area is lower left corner. I'd expand it to 128M. The Red dots that appear - those are your enemies. If a dot is moving toward the dot in the middle (you) then it's moving closer. Now, this next part is really cool. You can use the TAB keep to skip around opponents and check the distances of each person. The Red ones you can attack. The blue ones are tricky. They might have a TEF - in which case they might hit you first. If you don't like that TEF thingy, you need to mention so in the Developers Forum. But no worries... all of the Combat stuff you like to complain about is going to change over the next 60 days, and you'll a whole new set of issues to complain about.
Sorry if you doubt me. I have no magic bullet to kill Combat Medics, and I've been beaten many different ways. Since my background is not MMO's, but rather 1st person shooters, my training isto come up with new ways to beat my opponents.In general, folks like to complain that the only method they know of doesn't work, so the OTHER guy just has to be doing something wrong or unfair. This tactic of trying to code away the creative attacks of my opponents just seems lazy to me. In the end, we'd all have vanilla characters with the same skills.... not much fun or challenge in that.
Some of your beef's are not Combat Medic problems, they sound like LOS problems that might be occuring within bases.I didn't notice many people complaining when Snipers and Commando's were doing it. Now if Combat Medic's have found a way, thenthey are just drawing more attention to an existing problem. I have yet to be able totarget a guy 50M under ground with a poison. However, I promise that I will keep trying ![]()
Happymob wrote:
There are other possibilities. None of them are fool-proof, but of course there is no guaranteed way to take out any profession (other than pikeman, who you can just let kill themselves).
OMG i almost wet myself when i read this.
but there are some good points in this post. if you get a combat medic more worried about staying healthy or staying alive, then lobbing poison and disease you are already ahead in the fight.
if you have 'suicide bomber' CMs coming after you, Knock Down from Smuggler or Carbineer, Mind Bleeds from Rifleman or Heavy Swordsman and even a 'Suicide TKM' running out to blast the poor CMs before his mind ticks down will accomplish quite a bit.
i STILL agree that area effect SHOULD obey the rules of walls and floors, but that is FAR from a cry for a nerf....