Combat Medic Archive

Thread: 75% PvP reduction is on TC.

Xytroncore
Sat Jan 31, 2004 1:54 pm
#66

Where does it say that your armor is completely closed and has a filter? Nowhere in any of the components does it show that any piece of armor in the game has a filter to protect from poison.



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Manimal : Gunslinger
Xytroncore
Sat Jan 31, 2004 2:31 pm
#67






roymitchel1 wrote:

oooh oooh and



a riflemans attacks can be blocked by armor. (yes, you can have stun armor you jawa ion rifle monkeys)








Stun armor is bugged, I don't care what the riflemen forum says, my 40% stun composite doesn't stop stun damage at all.



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Manimal : Gunslinger
vortexala
Sat Jan 31, 2004 2:51 pm
#68






roymitchel1 wrote:





Halotest wrote:

How could they think this is a good idea? 400 damage EVERY 10 SECONDS??? But a master rifleman can head shot me 250-300 damage every second...


So as it stands now


Combat Medic - 40 mind damage per second


Master Rifleman - 250-300 mind damage per second


Im not saying nerf rifleman....im saying leave our poisons alone. Looking at them numbers...only an idiot would say we are overpowerd.









the fundamental flaw in your argument is that you are forgetting that once you kill a rifleman, the damage stops.


you are also forgetting that the rifleman actually has to be shooting at you and wasting his own ham to damage you.


you are also forgetting that the rifleman needs to be inside 65 meters to hit you.


you are also forgetting that the rifleman cannot hit an entire group, including people inside buildings, all at the same time, and have the damage consistantly tick no matter how far away you run.


you are also forgetting that any combat class can get rid of a rifleman, while only a doctor or a teras kasi with meditate can get rid of your poisons.








You are also forgetting that there is a complete revamp in the works for the Combat System which will include HAM changes that will either negate or transform these issues and make everything said in this thread, both for and against CMs, utterly useless.


You are also forgetting that they are looking at the DoTs, overall, as well with the Combat Revamp.


Most of you asking for a nerf of CM also seem to think that the lack of healing availability for Poison is somehow the fault of CMs. It's not. You want something to counter the CM poison, then say so on the Doc Forum. Doctors ARE the counter to CMs, and if their current curative abilities are lacking then perhaps you should ask to have those abilities enhanced instead of resorting to the usual 'Nerf' mode.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Munga_Meds
Sun Feb 01, 2004 5:10 am
#69


the fundamental flaw in your argument is that you are forgetting that once you kill a rifleman, the damage stops.

Not if he got off a bleed, it doesn't.

you are also forgetting that the rifleman actually has to be shooting at you and wasting his own ham to damage you.

I suppose the mental damage I take from throwing poisons is from that funny 3 second dance we do after throwing a stim, and not actually from the stim itself?

you are also forgetting that the rifleman needs to be inside 65 meters to hit you.

So does a CM - max range is 65m after the patch. As stated, gas seeps, so it is possible to seep farther than 65m, but the range is 65m. If you are so worried about CM poisons, kill him when he gets within range. I can usually get off ONE (count that 1) AOE poisons before dying. How many shots can a rifleman get off?

you are also forgetting that the rifleman cannot hit an entire group, including people inside buildings, all at the same time, and have the damage consistantly tick no matter how far away you run.

You are right, strafe doesn't target multiple targets... it only hits one person - the rest is for show. And I'm pretty sure that the prime reason that most Counter-terrorist teams use gas is it's ability to penetrate ventilation systems, go around corners, etc...

you are also forgetting that any combat class can get rid of a rifleman, while only a doctor or a teras kasi with meditate can get rid of your poisons.

Any combat class can get rid of a combat medic as well. Instead of targeting that rifleman, target the guy who is making it easy for you and STANDING STILL for 3 seconds. I took CM for AOE effect stims and poisons, you took(insert template here)for killer (insert cool effect here). You COULD have taken doc - you didn't. And the only EFFECTIVE raids are those with a doctor handy... if you are soloing or raiding without one.... I question your intelligence.


I can come up with something I'd like to nerf in EVERY profession. Don't cry because your template of the month doesn't compensate for (insert another profession here). Improvise - adapt - overcome. On Flurry, if you do the "CM pose" yer dead, its that simple. The PvP'ers here take CM's seriously and target us accordingly.


I can't buy Class 1 Radioactive, or decent Yavin fibre, or decent eleton, or decent (insert ingredient here). Come cry when I can craft a real poison, and when my DoTs do the same as any other Elite Profession (that took far less skill points to master)




Athera- Master Tailor
Talusian Haven, Talus, Kauri
Pahdbacca
Sun Feb 01, 2004 8:04 am
#70






Munga_Meds wrote:


On Flurry, if you do the "CM pose" yer dead, its that simple. The PvP'ers here take CM's seriously and target us accordingly.






LOL, more true words were never spoken. Guess I should re-roll on another server.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
DilowBee
Tue Feb 03, 2004 2:15 am
#71

Okay 5 pages on something that will never happen k.


4words- Regen faster than tick


Unless you got god like amounts of experimentation SEAs, a buffed PvP player. (If you go into PvP unbuffed, its you who needs a idiot nerf) Will regen faster than the DoT.


Not going to happen.


Only thing Cm needs in a 75 percent raise in PvE.





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BoozeFienD
Tue Feb 03, 2004 2:18 am
#72

Dude, you show me a player that regenerates 500 mind every 8 seconds and I'll show you a cheater. It's impossible to regenerate mind that fast. I know, because under muon I have 1500 willpower and 1500 focus. It's not even close to that fast.





:::Xeromedes Xiles:::
Ex-Captain of the Widow Makers
Account Status: Cancelled
(June 27, 2003 - July 27, 2004)
+ Combat Balance > Jump to Lightspeed +

KindredUK
Tue Feb 03, 2004 2:41 am
#73


DilowBee wrote:

Okay 5 pages on something that will never happen k.

4 words- Regen faster than tick

Unless you got god like amounts of experimentation SEAs, a buffed PvP player. (If you go into PvP unbuffed, its you who needs a idiot nerf) Will regen faster than the DoT.

Not going to happen.

Only thing Cm needs in a 75 percent raise in PvE.






Don't think i've seen such a narrow minded post like this in ages! Regen 500 in 8 seconds LOL, thats some funny stuff - no wonder you guys get people throwing the nerf bat at you with comments like this. Makes CMs sound like they're making even more lame excuses in an attempt to evade nerfs.

Oh and a little story from last nights game - a group of 7 or 8 rebels wiped out an imp base, and the most effective player on the team was the combat medic, who must have been poisoning or diseasing 15-20 at a time (there were that many imps against us, if not more). We held our own for ages before there was just too many of them, but even after they left we went back and had a look at the damage - almost every single imp had half black HAM, or were on the floor trying to recover. It was amazing watching how long the poison/disease lasted, and how many people it took out of action whilst they recovered. Those imps still fighting took one or two hits to the mind to kill, way after the combat medic left. The imp doctor was also on his back or out of play, so he could do no help.

Totally devastating, and if I was an imp i'd probably be here crying nerf. I still think something needs to change, but to just watch us kick imp ass like that was just too much fun.






Kindred
Unlocked 2004-05-12
Magnum_Blade
Tue Feb 03, 2004 2:50 am
#74

As a master doctor I must say that a 75% reduction to poison is a bit much. It will kill the profession. I think most of you are forgeting about the chef revamp. We are going to get all kinds of goodies with it. Poison and disease defense, kd dizzy defense and awesome buffage with some yummy treats.

All you CMs that are saying CM is perfect and doesnt need to change are just lying to yourselves. CMs are overpowered. It costs a CM what 300 mind at the most to poison 15-20 people. I have to individually heal it at a cost of 75 mind. There is several ways this can be fixed easily.

Magnum_Blade
Tue Feb 03, 2004 2:54 am
#75


OOPS on the double post...this was supposed to be one post.


They can either take away the cost to heal states completely....that way i can run around and heal poisons quicker.


They can give doctors an AoE heal....AND....the nifty CM command that heals mind dmg at a cost of wounds.


They can limit the amount of targets that can be poisoned by one area toss to say 5 players and decrease the range.



Question for you CMs...what is the range on your poisons....i have been poisoned from a good 100 meters on occasion and if this is legit then that is some sh*t too....they should have the same 64m cap as all other players. If it is the AoE that is increasing the range then it should be caped to not poison any player farther than 64m away from you.
KindredUK
Tue Feb 03, 2004 3:42 am
#76

I'm sure someone else has pointed it out, but 100m poisons/diseases (or I think it was 80m or so) are pre-nerf and can't be made now - problem is that people have stockpiles of them that will last for months so you'll keep being hit from that distance for a while.






Kindred
Unlocked 2004-05-12
DilowBee
Tue Feb 03, 2004 3:46 am
#77

With a reduction you would regen faster you dim wits, do the math.


If your not a noob you have ally our megs to mind/will/focus then you live off doc buffs for the others.


That way i throw a mind single at you it only does what, 100-150 per tick?


Youll regen that in no time and CM will be complately useless. Stupid **edit** ass 66 or whatever skill point nubs, think you should be strong heh. Master doc alone should Pwn you, im sick of your stacked profs pwning the high skill point investment profs.


When you spend this many skill points, do this much harvesting, and crafting. Then come back, k beat it.





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Gnuut
Tue Feb 03, 2004 4:20 am
#78




BoozeFienD wrote:

Most of the people complaining here are getting nailed by pre-nerf poison and disease. Nothing is more frustrating than watching some CM toss poison/diseaseon you from 100m away for 500 damage a tick and 400 wounds a tick hitting every member of your party.


Most of us know that this kind of poison/disease isn't craftable anymore, but there is so much of it stockpiled that it will last for months before players run out. If they would eliminate or reduced these stockpiles to the new maximum effectiveness of poison/disease, we could see if that nerf had actually fixed the issues with the CM profession.




Hey Xero the stuff I used on you the other night was made 4 hours previously. HeII I even put your name on it






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....

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