Combat Medic Archive
Thread: The Death of a Combat Medic. Part II (Correspondent, please read)
The lies from CM's:
1)If you don't want to get poisoned, stay out of line of sight.
-Line of sight has nothing to do with getting poisoned or not. AE effects ignore line of sight. If you're within 80m of a CM, you can & will get hit.
2)I'm such a pansy & I die in one shot, so I'm clearly not overpowered.
-What they neglect to mention is the ability to throw from 80m. Yes, 80m. When I'm in a big battle, I hang back from the frontlines, target the front enemy, run to 80m, throw, & backoff.
3)CM's can't solo large groups, because we can't incap.
-Poison+Disease=incap. CM's that don't admit to this are either dumb as bricks, or are lying to you in order to deflect attention.
4)Riflemen can deal way more mind DPS than a CM can, so CM's isn't overpowered.
-Rifleman attacks are single target, and stop coming when the rifleman is incapped. You can wear armor to reduce the damage, or use ranged defense, and range damage mitigation to avoid or lower the damage. (In the uber defense builds, you can be virtually invulnerable to ranged damage) CM damage keeps coming even after a CM is removed from combat. A single HS3 from a jawa will deal what, 200-400 damage. A single mind poison will deal well thousands of points of damage before it wears off. Single attack for single attack, the mind poison wins. Comparing DPS: Let's say the rifleman is dealing 100 DPS mind damage. A mind poison ticking for 400 is dealing oh, 50 DPS. Applied to 20 people, that's 1000 DPS. Then consider that 1000 DPS came from one single attack, and doesn't stop even if you take the CM out.
5)If you want to stop a CM, just bring a doc.
-Doc cures can only happen every 3 seconds or so. CM's can poison every 3 seconds, but it's an AE, and can be thrown from outside of combat range. See the problem?
There's lots of disinformation being spread. The CM's that don't admit the class is a fair bit overpowered are being ignorant, deceptive, or they simply haven't PvP'd enough to have a clue about their power.
TsunamiKata wrote:
Okay. I'm going to say this one last time!!
If you don't want to get poisoned, stay out of LoS. If you want to get rid of the poison, become a doctor!
Not a valid argument as AoE poison ignores LoS rules ( goes thru walls)
If you don't want to get diseased, stay out of LoS. If you want to get rid of the disease, become a doctor!
Same reason as above
If you want to get rid of the Combat Medic, shot him. Be a Rifleman and spam Headshot 3. If you're a Human with musician buff you can have up to 2200 focus, even in full suit of composite, with 2 Ryscate it'll cost you 0 mind for headshot 3. And with a Jawa Ion Rifle, you can do 150-200 damage every 1 second, that's damage througha 36% stun helmet and a 39% PSGIII.
What the **edit** is the problem here?!! A Rifleman/Doctor can cure my single+area stacked poison in one doze. That's 1188 damage per tick, cured in one **edit**ing dose of Cure Poison C. If others are getting poisoned, bring more doctor! If not enough doctors get more doctors. If you're too stupid to bring more doctors, then you deserve to be dead.
Now get the **edit** off my forum.
I think one of the biggest problems is that In the time it takes fora CM to throw a poison/disease a Doctor has time to cure Himself and 1 other. He needs to be withn 6 meters to do so. Combat Medics are the only profession in the game allowed to target specific pools of MULTIPLE targets. AoE attacks for any other profession are random HAM attacks. Can rifleman target the mind pool? Yes, but only the mind pool of one target at a time. I won't metion the ability to throw at ranges greater than 64m because it is getting fixed.
So I think we all can agree that the only thing causing such friction is the CMs ability to target an unhealable pool of multiple targets.
My solution would be to one of three options: remove AoE mind poison completely,make AoE poison/diease Random pools only, or give Doctorsan AoE cure ability I don't think a 75% damage reduction is needed.
It seems to me that it is only a template problem. Someone who builds their character to have high ranged and melee defense to specifically make it hard for someone to land that one hit can be countered simply by you dropping your doctor profession and getting a high accuracy profession like tka.
It seems rather hypocritical that you would complain that someone should change their template by picking up the doctor profession, while you expect that your template (doctor/cm) to be just fine. I still think that the high defense templates are a little overpowered, but the combat medic profession + high accuracy profession is the perfect counter since the poisons and disease ignore defense and you only have to get that last hit.
I assume the problem you (tsunami) are having is in dropping the doctor profession for a profession that will let you get that last hit in.
zeze wrote:
No other class can solo a whole group in PvP other than CM spamming mind poison and one-shotting everyone in sight. Even if the CM gets killed he will have his mates shoot down all survivors that try to flee with 1 point left in mind.
As it is CM is not only a great support class but also a walking time bomb that can clear the enemy lines almost single-handedly or in a small group. Couple CM with any decent weapon skill and you will be able to kill almost anything in PvP.
Its amazing how some people can still find this insufficient.
Please give poison the ability to incap a whole raid in 2-3 ticks.
Please give poison unlimited range so you can sit at home crafting stims and still wipe out that raid over in Anchorhead.
Please give all CMs an "I win" button so they will stop complaining.
Then just make sure your entire group has 4/0/0/0 doctor... CM's will be completely nullfied by that. The only option a CM has once he sees a doctor cure himself quickly and easily of his poisons and diseases the only thing the CM can do is run.
I mean god everyone runs around and keeps spouting CM's are the end all to pvp combat nowadays... Then why isn't taking up a doctor line the end all to CM's?
If CM's are sooo overpowered in PvP, why are they so few of them on the servers?
From my understanding, most people involved with PvP are TKA, Commando, BH, or a combo of a few professions BH/Pistoleer/medic for example
Combat Medic is easier to master than any of the combat professions, so why do so few people take the easy road to such overwhealming power?
Rennyn wrote:
Taken directly from the SWG website-
Combat Medic: A healer who also has some field training to increase his odds of survival in battle
--
Why exactly is it you think you should be able to take down ANY combat class? You're a hybrid support class, main job being healing. Secondary strength being able to poison. Your primary objective is not killing people. Stop whining about it and realize you should NOT be the end all be all of OFFENSIVE PVP.
Limit poisons to 64m. Give them 75% PVP reduction, lower the duration, and make it impossible to incap even with disease/poison combo.
Then they'll be a good SUPPORT profession, and not the end all be all gods of PVP that they are now.
nvoigt wrote:
So to sum it up, there is no way that you can convince us that you are a CM nvoigt if you do not understand the issues that plague the profession, but props for trying
I'm too lazy to scroll back, but I don't remember mentioning I was a CM. I am a CM. Not a master though and not proficient with poisons and diseases as they don't fit into the role of my character as what I understand is a combat medic. So for my oppinion on the class, it's totally irrelevant if I am a CM and what level. I'm not talking about balance or game mechanics to the point of who should be doing how much damage when. Just the basic principles like a medic with the potential to harm and the most basic understanding of roles and definitions.
The priority of the DEVs concerning healing and poison is a very bad indicator. The DEVs do things on seemingly random schedules. Look at the BH's and their problems. Does that mean the DEVs intend the BHs to be underpowered and ineffective in tracking down people ? Don't rely on the DEVs for anything.
For game balance, I don't think any one class should have an advantage that only a multiple or combination of classes can counter. The argument to bring enough docs if a CM is present is only showing their power.
Besides that, I think that those power would be better of with a non-healer class. A Medic should not have the power to harm people more effective than a fighter. I don't mind ifsome class has these powers, but then don't call it a medic and don't give it healing powers.
Kavedawg wrote:The fact is most of the nerf calls against CM poisons is because of MIND DAMAGE. Wouldn't it be better to find a way to heal the one unhealable pool rather than totaly kill a profession? Think of it...your CM can toss an area mind heal replenishing the mind of everyone in range giving the doctor the much needed time to cure the party. (still want to nerf CM range?)I do agree that it can seem a bit unfair that CM's can apply poisons to people that have just been cured but currently it is no more fair that a commando can apply a higher damage, incapicating DoT with no cure.
The ability of effectively healing mind damage in combat would be nice, but would mean a great change to how combat works in the game. PvP battles would last much longer until all healers in the either side were neutralized. PvE would become even easier than it is already. This explains why the devs made mind healing possible but only at such high cost to the healer.
One alternative could be to make mind healing possible in combat situations through other non-primary healer classes. If this were a fantasy rpg i could imagine musicians/dancers play military anthems or wield battle standards to increase morale of troops, having a mind regen/healing ability.
If you think CMs are a minority then you should visit Satrsider some time. I know of atleast 3 guilds that a predominatly using Rifleman/CMs, in fact I'd say that besides TK, CM and Rifleman are the prevailant professions on our server. It seems that we get more CMs daily, the old "can't beat them, might as well join them" attitude.
Kavedawg wrote:
If CM's are sooo overpowered in PvP, why are they so few of them on the servers?
From my understanding, most people involved with PvP are TKA, Commando, BH, or a combo of a few professions BH/Pistoleer/medic for example
Combat Medic is easier to master than any of the combat professions, so why do so few people take the easy road to such overwhealming power?
80m poisons will be a thing of the past shortly and I assume the devs will target the poison AoE passing through walls before too long so you can quit complaining. Currently a poison/disease combo will incap but this will probably change as well when the HAM revamp hitssono use in whining untill we see what happens.
The fact ismost of the nerf calls against CM poisons is because of MIND DAMAGE. Wouldn't it be better to find a way to heal the one unhealable pool rather than totaly kill a profession? Think of it...your CM can toss an area mind heal replenishing the mind ofeveryone in range giving the doctor the much needed time to cure the party. (still want to nerf CM range?)
I do agree that it can seem a bit unfair that CM's can apply poisons to people that have just been cured but currently it is no more fair that a commando can apply a higher damage, incapicating DoT with no cure. If your squad leader knows what to look for a CM shouldn't be able to throw more than one poison or area heal anyway.......oh wow SL does have a use.
I suggest to the people that think CM's are overpowered to wait untill the proposed changes posted by TH make it to TC before crying to nerf ANY profession
zeze wrote:
Kavedawg wrote:
The fact is most of the nerf calls against CM poisons is because of MIND DAMAGE. Wouldn't it be better to find a way to heal the one unhealable pool rather than totaly kill a profession? Think of it...your CM can toss an area mind heal replenishing the mind of everyone in range giving the doctor the much needed time to cure the party. (still want to nerf CM range?)
I do agree that it can seem a bit unfair that CM's can apply poisons to people that have just been cured but currently it is no more fair that a commando can apply a higher damage, incapicating DoT with no cure.
The ability of effectively healing mind damage in combat would be nice, but would mean a great change to how combat works in the game. PvP battles would last much longer until all healers in the either side were neutralized. PvE would become even easier than it is already. This explains why the devs made mind healing possible but only at such high cost to the healer.
One alternative could be to make mind healing possible in combat situations through other non-primary healer classes. If this were a fantasy rpg i could imagine musicians/dancers play military anthems or wield battle standards to increase morale of troops, having a mind regen/healing ability.
One of the reasons given for the "adjustments" to the creature levels of all critters in SWG and the revamp of the CH profession was because of the revamp of the HAM system which is on it's way. It was also stated that after all the revamps of the various combat systems that there would be a "final pass" where overall balance will be examined. If there is to be stim mind healing...better get it ASAP so it can be factored in for overall balance. The PvE aspect can be adjusted a bit more easily withoutmuch noisefrom players, it's when you mess with the PvP aspect of the game serious screaming starts to take place.