Combat Medic Archive

Thread: Combat Medicine Balancing

Sleksheea
Sat Dec 20, 2003 1:11 am
#66

'm not even going to respond to your incompetence any more. My facts are clear cut and tested.

You are just making yourself look even more idiotic. Your 'facts' are NOT clear cut and tested moron. They don't add up. I showed you why and how they don't add up. Your seriously going to sit there and tell me 1+1=3? (simplified example of your statement that your 323 poisons were doing 720 points of damage... which they were not, because it's impossible, and you obviously can't comprehend math once you start using 2 digit or larger whole numbers).


Since CMs received the rest of the experimentation points they were due, poisons are becoming FAR more deadly. I highly doubt you've ever been on the receiving end of the crud you're flinging.


Why do I have to keep reiterating myself to you? Why don't you listen? First of all, poisons are NOT DEADLY AT ALL. They can NOT even incapcitate you. If your poisoned but still running around and shooting, or playing your insturment, or frolicking in the sun, YOUR NOT DEAD.


Next, CMs did NOT get any additional experimentation points they were due (as you claim). We've always had all of our experimentation points. You don't know what your talking about, because you NEVER WERE a combat medic like you claim to be. Combat Medics got a boost from 15 points to 25 points in their Master Ranged Healing Distance branch for their Combat Medic Effectiveness MOD. It now adds up to 100 instead of 90, like it was origionally supposed to. This in turn increased our effectiveness by 10%. So the area poisons that I'm using now at 210 effectivness now do420 points of damage instead of399 points of damage (wow, real big difference, 21 points of damage), but we wont get too deep into that as that is math and we all know how you and math are...Mr. specialed.All poisons areexactly the same as before. Their effectiveness numbers didn't change one bit.


I said nothing about a buffed mind bar, yet again you prove you lack the ability to read and comprehend.


You crack me up. Let me QUOTE YOU exactly, and everyone can even go look a few posts above and see your post and that you did infact say this: "So, if this is the case, which it must be as I witnessed buffed mind bars drop completely in one tick, then poisons have gotten out of hand." Umm,,, dood, WHO lacks the ability to read and COMPREHEND? It was your own freaking post! Please get off your dady's computer and go watch Mr. Rogers. You might get some kind of education.


CMs can go beyond 65 meters, unless this was JUST changed. I was hit at 72, and no, that was not lag, we were both standing still. I didn't chase because he was outside 65 and posed no threat with his Novice Pistoleer title.


Since when does anyone pay attention to novice titles? I wear my novice pistoleer title all the time to hide the fact I'm a master combat medic, as I'm usually the first to be targeted in a battle. Can we say 'n00b'?


Yes, we both have branches for it, however, CMs heal 2.5 times faster than Docs.


Branches for what? Healing speed? WRONG! Doctors have a WOUND HEALING SPEED branch, and combat medics have a INJUERY TREATMENT SPEED branch. The doc branch has nothing to do with healing damage, only WOUNDS. Combat Medic's wound healing speed is super slow compared to the docs. On the other hand, since we have a whole branch for injuery treatment speed and docs don't, our damage healing speed is faster! DUAH! Immagine that! What's your point again Jack?


Since only poison or damage can be healed at one time, so you have to choose which is more important. CM can apply two poisons in the time I can heal one person, that's without AoE, add that in and do the math.


Don't even go there. Your math is wrong again. Considering the CM poison rate is 2x the Doc's cure rate, and remembering that poison doesn't tick for 10 seconds after application, and assuming the doc cured the poisoned people in succession of getting poisoned as soon as they were poisoned, that combat medic would have to poison 10 people in a row, 9 of them getting cured, and only that 10th person would feel the effects of the poison on the first tick. By this time, unless the combat medic is on some kind of mind buffing spice, he could not throw anymore poisons due to lack of mind. So in effect the docter WAS able to counter the combat medic effectively. AoE poisons are a different story, CM's do have the advantage there, but guess what... WE DESERVE IT. To repeat what I've already said: Give docs AoE poison cures AFTER they are forced to take the ranged support line in marksman, and AFTER they change poison cure packs to have to be specifically crafted for each type of poison and AFTER they make the poison cure packs use the same amount of planetary specific rare spawning resources that poisons require. Do all that and I can fully agree to an AoE poison cure ability for doctors.


Yeah, Natural resistance. How do you improve that again? How do you track that? Yeah, great, nice retort.


You improve that by wearing items such as belts and capes that give you +10 to poison and disease resistance, that are commonly found in the Anikian (sp?) caves on Talus. You track that by understanding that a poison with 100 potency will stick roughly 90% of the time, so if you were wearing a +10 to poison cape, that poison just wen't down in potency to 90 which means you now have roughly a 20% chance to resist a 100 potency crafted poison instead of only a 10% chance.


... OK, now that I've answered all your quesitons, and brought to light that you are nothing more than a fool, please feel free to post any more foolish nonsence, as it's almost entertaining. OR, just cancel your account, as it's obvious you needsome work on your real life situation.




I TOLD them they should have made our spherical space station out of the same magnetically shielded walls as the garbage compactor! -Sleksheea
Sleksheea
Sat Dec 20, 2003 1:12 am
#67

I'm not even going to respond to your incompetence any more. My facts are clear cut and tested.

You are just making yourself look even more idiotic. Your 'facts' are NOT clear cut and tested moron. They don't add up. I showed you why and how they don't add up. Your seriously going to sit there and tell me 1+1=3? (simplified example of your statement that your 323 poisons were doing 720 points of damage... which they were not, because it's impossible, and you obviously can't comprehend math once you start using 2 digit or larger whole numbers).


Since CMs received the rest of the experimentation points they were due, poisons are becoming FAR more deadly. I highly doubt you've ever been on the receiving end of the crud you're flinging.


Why do I have to keep reiterating myself to you? Why don't you listen? First of all, poisons are NOT DEADLY AT ALL. They can NOT even incapcitate you. If your poisoned but still running around and shooting, or playing your insturment, or frolicking in the sun, YOUR NOT DEAD.


Next, CMs did NOT get any additional experimentation points they were due (as you claim). We've always had all of our experimentation points. You don't know what your talking about, because you NEVER WERE a combat medic like you claim to be. Combat Medics got a boost from 15 points to 25 points in their Master Ranged Healing Distance branch for their Combat Medic Effectiveness MOD. It now adds up to 100 instead of 90, like it was origionally supposed to. This in turn increased our effectiveness by 10%. So the area poisons that I'm using now at 210 effectivness now do420 points of damage instead of399 points of damage (wow, real big difference, 21 points of damage), but we wont get too deep into that as that is math and we all know how you and math are...Mr. specialed.All poisons areexactly the same as before. Their effectiveness numbers didn't change one bit.


I said nothing about a buffed mind bar, yet again you prove you lack the ability to read and comprehend.


You crack me up. Let me QUOTE YOU exactly, and everyone can even go look a few posts above and see your post and that you did infact say this: "So, if this is the case, which it must be as I witnessed buffed mind bars drop completely in one tick, then poisons have gotten out of hand." Umm,,, dood, WHO lacks the ability to read and COMPREHEND? It was your own freaking post! Please get off your dady's computer and go watch Mr. Rogers. You might get some kind of education.


CMs can go beyond 65 meters, unless this was JUST changed. I was hit at 72, and no, that was not lag, we were both standing still. I didn't chase because he was outside 65 and posed no threat with his Novice Pistoleer title.


Since when does anyone pay attention to novice titles? I wear my novice pistoleer title all the time to hide the fact I'm a master combat medic, as I'm usually the first to be targeted in a battle. Can we say 'n00b'?


Yes, we both have branches for it, however, CMs heal 2.5 times faster than Docs.


Branches for what? Healing speed? WRONG! Doctors have a WOUND HEALING SPEED branch, and combat medics have a INJUERY TREATMENT SPEED branch. The doc branch has nothing to do with healing damage, only WOUNDS. Combat Medic's wound healing speed is super slow compared to the docs. On the other hand, since we have a whole branch for injuery treatment speed and docs don't, our damage healing speed is faster! DUAH! Immagine that! What's your point again Jack?


Since only poison or damage can be healed at one time, so you have to choose which is more important. CM can apply two poisons in the time I can heal one person, that's without AoE, add that in and do the math.


Don't even go there. Your math is wrong again. Considering the CM poison rate is 2x the Doc's cure rate, and remembering that poison doesn't tick for 10 seconds after application, and assuming the doc cured the poisoned people in succession of getting poisoned as soon as they were poisoned, that combat medic would have to poison 10 people in a row, 9 of them getting cured, and only that 10th person would feel the effects of the poison on the first tick. By this time, unless the combat medic is on some kind of mind buffing spice, he could not throw anymore poisons due to lack of mind. So in effect the docter WAS able to counter the combat medic effectively. AoE poisons are a different story, CM's do have the advantage there, but guess what... WE DESERVE IT. To repeat what I've already said: Give docs AoE poison cures AFTER they are forced to take the ranged support line in marksman, and AFTER they change poison cure packs to have to be specifically crafted for each type of poison and AFTER they make the poison cure packs use the same amount of planetary specific rare spawning resources that poisons require. Do all that and I can fully agree to an AoE poison cure ability for doctors.


Yeah, Natural resistance. How do you improve that again? How do you track that? Yeah, great, nice retort.


You improve that by wearing items such as belts and capes that give you +10 to poison and disease resistance, that are commonly found in the Anikian (sp?) caves on Talus. You track that by understanding that a poison with 100 potency will stick roughly 90% of the time, so if you were wearing a +10 to poison cape, that poison just wen't down in potency to 90 which means you now have roughly a 20% chance to resist a 100 potency crafted poison instead of only a 10% chance.


... OK, now that I've answered all your quesitons, and brought to light that you are nothing more than a fool, please feel free to post any more foolish nonsence, as it's almost entertaining. OR, just cancel your account, as it's obvious you needsome work on your real life situation.




I TOLD them they should have made our spherical space station out of the same magnetically shielded walls as the garbage compactor! -Sleksheea
Sleksheea
Sat Dec 20, 2003 1:15 am
#68

OH, sorry about the triple post spam... this wonderfull message board kept sending me to the URL NOT FOUND page after I hit the submit button, so I didn't know weather or not the message was being posted.



I TOLD them they should have made our spherical space station out of the same magnetically shielded walls as the garbage compactor! -Sleksheea
Daffid011
Sat Dec 20, 2003 6:14 pm
#69

Sleksheea,


Thank you for being so objective. Your insight and fact filled posts have been both enlightening and open minded to the truth of how things are.


Thank you,






Daffid Owen
"Anyone who runs is rebel. Anyone who stands still is well-disciplined rebel "
Kaladyn
Sat Dec 20, 2003 11:08 pm
#70

I will second that Daffid. I have been a master CM for quite some time and Sleksheea's posts are right on. That other guy has NO idea what he is talking about. As Slek said, he obviously lied about ever being a MCM, he wouldn't have spewed all that idiocy if he had been (but please feel free to spew more, I LOVE reading Slek's replies).


Rickard Aren'sun
Master Combat Medic
Valcyn
NoodleSlayer
Mon Dec 22, 2003 3:41 am
#71

Not to nitpick your post Slek (honestly, I love it) but CMs have the Ranged Healing Speed which increases the Ranged Injury Treatment mod, which in turn effects how fast we can throw Ranged Stims, Poisons and Diseases. It has nothing to do with close-range stims with is on the Injury Healing Speed mod.

The effects of this is that a Master Medic can use a close-range stim twice as fast as a Novice Combat Medic can throw a ranged stim. It doesn't even out until you hit Master Combat Medic. This is also the same reason why for the first two months most CMs were leveling on close-range stims before there were so many Master Doctors out there making Uber Meds.

Now with that said Doctors still can heal 2x as fast as CMs (MDs/MCMs excluded of course.) So that makes another argument not only completely idiotic, but completely bogus.

As for experimentation points our little troller is evidently very confused, the MCM always had 10 experiment points, on CM meds. I took up Master Doc before doing Master CM so I had first hand experience with this. What they did, for our poor misinformed forum troll, was move the components that were only used in Combat Meds from the Medicine Experiment skill mod, which CMs get 5 experiment points on at Master Medic and must take up some Doc Crafting if they wish to increase this mod anymore, to the Combat Medicine Experiment skill mod.

It never made sense for these components, that doctors never ever ever ever use, unless they also are a Combat Medic. However the components used in Stimpacks are still on the Medicine experiment skill mod only and a straight CM with no Doc skills would not be able to make these as well as a Doctor, which effectively nerfs their healing power unless the person is either working with a Master Doctor or is a Master Doctor themself.



-Tarchais
Master Doctor/Master Combat Medic

Maple LightSky
Master Musician/Master Architect
New Khatovar, Dantooine
Corbantis
awthtem-xour
Mon Dec 22, 2003 11:48 am
#72

please go whine somewhere else. the only effectiveness we have in this game is pvp.. please don't try & take that away from us. no biggie, i think all the responses here have pretty much rebutted whatever ridiculous pt he was trying to make




Awthtem-Xour
Lowca Rebel Jedi
eltucco
Mon Dec 22, 2003 12:02 pm
#73

For god sakes...our poisons and diseases is all this class has. The ingrediants and requirements are tough as it is to track down.


Chemical warfare is a part of war. Look at chechya and also ww I. They used gas shells, etc to mass infect. That is how it is meant to be and is now in the game. If you docs cant handle that go back to your med center.


Also look at what docs have.


1. Cure Disease
2. Cure Poison
3. Buffs
4. Revive


You docs can make tons of money through your trade than we can. Being effective at applying poisons and disease is all we have.


Last night a large group of imps and I raided a rebel base. I applied poison and next thing you know I got snipered by a master doc/rifleman. He then proceededto organize the other rebels back into the base and cured the poison one by one while the base defenses held our group at bay.


Try using some good strategy like that instead of calling for nerfs.

Hawkes-Fancy
Mon Dec 22, 2003 12:53 pm
#74






Sleksheea wrote:
Daffid011...

I am a doctor and my wife is a master chef so I speak with some authority here.


Wow, how convienent. You must have a wife for every profession in the game to back you up on every post you make.


You try telling her clientelle that spends upwards of 500,000 creditsa day when she can actually keep up with the demand for her foods and drinks that doctors have ruined her business.


Wow... so your wife should have nearly 100,000,000 (One Hundred Million) credits after just a couple months of playing this game... off of chef foods alone! If chef professions are soo lucrative why is it one of the least played professions in the game? Go read the chef forums and see how many chefs even have 50k credits to their name...




No I have not made 100 million credits yet, but I will.



In case you really want to know what being a master chefs is like. http://forums.station.sony.com/swg/board/message?board.id=chef&message.id=16798






IGN Moria
Drop of vendor: Tatooine-Bestine -1575 -4300
ZechtWisto
Mon Dec 22, 2003 9:45 pm
#75

I don't understand why doctors are whining about CM's...


You can buff stats beyond 3k HA (no M) which makes you money, you can ressurect people, AND you can cure pretty much any non normal effect on any PC...


And i find you here, complaining about the poisons and diseases that CM's can conflict. At least you can make money off of your services... oh and you don't have to go to other professions just to get components to make what you need...



Cherish what you have... selfish docs...




cant stop
wont stop

DrFunkatron
Greeblesnort
Mon Dec 22, 2003 9:53 pm
#76


Yiner wrote:
But look how vacines work in RL. You have to get a sample of the actual thing your trying to make a vacine for. Yeah, we shouldnt have RL in this game but Doctors have a lot better purpose and this would make them have more of a purpose. .




And if you follow this logic, CMs will end up having to "sample" poison from critters to make our poisons.

Too much RL, it's already hard enough making a living as a CM. I'm actually thinking of pimping myself out at the krayt graveyard for healing/rez'ing =)
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