Combat Medic Archive

Thread: What is the main problem you have with the +1 change

PsionicHawk
Mon Oct 27, 2003 5:19 pm
#79

First I want to note I am not overly convinced this is a pure "nerf", but I have two issues that I'll post again.


First, having the inability to incap based soley upon CM skills. I would like to see a secondary weapon go into place that is inferior to poisons. I would also like to see some defensive skills if possible.


Second is the regeneration of stats. Once a stat hits 1 from any DOT affectI would like to see regeneration of that pool (or all pools) cease.




a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

Kavedawg
Mon Oct 27, 2003 5:27 pm
#80






PsionicHawk wrote:

First I want to note I am not overly convinced this is a pure "nerf", but I have two issues that I'll post again.


First, having the inability to incap based soley upon CM skills. I would like to see a secondary weapon go into place that is inferior to poisons. I would also like to see some defensive skills if possible.


Second is the regeneration of stats. Once a stat hits 1 from any DOT affectI would like to see regeneration of that pool (or all pools) cease.






The CM only weapon came up and I got some yells for considering passing it on to the dev, there was another Idea that came up giving CM's the ability to directly target health, action, or mind with any weapon that they have equiped. Another Idea would be to give CM's a finishing shot that could hit all 3 pools for equal damage. But these are only good if the dev dosn't retract the +1 cap



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Zarlor
Mon Oct 27, 2003 5:29 pm
#81






PsionicHawk wrote:

[snip]


Second is the regeneration of stats. Once a stat hits 1 from any DOT affectI would like to see regeneration of that pool (or all pools) cease.





I just wanted to second this second.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Kavedawg
Mon Oct 27, 2003 5:30 pm
#82






PsionicHawk wrote:

First I want to note I am not overly convinced this is a pure "nerf", but I have two issues that I'll post again.


First, having the inability to incap based soley upon CM skills. I would like to see a secondary weapon go into place that is inferior to poisons. I would also like to see some defensive skills if possible.


Second is the regeneration of stats. Once a stat hits 1 from any DOT affectI would like to see regeneration of that pool (or all pools) cease.






whoops, as for the regeneration rates, this gives us all the more reason to AoE everyone's secondary stats



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Kavedawg
Mon Oct 27, 2003 5:37 pm
#83

ahhh


as for the regeneration of damage done, this gives us reasons to disease secondary stats with the AoE that's fixed now. I do agree some type of harm should be done to the person while the poison is ticking away at the +1 mark. It could be the stopping of all regen, wounds to secondary stats in that pool, battle fatigue, or a combo of all of these or anything else you may suggest.




________________________________________
The sky hasn't fallen yet but dreams have already been shattered
PsionicHawk
Mon Oct 27, 2003 5:38 pm
#84

True however in the past diseases were useless, I never used them. I had considered focus poisons ealier but do to inexpirence with themblanked itwhen I posted. Ok scratch that from my concerns IF disease becomes more worthwhile (which I believe it will).



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

MichaelF77
Mon Oct 27, 2003 5:49 pm
#85

> You're just convinced I have a personal mission to "nerf"CMs, don't you?

No, I am convinced that you have a personal mission to boost Doctors.
There is a difference, and that in itself is a GOOD thing, just not when there is conflict of interest between CM and Doc.

> Regening of hundreds a second, though....
> that might be pushing it on how fast a good regen actually works

Of course 100 is pushing it that's why in example in different thread I put 30 a sec (not a 100).
The problem is that poison will be generally targeting HAM pulls that are only affected by 10% of the damage or specials (health - pistol, action - carbiner, mind - rifleman).

So mind-spiced-up person with mind poison will not be killable by anything less then very lucky shot, high-level special doing a lot of damage or rifleman+CM (which is not the best combo out there for all different reasons), and all other poisons can be outhealed by just about anyone and cured by doctor at later time (since they don't incap anymore) OR you can spend tiny 15 points (+ whatever for master medic) and be able to cure poisons.

I would not mind this change so much if poison DPS would be increased - note, not poison DAMAGE per tick but rather how often it ticks (for example if i ticks every 4 seconds instead of 8) and if Cure Poison would be moved to Master Doctor.

As it is - most CMs would be much better off throwing Diseases.



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
Valkahr
Mon Oct 27, 2003 6:02 pm
#86






Zarlor wrote:





PsionicHawk wrote:

[snip]


Second is the regeneration of stats. Once a stat hits 1 from any DOT affectI would like to see regeneration of that pool (or all pools) cease.





I just wanted to second this second.





I'll third that second.


I'll also second the postfor a biological CM weapon.

MichaelF77
Mon Oct 27, 2003 6:14 pm
#87

> Second is the regeneration of stats.
> Once a stat hits 1 from any DOT affect I would like to see regeneration
> of that pool (or all pools) cease.

That is very good solution for regen problem.
I would still like to see cure poison be moved into Master Doctor.



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
Kumi
Mon Oct 27, 2003 6:16 pm
#88

If the +1 change is coming then lets consider injecting some reality into this change. As the poison goes to work on your character. How about some state changes that occur as the poison works you down.

As you lose certain % of the pool affected you begin to feel DIZZY or STUNNED.

If you are going to grief players and give them +1 for 15 minutes then make it a "good" grief.

Just a thought...
Soah_Sek
Mon Oct 27, 2003 6:42 pm
#89

Just a question, Who is goin to use poisons any more? Y use something that will stop at one and can be temp. healed by anyone? If the diseases are goin to be working like they are suposed to... I can't wait to hear the cry for nerfs. If an area disease hits whoever was hit better run as far as you can get.


Long live the Combat Medics





----------
"I'm not explaining it. It's just easier to call you stupid."

Soah Sek
Server: Kauri
Master Gunfighter
Valkahr
Mon Oct 27, 2003 6:44 pm
#90




Zarlor wrote:

I think that would be a much worse solution. (And truthfully the more we discuss this the more strongly i am starting to lean towards like the no-incap thing.) In that way Incap becomes the de facto "cure" for poisons.


I am having trouble seeing how incap (or two incaps) being the curefor poisons is supposed to be worse then not even needing a cure in the first place. With poisons not being able to incap, you wouldn't even need to resort to incap. Just let the poison run its ineffectual course (after you kill the CM or leave the situation).


The issue is not with the number of incaps, but with the realtive strenghts involved. Death from poison, in whatever manner, percumably is considered too strong of an effect. But Incap removing poisons, even just 2 incaps doing it, is too weak of a solution, devaluing poisons and the duration attribute of poisons. It also devalues Doctor Cure Poison abilities as well. So personally I don't think that would really be a better fix.


I actually come up with the opposite conclusion. Ithink this nerf willcompletely devalue the need forcure poison. If poisons can't incap, after you leave the area or kill off the CM, why even bother tracking down a doctor to cure the poison? Justlet it run its ineffectual course. It has absolutely no effect alone. None. With high enough regen via doctor/entertainer/musician buffs, food and spices, it probably wouldn't even stop a player from spamming specials constantly (probably while killing the CM who poisoned him). Wouldn't this devalue the worth of cure poisons more than having it incap?







Jacore
Mon Oct 27, 2003 7:02 pm
#91

I'd also be fine no regen if the pool is one. I'd also be completely fine with a 1 on a HAM bar imparting blindness. If they got to +1 and they're still alive, I don't think there's anything wrong with them taking a nice, healthy to-hit impairment.


However on cure poison being MD, I just can't agree. If poison was MCM, sure i'd agree, but it's not right to let journeyman CMs have poison but only master docs can cure.


What needs to be done here is experimentation caps placed upon all med packs for A and B level that prevents someone from experimenting a B to look like and act like a C and so on. I fully expect every Merchant Doc to be up in arms about it, but every single one of them should now realize that under the changed destroy mission payout parameters, the margins on stimBs aren't really that attractive anymore.


Jacore

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