Combat Medic Archive
Thread: About the 75% PvP Nerf Rumour in Pub9...
Morath360 wrote:
The issue is not simply that the mind pool is unhealable. There is an issue with just throwing a powerful poison that lasts forever and a disease that never stops. There needs to be a time limit on it.
No the issue is throwing a WEAK poison on a very small pool even after being full buffed. Ever notice why that little blue bar is never as big as your red and green bars even after a dancer buff?
Well unless your a human and have TK/powerboost
Message Edited by Morath360 on 07-03-2004 08:07 AM
Morath360 wrote:
The issue is not simply that the mind pool is unhealable. There is an issue with just throwing a powerful poison that lasts forever and a disease that never stops. There needs to be a time limit on it.
there are time limits on poisons and disease... check out the duration stat on them
Well lets take a look at the poison thing today alone. If you have a chemical or biological agent in the battlefield, you equip gear to protect yourself from it. One would think that a full suit of composite armor would filter air/contact poisons out. Someone in a different type of armor (i.e. not a full enviromental suit) would still be pooched.
Also on today's battlefields soldiers in "chemical" zones are issued multipleone shot needles to combat the effect of an agent. You should take damage from using it, as you have to jab it in pretty good, but it will negate the poison.
Two pence offered.
Happymob wrote:
Bennyboy4308 wrote:
You honestly think combat MEDICs should be the most powerful profession in the game???
In group combat, I do believe that combat medics should be one of 3 extremely powerful professions - those being commando, squad leader, and combat medic. Squad leader is almost the definition of a support character. Commando is a bit odd as they are more of a regular combat/support hybrid (or at least would be if their grenades were usable).I am ok calling combat medic "support".
But people seem to think that "support" means offensively gimped. Support in military terms really means that you are a force multiplier. You may not be great individually, but you make the entire team much better. The group is much greater than the sum of the individuals. A regiment of infantry is good. A regiment of infantry with artillery "support" is very good. A regiment of infantry with artillery and air "support" is truly excellent and will wipe the battlefield of an enemy that just has infantry even in superior numbers. Yet air and artillery are not all that useful all by themselves.
Where the devs have screwed up, in my opinion, is not giving squad leaders enough skills, not giving commandos useful grenades, and making combat medics too deadly. I have no real problem with CMs doing lots of damage, but wish they would deal less death (via poison/disease stacks). Of course even if poison/disease couldn't kill, you would still have complaints as the CM/rifle combos would still kill (though the kill would be from the rifle skills and not the CM skills). This is the nature of the skill system, and I don't see anyway around this.
So I guess to answer your question, no, combat medics should not be the most powerful profession in the game. But in large action PvP, they should be tied for first (excluding jedi from the conversation). What makes you think they shouldn't be?
PanzerGR wrote:
if they added Gas filtration to Composite and Ubese headgear (since these are enclosed helmets with filter systems) with say soemthing liek a 30-50% poison reduction Why armor? A food already exists but needs an upgrade. Stop thinking about how you can get to god mode with armor. Its on the nerf list already.
or gave poison the same reduction all other PvP combat gets Even in PvP vs. good armor no poison can match 150 damage every second. Now are you strictly comparing TK vs. 80% composite or everyone else vs. the 90% that "everyone" has.
then thats end of story and no one would complain. No I'd still own you with headshots since they do MIND damage. TK's would still own you with headhit 1, fencer would still own you because of scatter shot, all of which do MIND damage. Thats the problem. Or are you saying people die on a regular basis to combat medic HEALTH poisons?
The problem is that CM's suffe rno offensive penalties for their atatcks and thefore basically lay outside the rules all other proffs must face. In real life theres tons of ways to prevent chem and bio- agents int his game it's like CM's and DoTs are the end all of PvP In real life 1 shot kills or seriously injures you and a melee skill is a last ditch ability in a SHOOTING war. Wait, this isn't real life, its SWG. Now explain to me twi'leks and real life comparisons. The other funny thing is that I haven't seen a CM post "get doc in your template" in a long long time. But then people like you are the ones who will make sure that Doctor and only Doctor are the ones who will be able to cure poisons. Hell I posted in the squad leader forums that they should get a poison MITIGATION ability and got flamed for it saying it was too close to "stealing" a doctor ability. Whats up with this doctor obsession?
maybe the combat revamp will change it......but i still see no reason why CM's shouldnt ollow the same prinicples everyone else does...i realize theres a coding issue, but thats the devs fault fo rbungling it int he first place..im sure if they actually worked on it they could remedy it. Maybe thats the real reason they keep saying "its fine the way it is" because they dont want to admit they were wrong and have to re-code the medic code pyramid. Maybe they're going to revamp the MIND pool to be equal to HEALTH and ACTION. Omg, no more easy MIND damage templates to own PvP! Now its going to be who can KD/dizzy who first= "the win". Then again recoding the entire medic profession then combat medic profession would be ALOT of work so I wouldn't put it past them for not wanting to do it. I still wonder why we get MEDIC in our title when there is such little need for healing except in a very select few places. I really hope the revamp changes that.
Brainplay wrote:
PanzerGR wrote:
if they added Gas filtration to Composite and Ubese headgear (since these are enclosed helmets with filter systems) with say soemthing liek a 30-50% poison reduction Why armor? A food already exists but needs an upgrade. Stop thinking about how you can get to god mode with armor. Its on the nerf list already.
Because foods are overpowered as well. In fact they should remove soem of the properties foods have, like reduction of damage on synthsteak and poison resistance because it just doubles up on previous reductions.....which is 1 reason combat is so gimped.....you cna have 50 milliond ifferent things which reduce damage.
or gave poison the same reduction all other PvP combat gets Even in PvP vs. good armor no poison can match 150 damage every second. Now are you strictly comparing TK vs. 80% composite or everyone else vs. the 90% that "everyone" has.
I dont know where you get this from because poisons from my experience always outdamage combat ready PvPers. A guy with armor, buffs, food, etc and ready to go will always.ALWAYS take more damage from poison than he will from mundane weapons. Argue all you want with me. I fear CM's on the fuield more thna I ever will a rifleman. 39% stun armor and a PSG protects me even from Jawa's. Not so with poison. Guildie was dueling last nigth and i watched his mind tick every 10 seconds for 600 damage ina go. That wasnt even with a disease DoT stacked on. No weapon i know of can cut thru armor, psg, buffs, and other resistances for 600 damage in 10 seconds.....not if the opponent is buffed n ready.
Also you are forgettign one of the BIGGEST thing sin PvP my friend. Your poisons tick for full-force every tick.....so the mind is dropping a HEAVY BUNCH every tiem the poison ticks. In combat, a guy gets hit and his pools go down a little bit.....the stats on a buffed guy can easily regenerate a 30 tick or even a 80 tick damage. Its MUCH harder to fully regenerate a 600 tick that hits all at once. duh
then thats end of story and no one would complain. No I'd still own you with headshots since they do MIND damage. TK's would still own you with headhit 1, fencer would still own you because of scatter shot, all of which do MIND damage. Thats the problem. Or are you saying people die on a regular basis to combat medic HEALTH poisons?
No i wouldnt complain my complaint if you even bothered to pay attention is that CM's lay outside the rules every other combat profession faces.....it has NOTHING to do with mind damage whatsoever. As you pointed out other classes can do mind damage. No. The problem is that CM's and DoTs lie outside the rules established for everything else
As i also stated theres a certain balance (theoretically to the system). Every combat profession ahs a somewhat, more or less, chance of balancing and counteracting every other profession. Every class has defense and offense capabilities, which in theory, provide every class witht he ability to best the other. Granted its imbalanced and needing repair.
Combat Medics do NOT follow this principle at all. In order to "counteract" a CM you MUST have doctor. The rules are broken.
The problem is that CM's suffe rno offensive penalties for their atatcks and thefore basically lay outside the rules all other proffs must face. In real life theres tons of ways to prevent chem and bio- agents int his game it's like CM's and DoTs are the end all of PvP In real life 1 shot kills or seriously injures you and a melee skill is a last ditch ability in a SHOOTING war. Wait, this isn't real life, its SWG. Now explain to me twi'leks and real life comparisons. The other funny thing is that I haven't seen a CM post "get doc in your template" in a long long time. But then people like you are the ones who will make sure that Doctor and only Doctor are the ones who will be able to cure poisons. Hell I posted in the squad leader forums that they should get a poison MITIGATION ability and got flamed for it saying it was too close to "stealing" a doctor ability. Whats up with this doctor obsession?
Its eben proposed doctors egt an area cure...its been proposed CM's get a poison cure.....its been proposed Squad Leaders get a poison resitance. TO my knowledge all of these have been shot down by the devs who want to keep the cures with doctor.
maybe the combat revamp will change it......but i still see no reason why CM's shouldnt ollow the same prinicples everyone else does...i realize theres a coding issue, but thats the devs fault fo rbungling it int he first place..im sure if they actually worked on it they could remedy it. Maybe thats the real reason they keep saying "its fine the way it is" because they dont want to admit they were wrong and have to re-code the medic code pyramid. Maybe they're going to revamp the MIND pool to be equal to HEALTH and ACTION. Omg, no more easy MIND damage templates to own PvP! Now its going to be who can KD/dizzy who first= "the win". Then again recoding the entire medic profession then combat medic profession would be ALOT of work so I wouldn't put it past them for not wanting to do it. I still wonder why we get MEDIC in our title when there is such little need for healing except in a very select few places. I really hope the revamp changes that.
One of 2 things need to happen... either CM's need to be brought into line with all the other combat classes and follow the same rules and principles; reductions, mitigations, etc(Combat medics always seem to want to consider themself a COMBAT class, not a HEALING class.....so if they wanan act liek it force them to obey by it......its also amusing that this "combat" class requires literally zero combat experience.)
or there needs to be put into place more ways to cure resist and heal poisons
there is no "armor" for poison. There is no "poison defence" liek ppl have melee and ranged defence. There is no Area Poison Cure.....
one or the othe rneeds to change and thus far all ive seen fromt he CM community is a lot of aggravation that peopel are crying "nerf" on them and a total lack of attempting to understand why and come upw ith solutions.