Combat Medic Archive
Thread: Combat Medic Fixes!
D3st0r wrote:
From what I understood, Havla was put in-game to give Doctors more of an edge to balance them out vs CMs with Area Poisons, then docs can cure every second before the CM has the chance to throw more. Am I wrong in assuming that this was the way it was intended to work? The only thing that wasnt intended was CMs being able to use it to spam poisons.
Probably. No reason was given as to why any of the chef food/drinks were implemented and we were left to decide for ourselves how best to use. But once again you are assuming things where you have no info at all.
Just glad they fixed the havla issue and the range isssue. Yes they were great and sometimes expensive gimicks but took out alot of the skill. Frankly it still needs to be removed. As one person put it, if we cant have it no one should. Especially doctors since they get more and more skills every month.
Other issues: Incredibly low spawn rates
MIND vulnerability (hopefully with the combat revamp)
Lack of diversity for curing abilities between ALL professions
Resist foods ineffectiveness
Lack of mitigation abilities (hopefully with the smuggler revamp)
Lack of medical support abilities for a class that cost more points than doctor and is intended for combat.
I can go into dozens of reasons why melee and defense stacking need serious nerfing but at least one of those is being capped in the revamp.
I abstain from the boards for2 days and they go and do something like this. Well at least they did something right for a while. Now lets see if they can address the other issues.
jdmaldo wrote:
quick question
this "core group of cms" that you all speak so highly of... are those the guys that where the first cms on your servers? the guys who owned the crap out of everyone and were godly elite before anyone else figured out cm was the win? the same group of guys who are now pissed that everyone has their godly profession?
We definitely did not own the crap out of everyone early on. Early PvP was all about bounty hunters with eyeshot and various professions spamming knockdowns. It later changed to commandos flaming everyone. Then it became combat medic suicide bombers. Several things changed to make combat medics the most powerful offensive force in group PvP:
- CHs got nerfed
- Knockdown timers wre added
- 75% PvP damage reduction was put into place (except for healing and dots)
- Armor got much better
- Commando dots got nerfed
- Bleeds which bypassed armor were nerfed
- Defense stacking templates became more sophisticated reducing the power of normal attacks
- Resources have gotten better over time (which has had more effect on poisons than weapons)
- The 2 broken combat medic subcomponents were fixed
The last one is key. For the first several months, we couldn't create nearly unresistable, 96m bombs since the adanced subcomponents controlling range and potency were broken. Our power did go up due to the bug fixes and the power of certain other professions went down. Not surprisingly, we attracted a lot of FOTMers.
Don't kid yourself though - if they reduce our damage by 75%, in 2 weeks you will see armies of riflemen/doctorsinstead of combat medics. PvP will be just as boring for the majority of professions. The real problem is not combat medic damage and it never has been. The real problem is mind damage in general. In the era of 80% composite, 2500 strength buffs, and 450 power Stim-Bs, nothing else matters in PvP except mind damage.
Message Edited by Happymob on 07-09-2004 07:11 AM
Loonytic wrote:
I'm a little concerned thatthis isgoingto be another this quick fix without thinking it through. Fixing the range is fine but if they are just simplygoing to hardcap range then they've just made is a very dabble friendly class as people won't need to pick up the range tree (or much of it) in order to hit the cap.
You forget that the CM Effectiveness skill is in the samebranch as healing range, so that skill tree will (almost) never be neglected.
Also, assuming they put a hard cap on it, it would not make the class especially more dabble friendly. Assuming you want to throw at 65m with effectiveness experimented poisons, you will still need 4xx4 combat medic. I found that my base packs without experimenting range let me hit 64m at 4444 combat medic. A 3xx4 combat medic would start to have a noticeably shorter range which would need to be compensated for.
I agree though, that a hard cap would be very bad. In fact, I am guessing (without running tests) that stims have a hard cap, which is why their range formula looks incomprehensible on the surface.
jkray8472 wrote:
You cannot compare one profession to another as a blanket. Each profession has strengths and weaknesses that others do not. Combat Medics are unique in that our damage is universal, regardless of the mob. It would be interesting to see some of the high-end mobs have poison/disease reduction modifiers...where they take 10, 20, or 50% of the normal poison/disease damage.
...
It'd be a lot easier if they'd just TELL us these things!
Canadianjoo wrote:
Im sorry, but was range bugged? as far as i knew the system was designed so that CMs had a range of 2x what it says on the poison at master, will this be changed so the cap is at 64? i can understand if its fixing a bug that allowed 96m range, but is my simple 66m range going to be reduced?
thats my concern are they getting rid of the modifers?or a hard cap of 64m... I can't test it as i don't have a master CM on the TC
The quantity of poison 'spam' due to havla is an issue but is manageable by a well equipped and prepared team.
That timing bug its almost impossible to withstand. With a few players providing cover and 3 CM's on timing duty its possible to get either a disease or poison of your choice to stick on the target and tick with very little chance of them being able to do a great deal about it.
(Even with the longer tick time the disease part is due to the fact that a lot of the players dabbling in doc have their self-cure macro read: /curepoison self; /curedisease self; as such its a meta-gaming play).
This one has a higher priority for me than minimum havla times or maximum ranges.