Combat Medic Archive
Thread: Anti-CM tactics...
mafiree wrote:
Mild-Breeze-Trooper
Read my sig boy i ain't a def stacker
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Message Edited by mafiree on 05-12-2004 02:52 PM
Ah... you're a bounty hunter. My condoleances... How about you leave the nerf bat home seing as how it's only done you harm this far and go petition for them to add some defences to your class. Tell you what, I'll actively support the adding of 25% poison and disease resists at BH Master if you make a petition for it.
Mild-Breeze-Trooper wrote:
mafiree wrote:
Mild-Breeze-Trooper
Read my sig boy i ain't a def stacker
![]()
Message Edited by mafiree on 05-12-2004 02:52 PM
Ah... you're a bounty hunter. My condoleances... How about you leave the nerf bat home seing as how it's only done you harm this far and go petition for them to add some defences to your class. Tell you what, I'll actively support the adding of 25% poison and disease resists at BH Master if you make a petition for it.
hehe, thanks for fighten the good fight
A 125 a tick poison isnt much.... But you shouldnt be able to do 500(stop with the DPS BS, you know that a rifleman isnt shooting at you from the cloner.. or incapped!) damage to someone while you're at a safe distance(100m...1Km...10km... Another planet?!)
That being said, I of course totally hate Combat Medics after I dropped doc myself, I dont want to dabble in TKA.. since I dont have the skillpoints(I want to choose my own template, thank you very much.)
There are many nice suggestions on howto make "you guys" work in the GCW, without making you the instant win, just because the other side doesnt have a doctor in their group. I would like to see your DoTs vanish when you die.... you shouldnt have to either have great damage(as you do now) or something that tickles(75% reduction.) Making the DoTs vanish will prevent one combat medic in succesfully halting an attack on a base, single handedly. Hell ,I like this solution and think it's great... please do say something about better ideas, I really want to hear them.
All I ask you stop defending yourself with an argument that doesnt make a god damned sense.
Message Edited by NotOneYouKnow on 05-14-2004 09:01 PM
NotOneYouKnow wrote:
So, I guess you're all(Combat Medics) okay with that, that everyone should take extra precautions just because there might be this SINGLE PERSON that can totally disable the group !?!? You guys never seize to amaze me on how ignorant you are regarding other professions in this game.
A 125 a tick poison isnt much.... But you shouldnt be able to do 500(stop with the DPS BS, you know that a rifleman isnt shooting at you from the cloner.. or incapped!) damage to someone while you're at a safe distance(100m...1Km...10km... Another planet?!)
That being said, I of course totally hate Combat Medics after I dropped doc myself, I dont want to dabble in TKA.. since I dont have the skillpoints(I want to choose my own template, thank you very much.)
There are many nice suggestions on howto make "you guys" work in the GCW, without making you the instant win, just because the other side doesnt have a doctor in their group. I would like to see your DoTs vanish when you die.... you shouldnt have to either have great damage(as you do now) or something that tickles(75% reduction.) Making the DoTs vanish will prevent one combat medic in succesfully halting an attack on a base, single handedly. Hell ,I like this solution and think it's great... please do say something about better ideas, I really want to hear them.
All I ask you stop defending yourself with an argument that doesnt make a god damned sense.
Message Edited by NotOneYouKnow on 05-14-2004 09:01 PM
heres an idea cm is overpowered there is no ration defence against a posion that tick so fast so instead of getting bitcy and defense why not actually look for a way to fix itinstead of overcompensating when your uber status is threatened and going inot btich overdrive?
Both of you morons should try reading the boards or even the front page of the log in screen sometime. Your answer comes in the smuggler revamp. Its a spice called Lilka and its effect is "mind damage mitigation".
Just a theory but from what I've pieced together I do believe that the mind bar will no longer be an incappable target. But for sure if there is a mind poison mitigation spice then the poisons wont be affected at all.
Can the moderator of this forum please just erase the next ranters that come along and ask for a nerf or reduction?
Brainplay wrote:
Both of you morons (very mature and reasonable lets not snap at people caue they point out a problem with your profession being overpowered hey?)should try reading the boards or even the front page of the log in screen sometime. Your answer comes in the smuggler revamp. Its a spice called Lilka and its effect is "mind damage mitigation".
Icouldn't see it on the login screen and eventually found it berried in a correspondent post on the smuggling boards as an 'idea' for the now delayed smuggler revamp so if we ever see it, it won't be till september probably.
Can the moderator of this forum please just erase the next ranters that come along and ask for a nerf or reduction?
Yes then you can stay broken and inbalanced for all eternity with no one being able to speak against you. Why can't you just be reasonable spend some time as a non cm combat class in pvp and you will see how cm kills pvp. letstry and fix it rather than just **edit** and abuse each other on the boards all the time
Brainplay wrote:
Impetuousyouth wrote:
the fact that they can hit for 500 mind damage in one tick is ridiculous hers a few ides for cm's: Thats 50dps, easy to beat at any master lvl including pistols against decent armor.
Its NOT about the DPS....Jesus Christ, get over it. Its the mere fact of the wounds and damage you do.
75% pvp reduction (would make it actually possible to get a to a cm b4 incap (and to the cm that said cm's can't affrod to put points into exploration for terrain negotiation, ever thought of actually checking your skill boxes cm's get terrain negotiation as part of there prof.)) Terrain negotiation = running away and surviving. Devs saw our lack of defenses and gave us something. See below about the reduction.
All that does is allow you to get within 96 meters, throw your poison, then run away like a little girl
they need to be within a 20-25m range to apply disease/posion. would make it possible to get that solo cm. We're rooted for 4sec when we do our first toss. If you cant close the distance to either do a lunge1 or suppression fire then you need to reconsider your pvp career.
Okay bud. You need to quit hanging out with Thunderheart. The fact that you can throw something further than my T21 can shoot, is screwed up. The "root" is a thing of the past now. Besides, if they gave BH's defenses even remotely close to their offense, you would be screaming about it.
o
nce line of sight breaks thecm effectbreaks so if they run inside or behind a building to hide after laying on dots then the dot's stop. So are poisons are now a laser beam that is constantly being projected on you while in sight? There is no longer any throwing or shooting in walls. CM's have to have line of sight to toss a poison on you. If a stump or twig is in the way we cant do it. I played merry go round with a fencer at the dantoonie imperial outpost. We ran in circles around the entrance wall trying to poison or lunge1 each other. We had a good laugh afterwards (even if he was a reb).
Nope. Still bugged. Was poisoned by player inside a base, when I was outside it 40 meters away. This was this past weekend.
not neccessarkly saying all these should be done but theres some ideas. atm your prof is unbalanced ti kills fun pvp (and this is a game after all) so it needs to be fixed there is no defence against posion/disease other than being 4xxx doc Actually you only need doc 2/0/0/0 or 4/0/0/0 TK to meditate if off but then again you probably have that already.
Wrong. You have to be 4/0/0/0 in doc, to cure both poison and disease. Get your facts right. Besides, a TKA cant meditate in combat.
and to have to get an elite skill to defend against one prof is unbalancedSodoes that make commando unbalanced since you need 3/0/3/0 to defeat their nasty fire dots?
Ummm...Where have you been? Commandos have been worthless for about 3 patches now. Not to mention, if you want to stay away from the Commando's "nasty" (LMAO) fire dots, stay at least 17 meters away from them. Again, get your facts straight.
You know of course that the disease/poison incap thing is a fluke and accidently got reinstated after it was removed for a short period of time dont you? It's on the books to get fixed as well.
LOL. So is the combat balance....You holding your breath? I am not.
500mind poison plus 75% reduction =125 damage every ten seconds. 12.5 damage every second (dps). Wow I can beat that ratio against 80% energy resist armor with a well made cdef rifle.
P/D's never miss. They never fail. There is no defense against it (and dont say become a doc, bring a doc). I can defend against every attack in this game, but CM without exhausting111 skill points to do it even mildly effectively.
RankorCity wrote:
Brainplay wrote:
Impetuousyouth wrote:
the fact that they can hit for 500 mind damage in one tick is ridiculous hers a few ides for cm's: Thats 50dps, easy to beat at any master lvl including pistols against decent armor.
Its NOT about the DPS....Jesus Christ, get over it. Its the mere fact of the wounds and damage you do. Other than wounds you just described dps to the letter.
75% pvp reduction (would make it actually possible to get a to a cm b4 incap (and to the cm that said cm's can't affrod to put points into exploration for terrain negotiation, ever thought of actually checking your skill boxes cm's get terrain negotiation as part of there prof.)) Terrain negotiation = running away and surviving. Devs saw our lack of defenses and gave us something. See below about the reduction.
All that does is allow you to get within 96 meters, throw your poison, then run away like a little girl You're talking about a known exploit that has already been noted and is to be fixed. Thanks for the little girl comment, we really appreciated it.
they need to be within a 20-25m range to apply disease/posion. would make it possible to get that solo cm. We're rooted for 4sec when we do our first toss. If you cant close the distance to either do a lunge1 or suppression fire then you need to reconsider your pvp career.
Okay bud. You need to quit hanging out with Thunderheart. The fact that you can throw something further than my T21 can shoot, is screwed up. The "root" is a thing of the past now. Besides, if they gave BH's defenses even remotely close to their offense, you would be screaming about it. Once again you're talking about a known exploit. If you're talking about the halva I have yet to see it in action so I cant comment on it. Then again you probably haven't either and are posting that after you read about it judging from your post in general.
o
nce line of sight breaks thecm effectbreaks so if they run inside or behind a building to hide after laying on dots then the dot's stop. So are poisons are now a laser beam that is constantly being projected on you while in sight? There is no longer any throwing or shooting in walls. CM's have to have line of sight to toss a poison on you. If a stump or twig is in the way we cant do it. I played merry go round with a fencer at the dantoonie imperial outpost. We ran in circles around the entrance wall trying to poison or lunge1 each other. We had a good laugh afterwards (even if he was a reb).
Nope. Still bugged. Was poisoned by player inside a base, when I was outside it 40 meters away. This was this past weekend. Dont know what to tell you on this one. I cant poison past a wall or a stump and have tested it repeatedly. Maybe if I can see you from through a door (which will appear closed to you) is my only guess on how that happened. I can still shoot stuff from inside the door of my house maybe that applies to a base as well.
not neccessarkly saying all these should be done but theres some ideas. atm your prof is unbalanced ti kills fun pvp (and this is a game after all) so it needs to be fixed there is no defence against posion/disease other than being 4xxx doc Actually you only need doc 2/0/0/0 or 4/0/0/0 TK to meditate if off but then again you probably have that already.
Wrong. You have to be 4/0/0/0 in doc, to cure both poison and disease. Get your facts right. Besides, a TKA cant meditate in combat. 2/0/0/0 comment was in reference to poisons only as disease is never used in PvP unless you're going for the incap deathloop which requires you mind at 0 before the disease can incap you. Eliminating the poison negates that ability which is also a bug, been noted, and will be fixed according to the devs.
and to have to get an elite skill to defend against one prof is unbalancedSodoes that make commando unbalanced since you need 3/0/3/0 to defeat their nasty fire dots?
Ummm...Where have you been? Commandos have been worthless for about 3 patches now. Not to mention, if you want to stay away from the Commando's "nasty" (LMAO) fire dots, stay at least 17 meters away from them. Again, get your facts straight. Calling a commando worthless in PvP is pretty sad. Thinking that staying further than 17m will let you survive a competent commando is even worse. Maybe you need to go make sure you got yours facts straight sir. The comment was about their DoT's in general, not that class as a whole.
You know of course that the disease/poison incap thing is a fluke and accidently got reinstated after it was removed for a short period of time dont you? It's on the books to get fixed as well.
LOL. So is the combat balance....You holding your breath? I am not. If you want to grief the devs to hurry up I'd suggest you post on their forums.
500mind poison plus 75% reduction =125 damage every ten seconds. 12.5 damage every second (dps). Wow I can beat that ratio against 80% energy resist armor with a well made cdef rifle.
P/D's never miss. They never fail. There is no defense against it (and dont say become a doc, bring a doc). I can defend against every attack in this game, but CM without exhausting111 skill points to do it even mildly effectively. Actually we exhaust alot more than that and all of our poisons and diseases are limited charge items (sorta like commando disposables and grenades) that we either have to buy the resources or farm ourself. READ MY SIG. The defense has already been announce and given a release date.
Impetuousyouth wrote:
Brainplay wrote:
500mind poison plus 75% reduction =125 damage every ten seconds. 12.5 damage every second (dps). Wow I can beat that ratio against 80% energy resist armor with a well made cdef rifle.
Impetuousyouth wrote:
the fact that they can hit for 500 mind damage in one tick is ridiculous hers a few ides for cm's: Thats 50dps, easy to beat at any master lvl including pistols against decent armor yes but no mitagation for posion/disease, can attack an unhealable pool,and no defence against it. Its the incap unhealable part that gets everyone I agree and I'm guessing 90% of pvp fights end with an empty mind bar. I dont like it either unhealable pools that can be incapped either. READ MY SIG- you've got a defense on the way
75% pvp reduction (would make it actually possible to get a to a cm b4 incap (and to the cm that said cm's can't afford to put points into exploration for terrain negotiation, ever thought of actually checking your skill boxes cm's get terrain negotiation as part of there prof.)) Terrain negotiation = running away and surviving. Devs saw our lack of defenses and gave us something. See below about the reduction. How about a 50% reduction then offer another solution instead of just becoming ridicously defensive READ MY SIG- you've got a defense on the way. The only one who's getting redicously defensive is you.
posion /disease cureing being put into the first aid line of medic So you only have to spend an extra 2 points to render a master crafted items useless and still be able to uber defense stack? hmm don't defence stak and where you get the two points from how about 4xxx medic? isn't that around 14 skill points? Misunderstood and thought you meant just the level 1 box. Still, level 4 doesn't justify negating a master crafted item. Does any level 4 range/medic/melee beginning tree really make a big dent in pvp? Maybe if you argue headshot1 but thats it. Cant cure states like blind or dizzy as a master medic. Cant put out superior dps as a master marksman. Do you see where I'm coming from here?
they need to be within a 20-25m range to apply disease/posion. would make it possible to get that solo cm. We're rooted for 4sec when we do our first toss. If you cant close the distance to either do a lunge1 or suppression fire then you need to reconsider your pvp career. throw from 90m then run inside the starport round the corner of a building to break my LOS then i can't get in range to attack them with my 20m lunge 2 before my mind is almost compltly gone 90m thing is a known exploit. All I can say is that its been noted and going to be fixed. We were intended to be capped at 64m just like the other ranged professions but someone messed that up. Oh and unless that 90m poison is venom enhanced a moun or 2 shots of brandy will counter the effects just fine.
once line of sight breaks thecm effectbreaks so if they run inside or behind a building to hide after laying on dots then the dot's stop. So are poisons are now a laser beam that is constantly being projected on you while in sight? There is no longer any throwing or shooting in walls. CM's have to have line of sight to toss a poison on you. If a stump or twig is in the way we cant do it. I played merry go round with a fencer at the dantoonie imperial outpost. We ran in circles around the entrance wall trying to poison or lunge1 each other. We had a good laugh afterwards (even if he was a reb). realism isn't a big thing in starwars other wise i'd have filters built into my armour to protect me from biological weapons this is another defensive reaction rather then attempt to help balance the profession you prefer to **edit** and **edit** and **edit** about anyone that points out that you have an unhealty advantage If realism was in effect then nobody would want to play a melee and everyone would be a commando. I dont agree with no way to defend against any sort of attack that can lead to an incap with no way to heal or mitigate. I do see what the intentions were though since if you take away our mind poisons we would need an absolute way to land a disposable item on someone that can be healed with a stimB (i.e. health and action poisons) or whose doctor buffs would be able to regenerate without problems.
can't throw posion/disease from tef. Group TEF is dumb and needs to be removed. TEF from faction scanners and attacking factional npc's or machines does not allow a TEF'd combat medic to apply poison to an overt player unless he comes under attack by the overt first. At least we agreed on something
not neccessarkly saying all these should be done but theres some ideas. atm your prof is unbalanced it kills fun pvp (and this is a game after all) so it needs to be fixed there is no defence against posion/disease other than being 4xxx doc Actually you only need doc 2/0/0/0 or 4/0/0/0 TK to meditate if off but then again you probably have that already i thought disease cure came at 4xxx doc or is it posion can't remebr which but unless they changed it one of them does, You are correct, to cure disease you need 4/0/0/0. However except for the stacking incap bug disease ishardly used in pvp since it takes so long to tick and doesn't do that much damage whenit does unlessvenom enhanced. Curing poison is the main concern in pvp. hmm also not a defence stacker master swordsmen/master fencer pretty crap defences in swordsmen if you care to take a look but i like to hunt big game hence the swrod and itook up fencer after dropping doc as i wanted to try a different melee prof but didn't want to lose swordsmen cause it was so much fun. and to have to get an elite skill to defend against one prof is unbalancedActually you just listed your stacking traits and you ability to hunt big game directly translates to pvp. Sodoes that make commando unbalanced since you need 3/0/3/0 to defeat their nasty fire dots? commando dot's have a much shorter range are much harder to land and qfter said commando is killed they can easily be healed by a novice medic to stop a 3 incap. You know of course that the disease/poison incap thing is a fluke and accidently got reinstated after it was removed for a short period of time dont you? It's on the books to get fixed as well. personally i think all dot's should be removed from pvp as they remvove the skill from it. i fought inmy qualifying round and won it for an 8 man server wide pvp tournament i beat serval guys that had small dots ticked for 110-195 mind posion's and beat many other guys fair and square /pats you on the back you're soo kewl defensive sarcasm, very mature and helpful instead of trying to help solve a problem lets just **edit** about the ppl pointing it out? did i ever try and insult you? You were showboating and going off topic with looted weapons. Weapon dots have nothing to do with this discussion other than you seem to be able to beat those on your server that have them. so no i get told i'm going down as they've purchased 3 mind dots totalling 1000 effective strength, wheres the skill in that? I may as well pull out now cause unless i buy a load of uber MIND dot weapons the fight are going to last seconds and consist of them laying there 3 dots then just run away and watch me die. dot's kill pvp dot's kill fun simple as. So they spent a few hundred thousand to a million credits on mind dot poison weapons to beat you? Isn't that sorta like buying an uber krayt/nighsister/uber_mob_01 t21 with 600 damage and 1.0 speed? Dunno but I'd be flattered if someone needed all of that to beat me.
yes i suppose but thats no t the point is it really what about the guy thats just getting into pvp but everytime he gets involved he gets whopped by are posion/diseas that is unbalanced he quite the game/pvp altogether and it just ends up with 20cm/rifleman versus 20cm/rifleman There are many many more TK/ other stuff template per capita than any form of CM. Even 4/0/0/4 feel the drain of practice points needed to reach that level and many dont like the trade off.
heres an idea cm is overpowered there is no ration defence against a posion that tick so fast so instead of getting bitcy and defense why not actually look for a way to fix itinstead of overcompensating when your uber status is threatened and going inot btich overdrive? CM isn't overpowered its merely bugged. When those 2 bugs are fixed you'll have alot less to grief about. The only person getting "bicthy" as you like to call it is you. The solution has been announced and given a release date. If you feel the need to vent or complain about the speed of this implementation I'd suggest you post on the devs forum.
oh by the way the 'edit's' are another term that is the name for a female canine that i did not realise was blocked so instead insert 'whine' Who's immature now?
Message Edited by Impetuousyouth on 05-11-2004 08:47 PM
Brainplay wrote:
Once again you're talking about a known exploit. If you're talking about the halva I have yet to see it in action so I cant comment on it. Then again you probably haven't either and are posting that after you read about it judging from your post in general.
Next color...BLUE! Havla is already on Ahazi server. Just read our boards. I dont have to see it in action when players I know and trust are using it, and are on the receiving end of its benefits. Thanks for playing now. drive through.
Dont know what to tell you on this one. I cant poison past a wall or a stump and have tested it repeatedly. Maybe if I can see you from through a door (which will appear closed to you) is my only guess on how that happened. I can still shoot stuff from inside the door of my house maybe that applies to a base as well.
Apparently it still applies to bases.
2/0/0/0 comment was in reference to poisons only as disease is never used in PvP unless you're going for the incap deathloop which requires you mind at 0 before the disease can incap you. Eliminating the poison negates that ability which is also a bug, been noted, and will be fixed according to the devs.
Key words..."will be"....RIIIIIIGHT....when?
Calling a commando worthless in PvP is pretty sad. Thinking that staying further than 17m will let you survive a competent commando is even worse. Maybe you need to go make sure you got yours facts straight sir. The comment was about their DoT's in general, not that class as a whole.
The first profession I mastered in this game was Commando (about 2 months into the game) and was one for the better part of 6-7 months.. Trust me I know Commandos...Rocket Launchers (when they worked)/HPBC's/etc miss more than half the time on a stationary target at ideal range, expensive and disposable. Flamethrowers are inaccurate and slow (as a Master Commando, I tested it against a Master Pistoleer with and missed more than 70 percent of the time). Heavy Acid Rifle? BWAHAHAHAHAHAHAAHAHAHAHA....Grenades or any thrown weapon? BWAHAHAHAHAHAHAHAHAHAHA...wheeeeeeeze...Rarely hit, incap thethrower usually (ideal range isits max rangeis within its blast area) due to its damage and high HAM costs....Sure they have ranged mitigation 3, but low ranged defense (+22
), even worse melee defense (+9.....read that again....NINE). DoT's? What DoTs? Commando's have the highest pure combat skill point sink in the game and are the weakest of all combat professions. Dont try and argue Commando's with me. I know that profession inside and out. Do you know what test Thunderheart ran to prove Commando's where unbalanced? He got his buffed and dueled another Master Commando that was unbuffed. Guess who won? Its in the Commando forums. I will try and find it, then edit this post with the link....
Actually we exhaust alot more than that and all of our poisons and diseases are limited charge items (sorta like commando disposables and grenades) that we either have to buy the resources or farm ourself. READ MY SIG. The defense has already been announce and given a release date.
News flash: Every profession has to buy their "resources", or farm them and become a Master Weaponsmith, with the sole exception of TKA. Every weapon is disposable. As for the "defense", I will believe it when I see it.
I'm intrested in knowing if all you CM's think being able to throw at the speed cap (if you take the new food) is not giving you too much power. I'm not trying to argue this old Your Uber, No I'm Not issue.....I really am just intrested if you think this further unbalances the game. After all in this original post on tatics on how to defeat a CM it states you have to wait 4 seconds before you can do anything which should give us the time to somehow kill a fully buffed person in 80% composite armor. Well now you can toss posions at the speed cap, you still think nothing should change?
Either way, its been stated by people that things are changing in the Combat Rebalance. Whythe waitwhen there is an obvious imbalance is beyond my understanding. Rest assured Mind-healing or spice for poison will not be the only nerf coming for CM's. To all those players complaining I would suggest just waiting......I've been assured (I know I'll believe it when I see it) things are changing around publish 10.
You're going to have to wait for the revamp like there rest of us. I dont see the devs doing much in changing the current combat system when its about to recieve a complete facelift. That sums it all up and there really dont have to be anymore posts to this.
RankorCity wrote:
Brainplay wrote:
Once again you're talking about a known exploit. If you're talking about the halva I have yet to see it in action so I cant comment on it. Then again you probably haven't either and are posting that after you read about it judging from your post in general.
Next color...BLUE! Havla is already on Ahazi server. Just read our boards. I dont have to see it in action when players I know and trust are using it, and are on the receiving end of its benefits. Thanks for playing now. drive through.
Next color..ORANGE! Finally saw havla in action and now i'm wondering why the heck it was even put into this game. Yes, it does allow us to beat the 4sec delay. I dont see many other uses for it except for a novice medic to heal faster with a stimB or a doctor to buff faster. Cant be for sure but I dont think this was intended to get us past the 4sec mark.
Dont know what to tell you on this one. I cant poison past a wall or a stump and have tested it repeatedly. Maybe if I can see you from through a door (which will appear closed to you) is my only guess on how that happened. I can still shoot stuff from inside the door of my house maybe that applies to a base as well.
Apparently it still applies to bases.
I tested this a bit and found some interesting results. Walls and most game generated objects are absolutely solid when facing straight on. However there is a bit of 'leeway' still involved. When facing a wall if I move to the sides and face at an angle I still have a limited arc of fire through that wall. Harvester, factories, and other player dropped items also have this 'leeway' but varies from object to object but is considerably less solid than a wall. I can still poison within the doorway of my house as long as the target is directly in my line of sight. I cannot do this vice versa. The area affect of poisons still go through walls but that is a whole other ball game. Still have yet to test this from a base but I'll take your word on it.
2/0/0/0 comment was in reference to poisons only as disease is never used in PvP unless you're going for the incap deathloop which requires you mind at 0 before the disease can incap you. Eliminating the poison negates that ability which is also a bug, been noted, and will be fixed according to the devs.
Key words..."will be"....RIIIIIIGHT....when?
Dont work for Sony and its not my problem. You'll have to talk with them. Best guess is during the combat revamp or sooner.
Calling a commando worthless in PvP is pretty sad. Thinking that staying further than 17m will let you survive a competent commando is even worse. Maybe you need to go make sure you got yours facts straight sir. The comment was about their DoT's in general, not that class as a whole.
The first profession I mastered in this game was Commando (about 2 months into the game) and was one for the better part of 6-7 months.. Trust me I know Commandos...Rocket Launchers (when they worked)/HPBC's/etc miss more than half the time on a stationary target at ideal range, expensive and disposable. Flamethrowers are inaccurate and slow (as a Master Commando, I tested it against a Master Pistoleer with and missed more than 70 percent of the time). Heavy Acid Rifle? BWAHAHAHAHAHAHAAHAHAHAHA....Grenades or any thrown weapon? BWAHAHAHAHAHAHAHAHAHAHA...wheeeeeeeze...Rarely hit, incap thethrower usually (ideal range isits max rangeis within its blast area) due to its damage and high HAM costs....Sure they have ranged mitigation 3, but low ranged defense (+22
), even worse melee defense (+9.....read that again....NINE). DoT's? What DoTs? Commando's have the highest pure combat skill point sink in the game and are the weakest of all combat professions. Dont try and argue Commando's with me. I know that profession inside and out. Do you know what test Thunderheart ran to prove Commando's where unbalanced? He got his buffed and dueled another Master Commando that was unbuffed. Guess who won? Its in the Commando forums. I will try and find it, then edit this post with the link....
I just know too many commandoes that can hold their own in PvP and was making the reference based on that. You get defenses? Wow, CM's get a nice whoping ZERO I feel all dirty inside when I have to make extra big letters to make a point.
Actually we exhaust alot more than that and all of our poisons and diseases are limited charge items (sorta like commando disposables and grenades) that we either have to buy the resources or farm ourself. READ MY SIG. The defense has already been announce and given a release date.
News flash: Every profession has to buy their "resources", or farm them and become a Master Weaponsmith, with the sole exception of TKA. Every weapon is disposable. As for the "defense", I will believe it when I see it. Considering weapons a resource are we? Ok against that arguement I can say weapons last longer, can be fixed, can be enhanced at will, can still do decent damage even with gimp stats thanks to specials, and compare equally to the number of resources it takes to make a 33 use poison of any kind. Wouldn't mind a poison power up but that would really be a no no. As for the defense issue, I cant wait for it to arrive either. Along with the defense caps and total nerfing of unber template stacking. You're just gonna have to deal with it till that arrives.