Combat Medic Archive

Thread: About the 75% PvP Nerf Rumour in Pub9...

David25
Mon Jul 05, 2004 2:33 am
#92

Yup....I'd have to say, the CMs were made to finish off the Melee Stackers...


Thank god for them
OnlyMaestro
Mon Jul 05, 2004 2:34 am
#93

Why not a 75% reduction, but change the ticks to 5 seconds instead of 10.


Example...typical Eclipse mind poison hits you for 987...with the 75% damage modifier that's minus 740 so...247 unmitigated mind damage every 5 seconds 494 damage every 10 seconds meaning only...a true 50% reduction.


Remember the old days when CMs healed in PvP? When armor, buffs and HAM get changed...healing would be important again. I hope.



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

David25
Mon Jul 05, 2004 2:38 am
#94

poisons are based on a healing template...how would you put in a 75% reduction?


Unless you want to reduce all heals by 75%.


Then, that might actually work....stim b's and a's would be crap basically
Pahdbacca
Mon Jul 05, 2004 2:43 am
#95






OnlyMaestro wrote:

Example...typical Eclipse mind poison hits you for 987







2 words.......S and B....and they may not be in that particular order.


Assuming, of course, that typical means no loot drops.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Brainplay
Mon Jul 05, 2004 4:36 am
#96






PanzerGR wrote:





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. Food has to be Bio engineered to get to the high level that it is and with every food type there's a counter to it. Synthsteak only has so many uses before it runs out. Usually 20+ hits later and your reduction is gone. And whats wrong with poison resistance food? Its so gimp it only works on low potentcy stuff.


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. Now that the armor piercing bonus has been added you better fear riflemen. If the jawa isn't working a T21 sure as heck will. Not sure where you're getting your math unless you comparing a TKM vs. 80% composite. Ok those guys only hit for 80dps so it's not going to beat the 100 dps that stacked poisons will do. Not to mention that 600 every ten seconds is pretty darn low (60dps). Once again you're seeing one big hit and going bonkers over it. Btw, we would like to see mitigation items or some form of area cure you know.


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 I'm still trying to understand this one. Ok if the MIND had regened to full and stayed there for a second or two yeah your arguement holds water. Now if its regenerating but still being beaten down slowly the the arguement doesn't hold water.


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. Yup defenses are taking the nerf since they were too tough. We also want defense's vs. Combat Medic although your failure to read through other posts leave you ignorant to this fact. Still though the problem really IS the MIND. You're still at a tree and not the forest.


Combat Medics do NOT follow this principle at all. In order to "counteract" a CM you MUST have doctor. The rules are broken. If the devs say its a rule then its a rule. If the devs are stating its working as intended which you claim they said then its not "breaking" any rules. Yup we'll all tell you its unbalanced and we'll follow up with "fix the MIND" will solve alot of that.


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. Your knowledge sucks! No dev has made any such statement regarding any of those issues. Only speculation, debate, and flames from regular players (sorta like the CM 75% PvP nerf rumor) has been posted. For all we know these all might go into effect with the combat revamp.




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.) I got 4 trees or ranged support thats PURE combat experience to counter that. We'd like to see some forms of mitigation or resistances too but do you ever listen?Nope, you'll continue to ignore that this is a big combat medic issue and post and repost a 75% reduction. We get no resists, can cure ourselves, etc etc so we know whats its like on a base raid to be on the recieving end of DoTs. And yes we are a COMBAT class with our offensive poisons/disease but our MEDIC abilities are lacking and aren't needed since healing in general is not needed. With the doctor buff nerf I'm hoping that changes the state of healing necessity. Nor can we do much of anything else. Take away our poisons and we got ranged healing and a debilitating /healmind that doesn't even heal a MIND to full (only 1k). Those abilities dont justify the large number of skill points we spend but our poisons do.



or there needs to be put into place more ways to cure resist and heal poisons Thats what I said in my first counter post.


there is no "armor" for poison. There is no "poison defence" liek ppl have melee and ranged defence. There is no Area Poison Cure..... Yeah kind sucks doesn't it. Now if they'd just hurry up and give us that area cure or maybe get liik up and running in the combat revamp (probably wont be necessary by then).



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. Hmm, most of the solutions have been given by Combat Medics over and over again. We get aggravated since people continually post the 75% reduction because thats all they know. Nor do they read through other posts that look like they've been cloned with the same responses and ideas hashed over and over again. We know the issues but we dont have magic wands that can fix it. Only the devs can and they're on a different forum.





Ooooohh! Check out the pretty colors!






Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Page 8 of 8