Combat Medic Archive
Thread: How many of you plan to drop Combat Medic if 1hp poison goes live?
If the Dev's Didn't know what our role was they shouldn't have CM as an option in this game. So people don't lose what 2 weeks to make a master and develop a play style.
And our CM spokesman should stand for our views not his or her own. (if you did get an over all opinion and are matching this then disregard this post)
PS if I had multiple post sorry it did something wierd when I hit submit.
Okay surewe can Compare the Damage Output from a CM with a BH, but we also can have a look of the other Clases that have the Skills neededa CM need. Then we have Doctor (Master Medic) and Squad Leader (Ranged Support). Squad Leader is a Combat Support Class and Doctor a Support Class, how mutch Damage can they do ?
Dont understand me wrong i like the CM as it is now and if i had to decide anything i wouldnt change anything, includingnot fixing the schematics!
jexra wrote:
If the Dev's Didn't know what our role was they shouldn't have CM as an option in this game. So people don't lose what 2 weeks to make a master and develop a play style.
And our CM spokesman should stand for our views not his or her own. (if you did get an over all opinion and are matching this then disregard this post)
PS if I had multiple post sorry it did something wierd when I hit submit.
basicly what I have posted is " the current fix that is in TC at this time that limits dots from incapping is not going over well in the CM forum" ( it's an understatment I know ) I have also been taking quotes from your posts that offer other alternitives to the current fix and posting them on the correspondent forum. I wrote a small essay on how the distribution of faction points should be changed to closely resemble how combat xp is earned. As I have stated before, my opinon means jack it's your feedback that get's put up to the dev. I just wish more of you weighed in your opinions on how much this is going change the CM profession over a month ago when it was up for a possible way to change the incap dance. perhapse this whole ordeal could have been avoided if the dev understood how much of an oucry this would cause.
i agree with practically everythinng everybody said. now, of course, we get to the questions of:
1. how can cm be a more effective combat support class?
2.and of course ... what changes need to be implemted to poison to make it a support attack?
ill give some general answers to my questions, but hopefully the community of cms as a whole (yes im a commando as somebody pointed out - but this effects all pvpers) can reach an agreement that helps you become a dominate class in pvp, just not one that deals direct damage.
ideas? well turning poison to a bleed sounds fine, as long as it is put to the same constraints other bleeds are (range, adjusting for aoe damage etc.). i also heard from someone that mind should be healed by cms, but that effects a lot of game mechanics (rifleman etc.).
of course i have no one answer to either of these questions (and ill admit my list of ideas isnot a long one),but im not as familiar with cm as im sure you all are, so hopefully you can come up with ideas that better serve you. the one thing i do know, is that poison needs to be changed, because it is too powerful (in pvp - pve is another issue).
I would rather poisons not be consider bleeds. IMO, the ability poisons have to NOT hold aggro in PvE helps justify the skill points we spent in our class.
I would not drop the CM class if poisons stopped at +1 HAM, but I would seriously consider dropping it if our poisons drew and held aggro like normal bleeds.
I'd like to know what the role of a CMs poison is. If its a support role, then it is in serious need of redesign. Every combat professions main attacks do damage. How can poisons be considered support any more than a commando is support, or a pistoleer, etc. Their main attacks all do damage, yet all of them are combat classes but CMs are not? Poisons don't increase the damage a commando's flamethrowerdoes to a target anymore than a pistoleer'shealth shot 2 does.
If poisons are supposed to be support for other members of the CMs group, then they need to actually support said group. They need to increase the damage that is done by other members. For example, a poison could increase the damage done by heat attacks or kinetic attacks by 30% or more. Similar to what traps do. Or maybe this should be diseases role?
Valkahr wrote:
I'd like to know what the role of a CMs poison is. If its a support role, then it is in serious need of redesign. Every combat professions main attacks do damage. How can poisons be considered support any more than a commando is support, or a pistoleer, etc. Their main attacks all do damage, yet all of them are combat classes but CMs are not? Poisons don't increase the damage a commando's flamethrowerdoes to a target anymore than a pistoleer'shealth shot 2 does.
If poisons are supposed to be support for other members of the CMs group, then they need to actually support said group. They need to increase the damage that is done by other members. For example, a poison could increase the damage done by heat attacks or kinetic attacks by 30% or more. Similar to what traps do. Or maybe this should be diseases role?
Our poisons do stack with combat profession's bleeds increasing the damage done, It is not as noticable during PvP because everyone, even buffed, has a low hame compaired to alot of the things you can fight in PvE. This, to me is very supportive on the combat side of things since our poisons bypass any armor and resistances the big mobs have.
The dev has said we were going to see more things added to the CM profession in the future that were on the " nice " side of things. This would be a "buffing" ability that CM's can do only during combat and only lasting a few minutes. Some of the ideas that I have seen that might fall into this catagory would be the Idea of a buff that would cut ( but not eleminate ) the damage done during a poison tick, Various crafted packs that would help to reduce specific damage types ( heat, acid, flame) and the halon granade that would put out the fire dot. I do like the increased damage for certain damage types idea, and I do believe I passed that up to the dev before along with status effects being included with diseases, it can hurt to pass it again.
also I just wanted you to know that they are working on a fix for the " attack and duck inside " trick/exploit. the main target of the fix ( this is a different fix, not the +1 cap) is the people who would place a house in front of a factional base and would use the house to protect the doc. On TC, if you are involved in a fight PvP or PvE, you recieve a TEF and will not be allowed to enter a private structure ( including a PA hall ) it is still very buggy ( if you are covert and kill a durni you will get a TEF ) so some things still needed to be worked out before it goes live. any imput on this would be welcome as well
Personnally I am sick of seeing comments like that. Our correspondant holds VERY little weight when it comes to decisions like this. He is passing along BOTH sides of the argument and it will ultimatly be the DEVS choice not Kaves.
Anyone who thinks this is Kaves and/or Zarlors fault needs to wake up a little.
I definatly will NOT drop CM.
No of course it isn't his fault. He's just posted that he agrees with it. His logic also betrays a lack of experience in the GCW.
He said: "Now, most of the complaints seem to aimed at how this will nerf us in PvP. I ask you why do you feel the need to solo in PvP if you have the abilities to heal entire groups at range."
We do? Really? We can heal Mind Damage at range for entire groups? I must have missed this. Surely our correspondent was nottalking about health & action damage, because they don't matter 1 spit in PvP. Surely he would realize this from experience, or at least become educated about how PVP & the GCW actually work, before throwing around comments like that.
Surely.
And surely he realizes that, since we can't heal Mind Damage, the only thing that matters, that our healing is pointless in the GCW and that without the ability to effectively poison, we will be bystanders?
Surely.
I dug out the manual just to see if it would be of any help in determining the role of poisons for us. Unfortunately I think most of us will be a bit dissapointed by the description (it's kinda lame IMHO), but here it is nonetheless:
"Combat Medic: A healer who also has some field training to increase his odds of survival in battle."
Kullervobolg what you say about PvP and GCW is that only the one who can do Mind Damage can win ? So you think a Group without doing Mind Damage cant win ? So you never lost in PvP becaus you are a CM and you never died on other thinkgs then Mind Damage ?
I think you play a different game then i. You ever tryed to raid a HQ with turrets ? You ever meat a Commando in the field, who set half of your group under fire? I often PvP, spezialy HQ Raids, and i can tell you that when i am the only CM/Doc in the Group i dont havethe time to poisen the enemy, i need all my mind to hold my group alive! The reson for this is the Pet Wars, when a large group of pets attacks your team from far distance and you are trying to poisen the CH's you are dead before you reach them and when you are dead your Team is dead!