Combat Medic Archive
Thread: So what are CMs going to gain to mitigate this nerf?
Kaejz wrote:
Well what are you, a CM/Master Artisan? Didn't think so.
Kaejz wrote:
You are not a primary combat profession, you are a secondary/support combat profession.
says who? you?
biological/chemical warfare is what we do. oh, yeah, we can heal you, too.
Puoseb wrote:
Area mind heals = CM support, ofcourse the devs won't hear it.
even with this, it is pretty weak considering the cost.
poisons and disease SHOULD dominate the battlefield. do not apologize for that.
Happymob wrote:
Gavvot wrote:
And even if CM is partialy combat related, it is not an elite combat prof.
Combat medics are completely combat related. We have nothing we can craft that can be sold (except to other combat medics). We have no abilities that are traditionally used outside of combat medic (unlike docs, who have buffs). We are 100% a combat profession (though not 100% damage dealing).
And it's shouldn't deal the same kind of damage as a full, and only combat profession.
I have no problem with this statement if we get other support abilities that make us worth the skill point cost.
I don't think we will get anything else, but the devs do need to understand that they are driving the value of this profession far below the 169 skill point cost. Based on the implementation on test center (which admittedly will probably get tweaked), I place our value at around 100 to 120 skill points. Other CMs will go more or less. But I doubt you will very many CMs who actually think mastering is worth 169 skill points after this change.
I agree with the first part... we are ALL about combat.
But we shoudl deal out painful, mind numbing, tide turning, underwear melting chemical warfare damage, baby.
Aladine wrote:
Kragen77 wrote:
Kaejz wrote:
Well what are you, a CM/Master Artisan? Didn't think so.
Is any other "combat" profession required to have 2 different combat skills to be remotely effective?
While on the subject of artisan. Medic is the only quasi "crafting" profession that does not have access to the survey skill. This forces someone who does not have another character that can do their surveying to either buy all their raw materials or take another novice skill of aritsan so they can find the items they need. And dont get started on forge, cuase we all know that is one big joke.
Yes COMMANDO needs TKM to work in PvP, and they use same pointsas CM...
damn I can't spell
Message Edited by Aladine on 07-30-2004 11:31 AM
but using a broken profession to justify breaking another one is not really the best way to approach a problem, eh?
Bob_the_tomato wrote:
You get nothing. You were not nerfed, Doctors were made better. Stop crying.
easy to see where you get the one star rating, bob
WickedMidget wrote:
It's been a looong time coming ,and its about damn time it happened. Half the cm's i know would say that they thought there profession was overpowered anyways..
As for the sp..You are a support class..your not meant to have a I win button you can push to comepletely kill the other side. Take your nerf like every other profession and deal with it. Look at the bright side, you now get to wait in line for yourchanges like like most other professions
Kragen77 wrote:
Kaejz wrote:
"Ok if we are a "support profession" ask yourself this...
When was the last time you "needed" a CM?
Now ask yourself if you had the choice of having a Doctor or a CM in your group which would you choose?
If you answer either of those questions truthfully you know we are not much of a "support" profession. So explain to me what is our role? Why have we invested 169 in this skill when I could have saved myself 29 sp's and been a docotr instead?"
The last time I needed a CM? Two nights ago on the Corvette when I was tanking an SBD. Needed 3 mind heals during that fight.
I usually have both in my group, but if I had to choose I'd take a CM over a Doctor. Rarely do I die, so res packs are useless. A CM on the other hand can heal mind, MUCH more useful to me.
I will agree with the Vette (and include DWB as well). These are about the only places a CM is really useful.
The problem with mind heals is the cost. We are limited as to how many we can do becuase of the dmg it costs. If they either elimnate the mind wounds, or made it stim based. This would be an advantage and an acceptable compromise. It would make us different from docs.
The fact that you "rarely die" is the whole issue. With buffs and armor there is little danger in this game (other than Vetter & DWB). Folks dont need healers. The whole CM's can heal mind is of little compnesation since we cant heal our own mind and wind up giving our most imporant HAM pool major wounds evertime we do it.
This is the only MMRPG in which healers are not a must for grp hunts. Buffs & armor resists are just as big of a game killer as CM's poisons and disease. Will these get fixed? I have my doubts
mind heal is the only thing left. it is really cool, true, but not THAT cool.
Gavvot wrote:
SolSpur wrote:
Granted, TKM can do a little more damage than CM in PvE
Do you seriously think tkm can do "a little" more damage then cms in pve?
A cm at best can do about 600 damage, once every 10 SECONDS
A tkm can do double every second.
Either you dont know anything about CMs and just mislead or your a troll. You decide.
Well, I'm TKM.
I know I can't do 600 dmg in 10 seconds in PvP.
Even against a non combat prof.
Do the math.
Assuming a TKM do 1K dmg per headhit 1 (truth is less but anyway).
PvP reduction, 250.
Basic kinetic resist most armor have :80%
After armor : 50.
So, even if the enemy has no dodge/counterattack/block, no toughness and no melee defense, the TKM still do less than 600 dmg every 10 seconds.
If, by any luck he can land a KD, for sure it'll increase his damage output.
But in PvP, that's once in a big while.
I didn't added the damage modifier depending of the weapon the enemy is wearing, so indeed damage can be a little higher against for exemple a rifleman if he decide to stand still and not move in front of a TKM...
And that's if the TKM is using a good damage sliced VK. Wich will cost him alot of HAM for every special.
Beside, most of the people think that TKM is THE ultimate damage dealer.
That is far from the truth.
The truth is the damage output of a TKM is one of his weakness.
The TKM job is tank.
His job is to pick and keep the aggro.
That's why he have high speed and accuracy.
As he's supposed to take alot of damage that's also why he does have pretty good defense.
And it's the same reason that his main advantage are states attacks.
That's why in PvP a TKM against an even partial doc that can heal states is toasted.
having hunted pve extensively with tkm, master fencer, & master swordsman, i can say that the damage dealt by them in pve is impressively more than what i can manage as a cm. way WAY more. it is even impressively more than i can manage as a master cm/master carbineer.
Gavvot wrote:
Happymob wrote:
Gavvot wrote:
Do you think MDE worth 140 skill points?
I let this slide in the earlier post, butmaster droid engineer is not 140 skill points. It is 92 skill points, like every other artisan-based profession. Granted, they have a very heavy need for master artisan products, so most DEs go ahead and get master artisan as well (the 140 skill points), but there is a difference between a skill requirement and something that is "very nice to have". Chefs depend extremely heavilyon bio-engineers, but that hardly makes them a 213 skill point crafting profession.
For what it's worth, I think that droid engineers do get a raw deal on dependencies compared to the more lucrative weaponsmith and armorsmith.
As far as I know, BE tissue are very usefull to enhance food.
They are not required part of every single food a chef can make.
Without MA, a DE can do about MSE BOOM droids, and maybe a couple others droids.
He'll need novice DE for the MSE and Master DE for the detonation module.
MA is not something very nice to have for a DE, it's an unwritten requirement.
Take a look at the droid schematics before arguing on that...
And I'm not even talking about the need of some merchant skill to have a chance to sell something.
Message Edited by Gavvot on 07-30-2004 08:15 PM
you are confusing requirement with the need to find suppliers. it is not required. it is very handy. otherwise, get a master artisan partner. lord knows they need something to do besides build speeders.
Arcurium wrote:
As buffs, armor, and weapon damage gets a hefty beat down, the importance of combat medics in groups will become of greater importance. Right now, other than buff packs, doctors have very little use in PvE. If you followed an armored, buffed TKM around hoping for medical experience, you would be wasting your time. They are hardly damaged at all. And they can heal their own wounds. Wait for more changes, then the usefulness of ranged and area stims will prove itself much more useful.
,Veusheesras Teacas
show of hands... when will we see this? ever?
Funzoner wrote:
Niamb wrote:
CM is an uber elite profession, or should be based on the skill points it requires to master. I knew there was a balancing coming. This seems a bit harsh, but I imagine (hope) it will see some tweaking in TC. I see what CMs are losing. I see what Docs are gaining. I don't see what CMs are gaining?
Combat medic requires a lot of skill points to master. It should be extremely effective in something! Now, CMs will be ineffective in offensive PvP. No one will want to to buy CM poison or disease packs anymore so they lost theirmain source of revenue. Mindheal is so damaging it is a worthless skill.CMs are totally ineffective in PvE. Area heals are nice, but Doctors can do so much more and with less skill points invested.
I could see the handwriting on the wall and I knew a nerf for CMs had to be coming, but I thought they would throw us a bone. Make it so a CM could solo like a TKM in PvE by making poisons and disease more effective against NPCs and MOBs. Give us the poison and disease resist buffs, not the docs. At the very least make docs dependent of CMs for poison and disease resist buff components. We're dependent on them for many of our subcomponents. Buffs and advanced armor have made area heals pretty close to unnecessary in most situations. I see what we're losing, but where are the compensating abilities that will make this profession worth the skill points it requires?
You're not supposed to be a powerful offensive profession. You're a SUPPORT class.
If you don't like healing, and supporting your groupmates, pick a different class.
actually, we are supposed to be a powerful offensive elite combat profession. healing group mates is for medics and doctors. we are chemical warfare experts. death dealers. biological warriors. weapons of mass destruction.
...or, we were, lol.
Funzoner wrote:
Moot point. CM is not a combat profession, it's a healing/support profession. You can't expect the same damage output as an offensive profession, when offense is not your primary role.
vortexala wrote:
Every other combat class also has MORE then two offensive specials. Every other combat class also has a way of acheiving initial damage with their attacks. Every other combat profession doesn't have to worry about healing their team in the thick of battle while dodging fire. It's a simple request from the CM Community, wether or not you approve is irrelevant.
duh, i guess they should have left the COMBAT part out, then, huh? ever hear of chemical weapons? think they hurt people? badly?
doofus