Combat Medic Archive

Thread: MASSIVE NERF for CM's on TC!!

Lexy
Wed Nov 26, 2003 7:32 pm
#1

In the Patch notes on TC:


Combat Medic


Combat medic skill mods can no longer increase the range of medicines beyond 64m.
The maximum experimental range for ranged healing and DoT medicines has been capped at 48m.
Droids and vehicles are no longer affected by combat medic area of effect poison and disease attacks.

Spellshock
Wed Nov 26, 2003 7:46 pm
#2

And those are good nerfs correct? I mean who ever heard of a vehicle or a droid dying of poison or a disease? And as far as range goes I dont see how it ever made sense that we could throw farther than someone could shoot. So far so good as far as I am concerned.

Lexy
Wed Nov 26, 2003 7:50 pm
#3

the droid thing is good, I just copy/pasted the patch notes for CM's. The first and second are the nerfs
Sandman56
Wed Nov 26, 2003 8:45 pm
#4

F****************************CK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!



Glerk - Element Zero
FumblerMJM
Wed Nov 26, 2003 8:55 pm
#5






Lexy wrote:

Combat medic skill mods can no longer increase the range of medicines beyond 64m.




What's the point in even having skill mods then? *boggle*



hShock-E Ltdh
~ Shockey Moonflier ~ Master Doctor ~
~ Pharmaceuticals ~ High Quality ~ Low Prices ~
~Apotheon ~ Naboo ~ Corbantis
-115, -3990

ogreb42
Wed Nov 26, 2003 9:18 pm
#6

The first and second items are directly related. The only people the combination will affect are those who do not have very high range skillmods. It's never fun to see one of your abilities go away, but it was not balanced. Maybe with this change, and the +1 DOT change, we would have a chance to avoid any future damage nerfs, and perhaps even see an increase in our offensive powers.
Niza
Wed Nov 26, 2003 9:22 pm
#7

Well you had to know they didn't like us having 80m of range... The GCW board is constantly complaining that we have this amazing range with our strongest poisons. *laughs*


I don't think I even have a poison above 48m right now with the resources I've collected on Tarq so I guess this won't effect me at all.




Ni'za Whira - Just another Bounty Hunter
rhaspede
Wed Nov 26, 2003 10:08 pm
#8

Heck, I've never been able to make a posion with a range of more than 35m so like you, I'm not affected at all. And yea, it was cool, but really, who ever heard of machines being posioned?
Alred
Wed Nov 26, 2003 10:36 pm
#9

Does this mean you can no longer poison AT-ST? Or was that fixed before? I don't keep up with this kind of stuff.
Lexy
Wed Nov 26, 2003 10:38 pm
#10

Well, my poisons are 74 m range WITHOUT experimenting them. So now it's completely pointless to even be able to experiment range. With the Adv Resilience now, and poisons having over 100 potency by default, no point in experimenting that. So basically all we have to experiment is power now, so whats the point even? I enjoyed being able to create different types of poisons, long range or high power.


I've always assumed the long range was in place to make up for our extremely weak power. I mean, we only do 50 to 100 DPS, the worst in the game for the combat profession that takes the second most skill points to master (tied with commando). Now, with this nerf, not only are we the weakest, but there is absolutely NO BENEFIT to being a Combat Medic! Let's all drop it and take up commando, that's obviously what the devs want.

Lexy
Wed Nov 26, 2003 10:50 pm
#11

sorry, I'm just a little ticked off after seeing that. I'm trying to calm down before I post


But really, what is the benefit of being a CM now? Every profession has several abilities that make them good. Combat Medic has been terribly nerfed though now. I can put up with our weapon not being able to incap anymore. I can put up with being the LOWEST dps combat profession in game. I can put up with spending the second most skill points in the game. I can put up with the fact that healing mind is suicide for us. But throw in the fact that the ONE remaining skill we have is now being taken away, it's just too much.


Commandos only have a 16m range. By the reasoning of making it all "fair", we should all have 16m range, including BH's, pistoleers, etc. How is it fair that a BH can shoot a Commando from 64m, but a Commando can't? The way I saw it, the longer the range you have, the less powerful your attacks are. Commandos=super strong, short range. BH=strong, medium range. Combat Medic=weak, long range.

Zophel
Thu Nov 27, 2003 5:44 am
#12

I kind of agree with what you're saying, but I don't get how we've been "terribly nerfed". They've given us +50 terrain neg, mind heal, +10 to burst run eff, fixed out CM effectiveness, gave us all of our experimentation...I dunno, I guess I can live with not having a 72m stim in exchange for all that



~Lilith Rayne~
Master Musician/Master Entertainer
Proud Member of the Galactic Trade Federation
WildWildMaN
Thu Nov 27, 2003 5:55 am
#13

I disagree, i like my 84-98m range poisons VERY much



Prett
Member of Dantooine Scouts Guild.
Militia member russian town Banir.
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