Combat Medic Archive
Thread: +1 Poisons :(
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DoctorGriggs
Mon Dec 08, 2003 9:31 am
#1
Ok, I have come to the realization that this +1 poison thing is much worse than I previously thought. As someone who supported the idea originally, if anything to avoid the nerf bat hitting us harder on something else, I regret EVER supporting this idea. Yes, I can do 1 point of damage on health or action, but the problem is that with the delay for the DOT to start ticking I don't last long enough to worry about nailing that last point. If they are going to make us no incap, they should make the DOT start faster.
Ok, enough whining for now. I feel better
Ok, enough whining for now. I feel better
SpinalInjury
Mon Dec 08, 2003 10:01 am
#2
Before this nerf hit. I was cussing its name, mother, and family heritage...
However, since this nerf hit...I must admit. It is not as bad as I had previously thought. When a class can see the nerf stick comming, they always anticipate the worst. Yes this nerf was not executed in the best fassion, and there were other ways to do it. In retrospect though, I think the +1 poison thing has a multitude of work arounds, and ways to still be an effective combat medic.
Area Poisons still acomplish a lot. I believe the area effected should be increased. Now that poisons do not incap you, the area effected should be greater. This of course should be something that we must experiment, and should cost potency, and effectiveness both to go down. Area Effect Poisons were previously used to remove large groups of people from a combat situation. They still acomplish this. Once a player reaches 1 mind (usually 2 ticks of my poison unless they have buffs), then they are killed in 1 shot, no matter by what weapon, and to what HAM pool. This means that I can render a large group of people 1 shot from death...with one toss. This is a very valuable tool in PVP. If that is still not enough for you, stack it with an area disease. The area disease will incap your target provided that it was thrown after the poison. This will restore the love you previously had for the poisons. I personally do not bother with disease anymore. I throw my area poisons like they were candy to kids at halloween. They still acomplish their job.
I use area poisons as a saftey net. I throw mind poison, yet use pistols. This means I've got 20 seconds to kill someone. If I have not acomplished that with my pistol, then the mind poison get them in 20 seconds, and the next shot will kill them. I know what your thinking, I should throw health poison. Not true. Health damage, and action damage can be healed easily, and by a large majority of people. Mind damage can not be healed unless a CM wants to wound himself. If I'm attacking someone with my pistol, and they continually are healing the damage....once the mind poison gets them to 1 mind, they are incap'd.
I hope this gives you incentive to try out the new poisons a bit longer in PVP, and develop your own work arounds, and new tactics. Things change, this is a constantly changing game. What is considered todays strategy, will not be so forever. Tactics in PVP are constantly changing, and we must change with them.
However, since this nerf hit...I must admit. It is not as bad as I had previously thought. When a class can see the nerf stick comming, they always anticipate the worst. Yes this nerf was not executed in the best fassion, and there were other ways to do it. In retrospect though, I think the +1 poison thing has a multitude of work arounds, and ways to still be an effective combat medic.
Area Poisons still acomplish a lot. I believe the area effected should be increased. Now that poisons do not incap you, the area effected should be greater. This of course should be something that we must experiment, and should cost potency, and effectiveness both to go down. Area Effect Poisons were previously used to remove large groups of people from a combat situation. They still acomplish this. Once a player reaches 1 mind (usually 2 ticks of my poison unless they have buffs), then they are killed in 1 shot, no matter by what weapon, and to what HAM pool. This means that I can render a large group of people 1 shot from death...with one toss. This is a very valuable tool in PVP. If that is still not enough for you, stack it with an area disease. The area disease will incap your target provided that it was thrown after the poison. This will restore the love you previously had for the poisons. I personally do not bother with disease anymore. I throw my area poisons like they were candy to kids at halloween. They still acomplish their job.
I use area poisons as a saftey net. I throw mind poison, yet use pistols. This means I've got 20 seconds to kill someone. If I have not acomplished that with my pistol, then the mind poison get them in 20 seconds, and the next shot will kill them. I know what your thinking, I should throw health poison. Not true. Health damage, and action damage can be healed easily, and by a large majority of people. Mind damage can not be healed unless a CM wants to wound himself. If I'm attacking someone with my pistol, and they continually are healing the damage....once the mind poison gets them to 1 mind, they are incap'd.
I hope this gives you incentive to try out the new poisons a bit longer in PVP, and develop your own work arounds, and new tactics. Things change, this is a constantly changing game. What is considered todays strategy, will not be so forever. Tactics in PVP are constantly changing, and we must change with them.
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