Combat Medic Archive

Thread: Could CMs live with that? Serious thread

Schiller
Thu Mar 11, 2004 2:28 pm
#1

Instead of nerfingCM damage in pvpcould you live with this?


1. area cures for docs

2. immunity timer of 30 seconds on poisons. Like it is on KD. So you cant just apply another poison right after the target got a cure.

3. range bugs and triple incap fixed.


pls this is no "nerf" shout so keep serious.



Rchuno
Thu Mar 11, 2004 2:49 pm
#2

Most of these have been discussed and have been encouraged by the CM community. I realy don't mind the 30 second immunity to poisons although this is the only sticky issue that you brought up.


I must say that I am a CM/DOC and have been for quite some time now. With area cures and a 30 second timer a single doctor could totaly eliminate the threat posed by a single CM. Which to some makes sense. Others will argue that a single terrorist with mustard gas would quickly overwhelm a single doctor. (Basicaly this is what CMs are, terrorists) I think I would cut it down to a 20 second delay (half of the pause between ticks of a disease and 2 poisons ticks) That is just my 2 creds worth though.



****************************
* Niccaurra {} Master DOC / Aspiring Merchant
*Niqe {DRUNK} TKM/Pist
****************************
NeoEcks
Thu Mar 11, 2004 3:10 pm
#3






Schiller wrote:

Instead of nerfingCM damage in pvpcould you live with this?


1. area cures for docs

2. immunity timer of 30 seconds on poisons. Like it is on KD. So you cant just apply another poison right after the target got a cure.

3. range bugs and triple incap fixed.


pls this is no "nerf" shout so keep serious.







the only thing i take issue with is the area cure for docs. it needs to fall squarely in the hands of combat medics. who better to develop the cures for poisons and diseases than those who create them? Ranged area poison and disease cures, tossed by Master Combat Medics should have been introdused with the class origonally


30 second timer is a great idea that has been discussed before


Ranged bugs and triple incap are issues that should have been fixed long ago. in fact they have been TRYING to fix them (at least the range) for a while now.






In-game Name: Eclypse
Alt: BioTech
Fun Times
-= Boredome is the disease of the unimaginative =-


snaglegromp
Thu Mar 11, 2004 3:20 pm
#4






Schiller wrote:

Instead of nerfingCM damage in pvpcould you live with this?


1. area cures for docs

2. immunity timer of 30 seconds on poisons. Like it is on KD. So you cant just apply another poison right after the target got a cure.

3. range bugs and triple incap fixed.


pls this is no "nerf" shout so keep serious.







#1 Agreed as long as the cure is point blank range from the doctor. I dont agree with giving this ability to CM's. It has always been a doctors ability and i think that it should stay there. Giving it to CM's would just turn the doc's into buffbots.


#2 A good idea that ive seen pop up more then once.


#3 They've been trying to fix this. You also need to include poisoning/diseasing through walls and the vertical distance from the infection site not being taken into account when determining whether or not a person is in range.








Bramble
Imperial Inquisitor
Mortis Consortium
No regrets No remorse
EndlessKnight
Thu Mar 11, 2004 3:28 pm
#5

Why not give CM's an area cure?It can bea neutralization agent that counters just CM's poisons/diseases. This way it will take a CM to counter a CM.




Khelben Arunsun
Master Gunfighter/Expert Bounty Hunter
Morganite
Thu Mar 11, 2004 4:26 pm
#6






Schiller wrote:

Instead of nerfingCM damage in pvpcould you live with this?


1. area cures for docs: I don't like doc's being given area cures, allow us to add a master doctor cure pack to our area stims. (interdependency, yay!). I would only support doctors getting area-cures if the medicine required to makeit required components made by us to work.

2. immunity timer of 30 seconds on poisons. Like it is on KD. So you cant just apply another poison right after the target got a cure. No issue with this at all, could impliment today and I would only cheer.

3. range bugs and triple incap fixed. Very sticky issue, I honestly think weapons should get longer range. I realize this will never happen because the game doesnt draw in everything at a long enough distance. I don't play my character as a suicide bomber, I use tactics and guile to keep myself alive(although the bodyguards I always travel with *might* help, *shrug*). I dont run from the fight, I move to lower your accuracy, and use LOS against you, like you should against me. (I am saying you, but I dont mean the poster specifically) I try to draw you in, so my tkm/rifleman friends can dizzy/kd you, so I can apply numberous diseases to you, as BF is currently the only thing that even slows down the group-tef wars that I absolutely loathe. Triple incap should remain until the TEF system is re-visited, as this is the only means of slowing down the TEF wars. I generally DB people that I know will go declaire and return, that is how the fight is supposed to be. Honor shown is also respect received. Unfortunately, there are a lot of people who do not fit into that category, so thus the triple incap should remain as a counter to group-tef..


pls this is no "nerf" shout so keep serious.








Message Edited by Morganite on 03-11-2004 03:33 PM



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
Schiller
Thu Mar 11, 2004 6:43 pm
#7

Dont you think everyone would turn into cm if we give him the cure ability? I mean there is no point then in being a doctor.

Morganite
Thu Mar 11, 2004 7:00 pm
#8






Schiller wrote:

Dont you think everyone would turn into cm if we give him the cure ability? I mean there is no point then in being a doctor.







Combat medic is not a dabbler's profession really. It is by far easier to dabble in doc then it is combat medic, for a variety of reasons..



1) harder to find in decent quality resources...


2) the ranged support part


Now get into even the assumption that people would dabble... You would see CM's with a tiny tiny area cure ability. Let's face it, our ranged stims/area stims have horrible range as it stands, add to it dabblers? and it wont be a huge perk.



As I said, I wouldnt mind doctors getting this, just force them to use 3 components only a combat medic can make like we have to do for ranged stims and such.. Let us get some credits back off them for a change, instead of vice-versia..




MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
Gnuut
Thu Mar 11, 2004 7:33 pm
#9

Schiller wrote:

1. area cures for docs

Like Morganite said, if you make some sort of inter-dependancy with CMs on this then I'd be all for it. I've suggested this myself in the past. Require docs cures to depend on 1-2 components only a CM can make at Crafting 4 or higher. Or give the cures to CMs.



2. immunity timer of 30 seconds on poisons. Like it is on KD. So you cant just apply another poison right after the target got a cure.

I'd only agree to something like this if the cures were on a timer themselves and the cures required an argument. By requiring an argument I mean, you can't apply a cure to someone who is not poisoned/diseased.


Also another thing to be looked at would be, what happens when a person is mind poisoned, they recieve a cure, CM then applies a health poison. Is the victim automatically protected from health poison as well? Since it is affecting a different pool I don't think it should be.


3. range bugs and triple incap fixed.

Triple incap happens with fire too so they would need to do a slight revamp to the whole wounds/damage scenario.


Range bugs should be fixed but, if my range is taken away I want a boost in power to compensate. I also want the 4 second self-root removed when we toss our poisons/disease. Do that and you can beat my range down to 64m max.



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

swat07
Thu Mar 11, 2004 8:17 pm
#10

How about when you have a Squad Leader, Doctor, and/or Combat Medic in your group you get a certian ammount of Poison/Disease resistance/protection/cure_time.


As well as Disease + Poison CANT incapp.


just a thought
NeoEcks
Fri Mar 12, 2004 5:44 am
#11






Schiller wrote:

Dont you think everyone would turn into cm if we give him the cure ability? I mean there is no point then in being a doctor.






Doctors heal wounds MUCH more efficently than CMs

Doctors have the rez ability

Doctors have the buff ability

Doctors can cure ALL the other Status effects

- including FIRE with the fire blanket in Publish 7 -

Doctor takes LESS skill points allowing one to Master a combat profession like TKA or Fencer or Swordsman


there is PLENTY of point in being a Doctor rather than a CM. if the only reason a person became a Doctor was to cure Poison and Disease, imho they took up the profession for the wrong reasons




In-game Name: Eclypse
Alt: BioTech
Fun Times
-= Boredome is the disease of the unimaginative =-


Planetstalker
Fri Mar 12, 2004 5:57 am
#12

cant really compare RL terrosit to CM. If u knew there where terorist with nervegas around u would just equip a gasmask at all times (tho some poisons can infect through skin). Seems strange to me that in the galaxy far far away with laser weapons they have nothing to protect against poisons, while we not so far far away have had this since WWI. Oh well....



// Veiroi Eco - Jedi Knight //

{]|||||'||[ ██████)

glorfindel23
Fri Mar 12, 2004 7:40 am
#13

I'm actually in favour of the 75% reduction on us rather than Area Cures. Any Doc that know's what he's doing ruins my ability to do ANY damage on one opponet. On multiple opponents, if the Doc has the Heal Time food and the group is smart enough to work as a unit but not so much they are with a few metres of each other all the time while I lob poison, there is still very little damage I can do.


Fortunately for me, most Docs don't seem to have a clue beyond buffing and Stim Es.





  • ereshkigal: TF (Retired, Naritian)
  • Peribsen: Mortis Consortium (A Better World)

Page 1 of 2
Previous Next