Combat Medic Archive
Thread: If our class is so expensive to master, why are we nerfed?
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BioEngine
Wed Feb 23, 2005 11:53 am
#1
If I want to be at all successful in pvp, I have to pay the millions of credits to get the best armor, food, component enhancements, and skill modifying attachments to survive long enough to defend myself. I do not intend on starting any fights in pvp, because CM is 3/4 poisons and diseases which are feared and therefore nerfed. They are feared becausethe only class that can counter it is Doctor, and they can do that very quickly.
I do not think that our class is worth themore than 160 points we spend to master it if our only methods of damage and therefore self defense in some cases can be cancelled out by a low-level cure pack. These packs should take the 75% rule in pvp that other forms of combat have. We should not be required to take a branch of marksman either, because the only way to increase our chances of survival are to take up a ranged profession and we eventually end up doing that almost all of the time. I wanted to do CM because they had area stimpacks and ranged stimpacks, but healing is only a minor ability in comparison to its focus:
poison/disease
What I think we should have:
Better /medicalforage yields
Eggman11
Wed Feb 23, 2005 12:15 pm
#2
Im telling you we need grenade launchers that shoot poison grenades.
~Sneak Attack~
Happymob
Wed Feb 23, 2005 2:28 pm
#3
What makes people swing the nerf bat at combat medics? It's not poisons and diseases. It's mind poisons and diseases, due to a semi-unhealable mind pool.
What makes combat medic area healing less useful in PvP? It's also the unhealable mind pool making 90% of incaps occur from mind.
We've had public statements from devs stating that mind will no longer be special after the CU. It's not hard to see that this alone will make our mind poisons less useful and our healing more useful. So I think there's hope for your desired playstyle.
BioEngine
Wed Feb 23, 2005 4:28 pm
#4
After careful thought, I have come to this conclusion:
Everyone who cries nerf and points fingers is worried about their own combat-based weaknesses.
Almost everyone in this game wants more skill points because they realize that if they dedicate to one area of combat they will not be as efficient in another, which is why people like a melee profession with ranged defense and vice versa.
Everyone in this game wants to be able to solo anything that they once thought was difficult when they started the game.
Everyone wants to transcend the limitations that this game puts upon them for the good of others.
"Everyone in a hierchical environment is promoted to the lowest level of their own incompetence, then remains there." (does anyone but me realize what this is?)
Everyone is afraid of their weaknesses, because the dangerous people in this game exploit the weaknesses of anyone and anything.
This game will never be truly balanced, because when you obtain something someone else will always lose something as a result. People don't like to lose....
P1tl0rd
Thu Feb 24, 2005 1:03 pm
#5
Our class was meant to keep others on there feet during combat. Hence the title 'combat medic'. A true player will heal and stay out of combat. So you can't expect from this profession to be able to solo everything and be good at pvp.
Brainplay
Thu Feb 24, 2005 1:47 pm
#6
Care to define what part were we "nerfed" on? Was it our throwing range? The 90m throwing range that beats out the 64m cap on everyone else? The 4 second timer which was a direct cause thanks to 1second Havla spamming? Implementation of resists because everyattack had a defense of some sort and a heal for it as well?
We were never "nerfed", we were fixed and brought in line so that other professions had a chance. No veteren Combat Medic will ever agree that those thing listed aboved weren't needed. I could almost hear the moaning from enemy doctors as I machine gunned my area happy blue balls of loveat their formations...and vice versa back in the day. Those were some pretty horrible days and large scale PvP was badly hurt by it. I'm surprised they haven't addressed fire as much as it's needed.
Finally, despite what we would like and what it should be like, "player point cost" to "profession effectiveness" ratio has never existed. Point costs seem to have been randomly thought up in some cases. Heck the Dev's finally recanted and lowered BH point cost yet still require Commando's to get an unarmed tree even though they have 0 specials or unarmed abilities in their profession. They're not even certified for VK's unless they pick up the TK profession.
And as far as our roles go, they've already said we're supposed to be able to be offensive and defensive. You can do one or the other or both and still be a REAL combat medic. Poisoning skills are just as important on the battlefield as healing skills. Nothing makes people panic more when the little poison skull pops up on their HAM bar. Even if its a gimpy action poisEn.
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