Combat Medic Archive

Thread: Is CM getting nerfed? It makes no sense how people can be so ignorant...

Press_Play
Mon May 24, 2004 6:15 pm
#1

I heard CM may be getting nerfed...I dont know for a fact but ussually when people cry "nerf"...the profession gets nerfed...but i dont understand why...here i have a site i found a pretty reasonable look at alternative way to make everyone happy(in a sense)...


http://www.swgcenter.com/info/print.asp?ID=2156


feedback please

mafiree
Mon May 24, 2004 8:11 pm
#2

so you are asking for the 75% pvp reduction to be removed???????


Thats YOUR balance





Golfballer
Sunrunner Riflemen/TKM (nOOb)

Vileakaomei Eclipse Swordsmen/Doctor (ECHO)
Atmosk Jedi ????? (ECHO)
Pahdbacca
Mon May 24, 2004 8:29 pm
#3

Don't believe any nerf cries unless you see somebody post it with a blue or red name...easy enough.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
vortexala
Mon May 24, 2004 8:36 pm
#4






Pahdbacca wrote:
Don't believe any nerf cries unless you see somebody post it with a blue or red name...easy enough.







Yep. The only nerf coming is for the Miner profession. It will be removed, you hear? REMOVED! NERFED INTO OBLIVION!!! BWAHAHAhahaha..haha...ha...wait




~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Press_Play
Mon May 24, 2004 8:39 pm
#5

hehe i was mainly hoping people would see how things dont need to be nerfed,,they need ti be evened out (balanced) not everything in that statement i agree with...just tghe concept of balance not nerf...



Istin
Mon May 24, 2004 8:41 pm
#6

As I see it atm, many of the purely combat professions are in balance, or are very close, they only need a little tweeking. This includes the armor system as it is now.


Atm, PvP without CMs is relatively slow, although much faster than PvE with high level MOBs. I REALLY like being able to take a second to look at the situation on screen, look at my toon's HAM bars, look at my group and take in the combat situation. Note,oneor twoseconds (I don't need like 10 seconds to do this). Also, sometimes I need to clear my comabt queue (takes a bit when lagged, although I have a fast comp so it's more amatter of placing the cursor on the right button) to initiate a new tactic. All in all, combat can last anywhere from 1 min to 10 mins depending on the number of people and their skill/equipment.


When a CM hits, I take notice if it's a poison or disease (disease means forget about it). If it's a poison, I know that in the second it took me to realize it's a poison, I have 9 secs left to find a doc in my group, click on them so I can follow the arrow, then run to them. This process, mostly the running, will take thefull 9 secs. Then there's the matter of taking care of the situation at hand, like Kd/dizzying someone so they can't follow or finishing them off. Say 5 secs for this. Of coursse, the doc will have to cure themselveandme usually, along with others. Say one sec,cause we include running time. This is the optimal time for getting cured, one tick and enough timeleft for error.


Now consider I have about 2600+/- mind at the start (no ent buffs, 3300+/- with, but we rarely use them). Most poisons I run into are 900+, so if I get cured in the optimal time, I'll be fine, around 1700 (or 2400)mind left. However, there's usally something that happens that extends the time by 4 or 5 secs. Maybe it's the doc seeing me next to them and realizing I need a cure. That's 2 ticks that usually hit me, with one CM attack. Down to 800 (or 1500) mind. If I'm REALLY unlucky, or just being stupid atm, a third tick'll get off and I'll hav 1 (or 600) mind. Nowa lucky novice marksman can pick me off. Not cool. And that lasted 30 seconds. Maybe 1 min if the CM needs to poison me again.



I LIKE if when combat is relatively slow, I LIKE being able to think about my actions, not setting up macros to do my work for me. CMS speed combat up exponentially, and that is where my dislike of them and their poisons comes in. If it were 600 damage a tick, it would still give me another 10 secs to a min (if I were cured quickly) of thinking about my strategy (namely, finding the CM and killing them).


When you factor in CMs can posion any number of people in one hit, you get ridiculously high overall damage values. 5 (lowaverage estimate)people hit with 700 tick poison = 350 dps regardless of armor, prolly more than any other prof in combat. Imagine 10 people gettting hit, 700 dps. Ridiculous.



______________________________________________________________
Jagrond Istin, Imperial Captain

Master Smuggler
Teras Kasi Master
Master Gunfighter
riseabove
Mon May 24, 2004 11:59 pm
#7


Im not sayin nerf anything.....but these cries for nerf probably spread from the fact that all dmg types butCM suffer a 75%drop, thats before mitigation....and before armor. CMs are not binded by any of these.....your damage is the same in pve as it is in pvp. See this how you will, but i can understand where people are commin from....



PS:my cripple shot on a mob with no resists in pve 3000+, my cripple shot on a master rifleman in armor in pvp bout 75.....if i hit. shoots at bout 2 seconds.....if i hit 1 of three thats 15-50 dps....


Message Edited by riseabove on 05-25-2004 12:02 AM



Jeht Eno-Jedi
Mild-Breeze-Trooper
Tue May 25, 2004 2:53 am
#8

I ain't heard anything that makes me believe we get nerfed.


On the other hand, we will get balanced... somemight want to call that a nerf, some might not YMMV.


When?


The combat balance. Easy enough.


Don't expect drastic changes untill then.





Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Brainplay
Tue May 25, 2004 5:22 am
#9

With the introduction of a mind poison mitigation spice coming I see no reason to believe a nerf is on the way. Actually I'm wondering what the HAM revamp is going to do to everyone.


If entertainers could buff mind stats as good as a doctor can buff all other stats there would be no nerf cries at all. When my poisons can cut through a doctor buffed Health pool is when I'll agree to a reduction in damage. This has nothing to do with dps and everything to do with an unhealable stat pool. Riflemen get the same griefing when they take down the uber fencer/tk.med/pistol.tech/add extra crap here templates with a dxr-6b and some accuracy foods in under 10sec. Hell my accuracy mod doesn't even dip into the negatives when I'm running from them. Faster if they dont have a stun helmet and I got some decent power ups. 200-300 mind hits per second RULE!!!





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

TerasXiris
Tue May 25, 2004 12:49 pm
#10

a nice balance would be 50% poison/desease reduction in pvp
and give every combat profession a certain ammount of desease/poison resist
my alt is a cm, i like it, but even tho i can tick people's mind away for 700 every # seconds is pretty much unfair, heh be honest
(as i said my alt is a cm so this is coming from a cm not some noob who cries bout nerf)



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'ymphetamine
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