Combat Medic Archive

Thread: Idea Rework Potency

PsionicHawk
Wed Aug 04, 2004 5:24 pm
#1

First, reduce the basepotency on all poison anddisease packs.


Second, create a new + CM modification on potency. my advice is in the second row of CM


Reason, currently the second row does nothing when people use poisons and diseases. As such people who go 4/0/0/4 get 75% of the power and virtually all the range.



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

eapers
Wed Aug 04, 2004 9:36 pm
#2

Like it.






JOHNNY-JONES JACKSON

AFK
PsionicHawk
Thu Aug 05, 2004 8:37 pm
#3

Anyone else have any thoughts? If not I'll let it drop



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

Happymob
Fri Aug 06, 2004 6:51 am
#4

It's a good idea. Evens out the value of the skill trees a bit and spreads out the power of dabbler vs master a bit (which is needed since the range "fix" devalued master more than dabbler).



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Mild-Breeze-Trooper
Fri Aug 06, 2004 8:12 am
#5

Sounds reasonable... but the problem is anyone except a master combat medic will be totally unable to get anything to stick.

As it is I hardly used poison at all untill i mastered. I'd like combat medic to be more of a profession and less of a grind.



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.
eapers
Sat Aug 07, 2004 12:49 am
#6

The different between a dabbler and master combat medic is what, 7 meters and area C packs? The master box needs somthing more.






JOHNNY-JONES JACKSON

AFK
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