Combat Medic Archive
Thread: Idea Rework Potency
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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.
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).
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.
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.
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