Combat Medic Archive
Thread: Anyone else notice the Devs have no idea how CM works????
Shann0w wrote:
There have been two publishes lately that have been aimed at killing Combat Medics.
If you look at the devs explanations for these changes, it's painfully obvious they have no idea how CM works.
1) The range 'bug'. The range bug WAS NOT double range. The range bug was that the devs forgot the 64m range cap. Instead of simply correcting their omission, they cut the range in half.
2) Even more disturbing is the new Doctor poison/disease buffs.
The announcement says, and I quote:
"Poisons and Diseases no longer automatically hit, but now have..."
I've been a CM since July of 2003. I can assure that poisons and diseases and NEVER automatically hit creatures OR players. I have two toons. I've diseased one with my CM to allow others to heal him. It is not uncommon for a player to resist a poison or disease.
they already admitted to not playing the game...then after getting ripped for it they said that they play it everyday...which is it?
Shann0w wrote:
If you look at the devs explanations for these changes, it's painfully obvious they have no idea how CM works.
Spacey wrote:
CM Poisons/Disease do automatically hit, the bomb droid is the same way. If CM Poison/Disease were like Commando Grenades you would understand the difference where we just outright miss all the friggin time (no detonation).
If you were a real CM, you would comprehend the fallacy of your argument. Poisons and Diseases do not AUTOMATICALLY hit. Poisons and Diseases have a stat called "potency." Competent CM crafters can use the rare advanced resources to craft an Advanced Resilience Compound, and hopefully bring the stats above 100. This is where in PvP, you always hit. It is not automatic--it requires the dedication of a crafter to hunt down the resources and invest his time and money into these packs.
Joe-Schmoe Combat Medic who kills a few durnies, buys a random chemical of the bazaar, and crafts his own poison will not have his poison or disease be applied 100% of the time. In fact, in some PvE situations, a CM will not always hit, even with his potency over 100. It depends on what the poison/disease resist factor is that the Devs have applied to the mob.
We do have a potential to hit or miss. People do not get a message when we miss, which leads them to the conclusion that CMs always hit them. If the CM has invested enough time or credits, he can get a poison or disease to always stick...but this is not an automatic.
Bob_the_tomato wrote:
After the patch, poisons will have a chance to miss completely just like a grenade. This has nothing to do with innoculations.
Are you a Dev? Because they have not put that in any patch notes, or mentioned this change anywhere, nor has the CM Correspondent, Texxie. As that would be a major change, greatly affecting the entire profession, the Devs would give some indication that this was happening.
Bob_the_tomato wrote:
After the patch, poisons will have a chance to miss completely just like a grenade. This has nothing to do with innoculations.
vortexala wrote:
Bob_the_tomato wrote:
After the patch, poisons will have a chance to miss completely just like a grenade. This has nothing to do with innoculations.
Say what?
After the patch, there will be a always be a 5% chance to 'miss' and a 5% chance to 'hit'. 'Miss' in this case means 'resist', whereas 'hit' in this case means actually applying a poison.
The innoculations increase a persons 'Resist', which makes them harder to 'hit' in a sense.
The same Resist/Potency mechanic is in the game, it's simply been modified. NOT replaced by a regular hit/miss mechanic.
Thank you Texxie. Bright blue names go further than mine does. ![]()
I did actually forget that they mentioned a 5% chance of always missing. I suppose that will slightly affect PvE...but not too much.
as for the range, I donno... we've told them that it's awful
Just to verify this. U mean the missing is actually just a resist mechanic ? Am I reading that right? In that case. Not surprising I thought this was a separate thing that was on top of the resist problem that will result with Innoculations. So basically this is just a 5% potential to miss no matter what the potency PvE or PvP. Hope I got that right.
jkray8472 wrote:
vortexala wrote:
Bob_the_tomato wrote:
After the patch, poisons will have a chance to miss completely just like a grenade. This has nothing to do with innoculations.
Say what?
After the patch, there will be a always be a 5% chance to 'miss' and a 5% chance to 'hit'. 'Miss' in this case means 'resist', whereas 'hit' in this case means actually applying a poison.
The innoculations increase a persons 'Resist', which makes them harder to 'hit' in a sense.
The same Resist/Potency mechanic is in the game, it's simply been modified. NOT replaced by a regular hit/miss mechanic.
Thank you Texxie. Bright blue names go further than mine does.
I did actually forget that they mentioned a 5% chance of always missing. I suppose that will slightly affect PvE...but not too much.