Combat Medic Archive
Thread: Poison D schematics idea
This seems like it would be a good way to add content for combat medics, and wouldn't be too hard to implement. After all, other classes now can buy significantly stronger pistols and rifles and other classes can get + experimentation clothing. Why shouldn't we get something like that as well? (Then again, the same could be said of architect, squad leader, and other neglected classes.)
Anybody have any thoughts on this idea?
I like the idea of adding additional content for CMs, but adding more of the same would be bunk. Having a schematic for a poison D would end up being (most likely) weaker than a C withhigh qualityspider venom. As for the area stims, area stims are mostly worthless, as almost everyone goes into combat buffed (PvE and PvP - this being one of my big gripes with CM - Uber healers who dont GET to heal).
Now, if you were to have, say, a schematic for a multi-pool poison C, that might go over. For example, maybe have a schematic for a poison that affects BOTH health and action, or a disease that targets all 3 hams for a single pool (like mind, focus, and willpower, or the relevant health and action pools), that would be pretty useful.
JudasTyberius wrote:As for the area stims, area stims are mostly worthless, as almost everyone goes into combat buffed (PvE and PvP - this being one of my big gripes with CM - Uber healers who dont GET to heal).
Ledo Valasio
Hahaha, you're kidding right? I don't know if you've ever been on a PVP raid or to the Geo Cave but people get killed left and right. I was on a 100 vs 100 pvp raid last night and I know for sure people were wanting more CMS just so they could get healed. When the meleers rush in through the lines and the enemies are mowing them down, it defenitly gets hot and when it gets hot heals are needed.
I PvP every day that I'm on, with a rather experienced PvP guild on Ahazi. With everyone being buffed, and having doctors around, my SUPERIOR healing skills are rarely needed. Seeing as almost ALL PvP incaps are based on Mind, and I dont have the ability to heal Mind from range, my time is basically spent chucking poison/disease and running from incapped player to incapped player healing mind damage.
I dont know how much YOU PvP, or how long you've been working on Combat Medic, but I've been a CM since about the 20th day after launch, not including a 30 day period when I was hologrinding.
In my experience, area heals are uber powerful. You cant beat the healing ability of a master CM with area stim C. Here's a real life PvE example: I got into a group of more than a dozen relatively newbish players, all unbuffed, and went to kill rancors. We did so for about 2 hours, with me keeping the whole party alive for the whole time. I think we had maybe 2 deaths in the 2 hours. I maxed healing xp in no time flat.
Not long ago, I did the same thing, but with a buffed group of about 8 or 10 players. I didn't use a SINGLE healing stim the whole time. I healed a couple of minds, but that was all i was needed for.
Again, I will restate, in PvP CMs ranged healing abilities are a minor contribution. a single CM can keep the whole crew healed, if they even need to do that.
In PvP, a CM is basically relegated to one of the following rolls. Poisoneer, Mind Healer, or Cannon Fodder. Healing abilities are a nice 'bonus', but not the thing that CMs do best, or most often, in PvP.
I'm not saying you are wrong. I'm just saying that you are not entirely right.
And finally, where the hell do you get your Data Pipe from? If I ever got into a PvP battle with 100 vs 100, I guarantee I would be getting around 10 frames per minute. This kind of LARGE SCALE battle is something that I tried a couple of times, and as soon as battle was joined, over 50% of the players went LD, on both sides.
My average PvP experience is between 20 and 40 players on my side, and whoever has the nards to stand up against us.
Ledo Valasio