Combat Medic Archive

Thread: Poison D schematics idea

jfang
Sat Apr 03, 2004 10:58 am
#1

I've been doing the various theme parks, and keep getting interesting weaponsmith and tailor limited use schematics. In line with this, it seems to me it would be a good idea to introduce a limited use schematic of single target poison D packs. (Not area packs mind you, as we get enough cries for nerfs already.) Presumably they would be something like 95 Combat Medic use, and be distinctively but not extremely stronger than C's. Worst come to worst, they can also require some kind of loot drop (albeit not a rare one, we don't want to require camping spawns), to prevent people making schematics for 500 D's thus making C's obsolete.

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?
jfang
Sat Apr 03, 2004 11:09 am
#2

I forgot to mention area stim D's as well. Same comments as above, just replace 'poison' with 'area stim'.
JudasTyberius
Sat Apr 03, 2004 3:09 pm
#3

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.


I dont know. A D pack just wouldnt be much of a bonus, unless it were significantly better than a C, and if it were significantly better, it would just lead to more lamers flaming our board.


My 2 creds...


You know what I would like more? A schematic for a CM Utility Belt. Something that is good for holding ONLY ranged healing supplies. My inventory gets way too cluttered with all the crap I can make.


Ledo Valasio



Ledo Valasio - Master Bounty Huh?
RotcodAckbar
Sat Apr 03, 2004 7:54 pm
#4



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.



-----------------Vietnow-----------------
JudasTyberius
Sun Apr 04, 2004 11:53 am
#5

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




Ledo Valasio - Master Bounty Huh?
jfang
Mon Apr 05, 2004 8:16 am
#6




I have my own opinions about about the usefulness of area stims, but that is a topic for another thread.


In regards to your idea about a medicine belt, JudasTyberius, I agree that I like it. The problem is that it would likely be hard to implement, and I find it difficult to believe that the devs would just grant combat medics 10 new inventory slots, and give nobody else any more inventory space.


As for your comment about a poison D being weaker than a venomed poison, this may be the case. However, depending on how it was implemented, there would be no reason you couldn't use said venom in a poison D. Furthermore, I do not camp the geo-caves, nor do I really have the funds to buy large amounts of venom. This would be a decent way to give some kind of power-up without requiring large amounts of camping of spawns.


Also, in regards to your idea of a multi-pool poison, I like the idea, even if I'm not 100% convinced of how useful it is. Because my poisons hit a specific pool, in PvE I use /legshot2 more often than /fullautosingle2 (because health damage is 'wasted', as I always get an action incap). However, a multi-pool poison might change that, and it would be very interesting to try out. It also would and likely be easier to implement than an item holding belt. (I can imagine the nerf cries already though... "Combat Medics can now do double the damage they could last week, now they really need to be nerfed.")


More fundamentally, my main concern is I did the various theme parks, and no matter what rewards I got, none of it was *useful*. Don't get me wrong, there were interesting items, and a few good displays. but no matter what schematic, or what weapon subcomponent I got, or even doctor subcomponent I got, short of selling it I got almost no benefit from it. I was thinking that it would be nice if there was something there which Combat Medics could use. (Like how, among other things, pistoleers get the new Featherweight FWG5, carbineers and riflemen got form fitted stocks, doctors got experimentation clothes, etc.) Seeing the lack of responses to this post though, that might just be me...
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