Combat Medic Archive
Thread: Why you are hated.
Anyway...to begin. First off, the realization must be made that the DPS argument applies perfectly fine to someone whom has 0 passive defense mods and also is unarmored. However, most people that matter in PvP that arent a CM usually have 125-150 Ranged Defense and are wearing a stun/80-90% composite helmet. When this is the case, one on one the damage output of a master rifleman blasting away with a laser rifle is VERY comparable to that of a CM DoT...and this is even true for T21, though the difference is probably slightly more skewed in favor of the T21. What I am saying, in essence, is that vs a single non doctor character, CM's damage output in high level PvP (not even high level really) is enough to serve as a reasonable primary attack platform. Given, a doc nulifies CM in one on one fighting, but in reality this is a small percentage of the player base, and a doc's one on one PvP functionality is entierly curing disease and poison, and a rather hefty point sink (/sigh...I worded this part all wrong...kinda hard to put my thoughts into words).
Now, here is the main issue, how CM DPS scales depending on the oposition group size. As it stands, CM seems to be the only class not effected by high end PvP conditions (Defense Mods and Armor), and infact has increased damage output when facing off against large groups. Using an example, a master rifleman sans buffs and armor is attempting to remove some raiders through several trips to the cloner then immedietly the recruiter. Rifleman overts, becomes the target of all the raiders (lets say 5 in this example), dies in 8 seconds, dues a grand total of lets say 500 mind to a target in the group. CM does the same thing, chucks an AOE mind C, dies the same 8 seconds later. Now, by this time the mind poison ticks for 500 on all the raiders, even though the CM is dead. Anyway...you get the point, which is that CM does not have a lower damage output vs a group, but a higher one, which throws off PvP balance.
This is getting lengthy..too long pretty much. It's so long now most people wont read it, let alone if I were to make it longer. This really didnt come out as good as I would have expected considering I had a really hard time putting all my points down into text.
I just wanted to get a post like this out of my system before I left the game. More or less, this can also be seen as a summary as to why I am also leaving the game. Though its not entierly it, the combat imbalance is a large part of it, and CM is right on top of the list of inbalances in PvP. I'll probably be responding to the flames I am gonna get, and adding whatever I forget to say and want to get out...
-fin
I'm not going to flame you, but to your 1v1 point, i have come against rifleman many times, and I almost always get owned. The problem is this: I throw a mind poison, and wait 10 seconds to do a single point of damage. The Rifleman, in the meantime, is doing /mindshot3, /mindshot3, /mindshot3, /snipershot.
Now I'm a corpse, he has 1 mind, and he's off somewhere waiting for it to wear off, or finding a doctor.
Nothing new here, it is known that CM is very weak in PvP, 1 on 1, and that they leave a sting.
Now, in a group, I basically agree with your assessment, as for the increasing output based on increasing enemy group size, except that you paint this as a picture where the CM has an unfair advantage. The same issue you raise here (fire and forget) can be applied to other classes as well. Take the Commando for example. The commando can clone, light someone on fire, get killed, wait a few seconds, clone, rinse and repeat. After just a couple of trips to the cloning center, he has basically caught all 5 enemies on fire, and he can now sit there without cloning, wait for them all to tick down, and then incap them all with a minimum of effort.
Now, you say, but they can put the fire out with a blanket! Only if there is a doctor around, which negates the poison/disease aspect as well.
So, to summarize, you described the CM skills very nicely, but left out the counterpoints.
Any PvP group that goes PvPing in an enemy city, without taking a doctor, is not qualified to PvP. A Doctor IS A PREREQUISITE for group on group PvP. It is NOT an OPTION.
Edit: I understand that a Doc is a necessity in Group vs. Group PvP, and it does help a ton vs. CM, but unless the ratio of docs to non is 1:2 you are more or less assured to have some people ticking each throw. The number of Docs needed compared to CM is just out of line, and if there is no Doc, the group isnt just at a disadvatage, they lose.
Message Edited by oblivion3134 on 04-02-2004 09:13 PM
/cry
oh well i guess i saw your leaving coming...
as for the post all i have to say is that we are already hated, and the few of us who post and look on the posts already know why. all i can say is that i wish i could be a master CM and master Commando just to show up all those whiners. ::sigh::
grozzer the lone wolf
Really the Doc issue is that, yes a Doc can nulify your damage output, but not effectively on more than one other person while in combat. And once said doctor is no longer alive, the group is not just hurt, it is decimated.
BRAVElittleTOASTER wrote:
I find it amusing how whenever a CM advocate presents the "bring a doc argument", what we hear back is, "yes. BUT........"
There is no "but" about it. You NEED at least 1 doc for every 3 fighters. Hybrid doc/fighters can mess this ratio up, but you should have one full time doc in a group of 4 people if you are going to be serious. (the execption being if everyone is doc/fighter BRUTAL against cms btw....anti cm squad = doc/rifleman *shivers*)
I know, I know, you dont get any kills. You get no "glory" being the healer all the time. Its one of those roles you have to like to play, ya know? the kind where you dedicate your gameplay to making sure your buddys stay alive?
I play DOC/CM flame me all you want. Find yourself some "good" docs and go play. When I saw "good" doc i mean a full time doc that enjoys healing full time. If you doc/rifleman doesn't want to stop spamming hs3 over and over to cure you, bring the issue up with him.
When I play next to someone, poison curing has to be primary for me. I will sling poison until I see we are taking hits oursleves then I go into a full on doc cure mode. Only when I see we have it under control will I go back to throwing poisons. If i have my tkm/doc friend with me, I will cure only myself and her since she is now the "full time healer" and I am more in my combat medic role of locking out the other sides doc. Tactics anyone?
Before the flames come here is my disclaimer:
Fix the bugs first. Los, range, blah blah all need to be addressed.
I love you
You guys should direct your attention to this thread. This guy is definitely on the right track for a solution to issues with CMs.
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=156494
What do you mean, "bring a Doctor"?
Considering the state of CM poison at this point, PvP groups need to bring one doctor for each non-doctor in the group to effectively counter one CM spamming mind poison. God have mercy on you soul if you are facing more than one CM because the doctors can't even cure themselves fast enough.
Pinner Augustin