Combat Medic Archive
Thread: Suggestion on how to balance CM (not a NERF)
Xytroncore wrote:
I'd have no real problems with any of those ideas...except the stim A thing, what did you mean by mind and health and action...you don't expect someone who isn't a medic to get a mind stim when neither a master doc nor master combat medic get anything useful to heal mind do you? I realize we have a mind heal, but A) it's not usable on ourselves, and B) it's not even a stim and causes over 100 wounds each use most of the time.
I disagree with making the posion packs general use. That is the perview of doctors and i think that it should stay there. Even if it were implemented it wouldnt be effective. Using a stim a to heal a poison c will take more then one dose. most likely 3-6. In that time the person will most likely be poisoned or diseased again. WhatI can seehappening in that case is that they will slowly be strenghtened until they make the combat medics overall ineffective across the board.
This plan also doesnt take into consideration the diferences between single and AOE packs. I have no problems with single poisons and diseases, other then the incap bug. This plan would devestate them. I would rather have the dev's work on the issues being caused by the AOE poisons and diseases.