Combat Medic Archive
Thread: Think these few glaring discrepencies will ever get fixed........
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LadyMagis
Fri Aug 15, 2003 2:37 pm
#1
We all know pvp currently is about clone zerg so I try to get around this issue by diseases. Well the problem is our CMU on them is 800ish when made wouldn't it be nice if that ever got fixed. That and if the team learned how to subtract 10 from 13 on our stim E's ARGH! I am going back to beating a dead horse now.
-Mitsuko
Naritus
-Mitsuko
Naritus
PlasticBoy
Fri Aug 15, 2003 3:53 pm
#2
Well, the 13 components in the stim E thing was in filthy's correspondent report so hopefully that will get fixed (though probably not until the next monthly update). I wasn't aware of the disease problem, I haven't bothered making any of those.
Elenora
Fri Aug 15, 2003 3:55 pm
#3
I think what she meant about the disease and zerg issue was that she used diseases to basically take people out of Pvp to prevent zerging
LadyMagis
Fri Aug 15, 2003 4:56 pm
#4
What i meant is the combat medic use on AE disease stims is 830 .....so i cant use them for what i had intended i have to stick to single target.
Elenora
Fri Aug 15, 2003 10:45 pm
#5
ah yess the AOE disease issue needs to be fixedf...
still dont think PvP has evolved to a point where disease is anything more than grieve...
why would u use a disease when u could use aoe mind poison that does more damage and is totally unhealable?
MycroftTHan
Sat Aug 16, 2003 4:29 am
#6
because diseasing 1 HAM bar to 0 removes the ability to use special moves which in turn removes the ability to zerg rush because you can not knock someone out on the first shot without HAM
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