Combat Medic Archive

Thread: Not a gripe but this is long.

LanDawnchaser
Mon Jun 28, 2004 5:44 am
#1

ok, i just sent this in threw the "feedback" e-mail SOE has... so maybei might hear something bakc from them in the next 20 years. Its about the Combat Medic / Riflemen "problem" that is going on in SWG. And yes all you CM/Riflemen are gonna say there's nothing wrong, and that you should be able to kill other players by only fireing 2 shots, but just give me the benifit of the dought and take a look at this and tell me whatcha think.



Ok, if you guys in the DEV department have been watching the forum's then ya prolly know all about the CM\Riflmeen "problem" that those of us playing are running into. From what i have heard, at the FanFair, the SOE guys said that the CM Job was working as inteded. Which it may be doing, when fighting Monsters in the game. But when you go into the PVP (player VS Player) aspect of the game, The Combat Medic / Rifleman combination basicaly makes 1 character able to kill up to 4 other people nonstop with veary litlte treat of being killed himself. And the way they do this is by tossing a mind poison or 2 onto their player target then after the 5 seconds it takes for their target to lose all of their Mind stat they use 1 "Mind shot" (which is a rifleman skill) to Incompasitate the othe rplayer, then use any normal attack to kill that said player.


This tactic basicaly lets Anyone that has Combat Medic And Riflmen to kill Any other player, regardless of their profesion or armor/weapons by only fireing a weapon 2 times. Now to my way of thinking. Anything other than a Uncontroled Game Monster that can kill me in 2 shots, and in less than 10 seconds Is considerd a Exploit.


Now they said the Combat Medic was working as "intended" and that still may be. But what all of the above was leading up to is this.


Is the MIND stat working as intended? was it meant to be damaged that quickly and that easily? The only possible way to "Buff" your mind stat is to hang around watching a dancer perform for 10 minuts, then turn around for another 10 minuts and watch a musician THEN after tose 20 minuts go by, drink a food that increases your MIND sub-stats. But even after all of that, this stat is still lower than all of the other stats after they are Buffed by doctors, and it Still gets damaged alot easier than any of those other stats.


So, Im not saying the Combat Medic Profession needs to be changed in any way. But what I AM sudjesting is that the Developers take a veary close look at the MIND stat, and how it is damage at various instances in the game, either threw weapon fire, or threw poisons.




ok... so.. rant, rave. gripe, complain, or give your openions. As i said in the snipit, i dont believe there should be any "nerf" but i DO believe that the MIND stat istelf needs a serious looking into. What about you?
jfang
Mon Jun 28, 2004 7:02 am
#2


Many players agree that mind damage needs to be adjusted. The devs as a whole do as well.As such, HAM (in particular mind) is planning on being changed in the combat revamp.


Until then, do not expect to see any major changes to combat and mind damage, as it makes no sense to implement a band aid to the problem when a major overhaul is due in a couple of months.
SolSpur
Mon Jun 28, 2004 7:16 am
#3

From what i have heard, at the FanFair, the SOE guys said that the CM Job was working as inteded





This is true. At fan fest the devs informed players cm as a profession is working fine and even defended against the claims of the anti cm mob. They said the hostility towards cms is cause by the current unbalanced system that will be fixed.


Which it may be doing, when fighting Monsters in the game




This is untrue. The damage capability of cms in pvp is one of the worst. While other classes are cabable of doing over 1k damage a second, cms at most can do 1k damage once every 10 seconds.


The Combat Medic / Rifleman combination basicaly makes 1 character able to kill up to 4 other people nonstop with veary litlte treat of being killed himself




This again is untrue. Although the combined offence capability of cm and rifleman is high it in no way makes the player near unkillable. At Fan fets the devs stated rifelman were not ment to shoot as fast as pistoleers. In the revamp they stated rifel will still be powerful but also slow.



And the way they do this is by tossing a mind poison or 2 onto their player target then after the 5 seconds it takes for their target to lose all of their Mind stat they use 1 "Mind shot" (which is a rifleman skill) to Incompasitate the othe rplayer




Mind poisons tick once every 10 seconds while diseases tick every 40. Theres also a 4 second delay from tossing a poison. This however has been negated due to a bugged food that the devs are aware of.



This tactic basicaly lets Anyone that has Combat Medic And Riflmen to kill Any other player, regardless of their profesion or armor/weapons




This is due to the fact only rifleman and cm can damage you in your 90% armor and 3k buffs.



Is the MIND stat working as intended?



No. It was a foolish idea to make 3 targatable stats, 2 healable and one non healable. Any pvp oriented player would target the non healable pool. At fan fest they said a major focus of the revamp is making mind less of a decided outcome in pvp. With the reduction of armor and buffs every class will be able to do damage in pvp. No longer will it be dominated by rifelman and cm.



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
Mmaxx
Mon Jun 28, 2004 7:24 am
#4

If your mind isn't as high as your other buffed stats then you need to migrate your stats and get better food and drink. Since I never fight unbuffed anymore, all my points are in my mind pools. Getting 2400+ points thrown on top of HA makes it seam kind of silly to put another 200 in there. I know a lot of people like the 1k/1k/1k with nothing in the substats but I don't understand why it's done unless it's some **edit** retentive thing about having your HAM bars look even. Must be some kind of feng shui thing I don't get.


Nothing in the mind substats + brandy + armor = no mind regeneration.(weak poisonand a durni makes you dead in 1 minute)


Maxed mind and substats +dancer and musician buff + sitting + max brandy (3 possible for a few minutes) + max canape (3 max possible for a couple minutes) + muon + no armor = fantastic mind regeneration (may not cancel out strong poison but it does cancel out weak poison ... you might live


Once you have 1100 mind (if human) andmax willpower ( for regen rate) and the remaining in Focus (to keep the mind costs down a bit) and get dancer / musician buffed. One drink of Brandy puts you at equal HAM (plus or minus a hundred or two). Two drinks and some canape buts your mind stats above your HA stats and throw a Muon on top of that if required (heavy mind poison = required).


You still may die in under 20 seconds but it won't have anything to do with your mind having lower stats then your HA.


Jo'ran
Brainplay
Mon Jun 28, 2004 7:28 am
#5

Most professions use the MIND pool as the main stat which fuels their specials. The devs in turn had to limit the MIND so that using specials would be limited without a boost (spice, food, entertainer buffs). Now we're hearing that the HAMs in general will shrink when you use specials. This means the MIND pool can be made equal to the other stat pools without free of allowing players to spam specials all day. MIND healing will also be in the revamp so the backs up this theory even more. Sure the MIND will still be targetable but so will all of the other stats and finally carbineers and pikemen will have a use for their action pool attacks.


I still see the MIND as being weaker since it will still take entertainer buffs to boost it and most people dont go that far but those that do wont have to worry about headhits like they used to. Vasarian brandy might take a dive in sales but you never know. TKM wont be the super powerhouses like they used to though since mitigation is being removed and they have to rely on spamming ALOT of specials. Now I see why they're giving them heat damage knucklers.





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Arroh_Menthen
Mon Jun 28, 2004 9:39 pm
#6


This is untrue. The damage capability of cms in pvp is one of the worst. While other classes are cabable of doing over 1k damage a second, cms at most can do 1k damage once every 10 seconds.



Heh, what other profession can hit from 80m away and get an entire groupto 1 mind?

jkray8472
Tue Jun 29, 2004 9:07 am
#7



Arroh_Menthen wrote:

This is untrue. The damage capability of cms in pvp is one of the worst. While other classes are cabable of doing over 1k damage a second, cms at most can do 1k damage once every 10 seconds.

Heh, what other profession can hit from 80m away and get an entire group to 1 mind?






He actually meant pve here: where CMs have the worst dps in the game.

Please note that allowing CMs to throw more than 64m is a bug...and the devs have "promised" to fix it (albeit it quite a while ago).



--------------------------------------------------------------------------------
"Never piss off a healer. They know how you're put together...they can just as easily take you apart."
Kiarda Kismet
Master (in order) - Medic, Doctor, Teras Kasi, Smuggler, Carbinier, Marksman, Artisan, Architect, Combat Medic, Pistoleer, Scout, Squad Leader, Image Designer, Entertainer, Dancer, Brawler, Fencer, Merchant, Pikeman, Swordsman, Creature Handler, Rifleman, Ranger, Bounty Hunter, Commando, Musician. Droid Engineer.
Unlocked 6/5/04
B4k4slayer
Tue Jun 29, 2004 1:36 pm
#8

yes the range of poisons should be lowered quite a bit however on the flip side...riflemen should have longer range. Plus when cm is forced to be fighting in a small radius of 64m or lower i would think that we need stronger defenses cause we have NO damage mitigation at all...and riflemen don't have impressive blocking power hehe.



...::B4k4slayer::...
...::12 Point Master Doctor:::3/20 Point Master Combat Medic::...
...::B4k4 Craft 12 Point Medical [Theed -5231 2770]::..
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Do NOT Under Any Circumstance Click This Link

Tymothi
Tue Jun 29, 2004 2:15 pm
#9

Great post SolSpur but I disagree with the dps thing a little bit. Yes, CMs do have a bad dps rate but only in one on one pvp but when multiple people get hit then you're just multiplying the damage by that much so you now can have the best dps rate in the game. 1k damage every 10 seconds to 10 people is pretty damn good and since the radiuses (or radii?) are so big you could potentially hit many many more people. CM is the only profession where you could hit so many people withone ranged attack. Another thing that makes being a CM/rifleman good is the ability to stick a mind poison and then target that pool with more attacks. So on top of the fact that you do 1k every 10 seconds you're now doing the best dps in the game to the mind pool with rifleman. That is what makes CM/rifleman such a powerful combination. Unfortunately this will not receive a fix until the CB but I'm sure it will be worth the wait. After the CB you might actually see a lot of CM/pistoleers because with the armor fix pistoleer should be doing better damage, firing faster then rifles, and hitting the health pool with shots and bleeds. Docs might also get area cure poisons/diseases which will also makes things a bit more fair. So just keep your head up and wait it out until the CB.




Tymothi Atreides
TKM
Swordsman 4044
Doc 4004

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