Combat Medic Archive
Thread: What if they did this to the CM class?
1. Fine, a group of 5 or something...I don't care about poisoning more then that, but there should still be a fairly large group of people effected... 5 would be fine with me if that had to be the way to nerf us.
2. I'd love for combat medics to get the AOE cure...so that would be cool, I would be against doctors getting it though, they already have so many things going for them healing wise, we have stims and that's it.
3. well I don't know what you mean by that...you want our max range to be 40m? Um no...no deffence, and no mitigation means we'd be toast in 2 seconds.
4. Well if the combat medic is inside the base, and they're throwing at someone inside the base I do think it should hit everyone in the base...I don't care if there's a wall there or whatever, it's a gas that spreads through the base, it makes perfect sense. Now, tossing a poison from outside a base to someone inside should not happen and should be fixed, and tossing a poison from inside a base to someone outside should also be removed and fixed (but that goes for everyone, right now everyone can shoot through base walls at people outside)
Lidirt wrote:
I'm not a CM.......
Noukie wrote:
CM should be nerfed, no doubt about that. Disease is nothing but grief and trowing it from 80m is reallylame, how can you trow fruther then a riflecan shoot??
How can you be a moron and not understand what a bug is?
Lidirt wrote:
I'm not a CM, so i really would like some input and to see if the CMs here would agree with a few of these ideas in order to help balance the CM class in PVP.
1. Limit the number of people poisoned by the splash damage.
Ok what do I get in return for the experimentation points invested to increase the area affected?
2. Create area effect cures.( for the docs maybe? or the CMs aswell?)
So you'd like to let Doctors completely negate the threat my poison does? Or a CM for that matter? Doctorsdon't want CMs to have a cure. CMs don't want Docs to have an AE of any form...One more negative effect of having an AE cure is it would allow for limitless zerging.
3. Reduce the range or correct the range to a default of 40meters( i don't know what the range is "suppose" to be)
Again what do I get in return for the experimentation points I invested to achieve that range? The range is a tradeoff for damage. At 76m I can hit for 600 damage or at 96m I can hit for about 260 damage. A 20m gain reduces my overalldamage by over half. That is more than a fair tradeoff imho.
4. I'm sure all agree with this one, which is correct the poison jumping through walls.
Who is to say it shouldn't work that way? It is a gas after all....Are you also going to champion correcting the shooting from inside a base at extended ranges from the lower levels of a base?
Please put your input, just wondering what CMs think of these ideas.
I don't think you thought well through your ideas. Theseideasare biased towards CMs. We would gain nothing more than laughter as someone shrugs off our only weapon. Please take some more time to learn about the CM profession.
Lidirt wrote:
I'm not a CM, so i really would like some input and to see if the CMs here would agree with a few of these ideas in order to help balance the CM class in PVP.
1. Limit the number of people poisoned by the splash damage.
2. Create area effect cures.( for the docs maybe? or the CMs aswell?)
3. Reduce the range or correct the range to a default of 40meters( i don't know what the range is "suppose" to be)
4. I'm sure all agree with this one, which is correct the poison jumping through walls.
Please put your input, just wondering what CMs think of these ideas.
my feelings on your input is no to all of the above.. your suggesting nothing more than a nerf here, I don't call this balance!