Combat Medic Archive

Thread: A non-damage nerf possibility

jfang
Sat Apr 24, 2004 9:26 pm
#1

Here is an idea which I don't think has been discussed on the combat medic forum. Rather than affecting the strength of a combat medic's poisons and diseases, why not affect the timing.

For example, imagine that currently you throw a poison. After 10 seconds, it ticks for 450 damage, then another 6 seconds it ticks for 450 damage, and again 6 seconds after, or 1350 damage in 22 seconds. It might be feasible to change that to have the first tick at 16 seconds for 900 damage, then 450 every tick after. After 22 seconds, you still do the same 1350 damage. However, the extra delay would give doctors a better chance to cure their own poison (given lag, battle queues, and other difficulties in curing), and take care of more people before the first tick starts causing damage (as we have area poisons, and they only have individual cures).

Another problem I noticed is that after a doctor hits 1 mind, they are more or less out of commission. They can't regenerate mind fast enough to cure themself before a tick happens, and therefore without outside intervention they are out of the fight. It might be worthwhile to figure out a way for a doctor to be able to cure himself or herself, even if a strong poison takes them to low mind. (For example, increase double tick time and damage, reduce self-curing cost, or make it so if a doctor doesn't have enough mind to cure he or she still can cure himself or herself but takes some mind wounds in some ratio of the debt.) Of course the argument could be made that if a person is seriously poisoned he or she shouldn't be able to "save themself" without outside intervention, based on real life...
911gt198
Sat Apr 24, 2004 9:57 pm
#2

If you are a master doc and you get poisons and you wait untill all your mind is gone to try and cure it....you should die. Thats it. Stop crying nerf and shut the hell up and bring a doc or 2 with you next time. DONT stand in a tight group ready for an area poison, Bring your own CM. Just stop crying nerf, nothing is wrong nothing is broken. STOP CRYING!
MeatPuppet_Starsider
Sat Apr 24, 2004 11:55 pm
#3



911gt198 wrote:
If you are a master doc and you get poisons and you wait untill all your mind is gone to try and cure it....you should die. Thats it. Stop crying nerf and shut the hell up and bring a doc or 2 with you next time. DONT stand in a tight group ready for an area poison, Bring your own CM. Just stop crying nerf, nothing is wrong nothing is broken. STOP CRYING!



I agree, and I'm not even a combat medic.



- Khadgar, Shadowfire.
Brainplay
Sun Apr 25, 2004 1:46 am
#4

The time it takes for a doctor to cure a poison is dependent on the time it takes to realize he's been poisoned, move his mouse curor or finger over the "cure poison" hotkey, and depress it. This may need two clicks with venom enhanced or just extremely well made poisons which onlyrequires a 3sec delay after the first depression. Oh and if your mind is below 1100 as a doctor please go to your room and delete your profession as you really shouldn't be playing it. Thanks have a nice day.


p.s.- If one of you mates dies from his mind poison run over to him, target, then type /resucitate.





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

jfang
Sun Apr 25, 2004 5:53 am
#5

So the general consensus is that if a doctor reaches 1 mind, it is his or her own fault. That seems like it is reasonable (based on real life, among other things)...

That doesn't answer the question of how a doctor can heal a small group of people? If a combat medic hits a group of four people (a little ambitious, but fairly plausible), if you consider it takes about 3 seconds to heal a person, factor in 2 seconds of lag, and a little time to recognize who is poisoned, target him or her, and heal him or her, it will likely take a good 16 seconds or more to heal everybody. In other words, even a group with 25% doctors facing a combat medic will take a fair amount of damage (maybe a total of 3 ticks total, and the mind cost of the doctor healing the poison).

Again though, this could also be fair and as designed. However, it is worth pointing out that even with a "good" doctor in, due to circumstances (some based on game mechanics, some based on system limitations), a doctor does not 100% nullify a combat medics area attack, only the single attacks.
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