Combat Medic Archive

Thread: My ideas to balance CM

Tyrst
Mon Apr 05, 2004 8:50 pm
#1

know there is a thread some where but I don't fell like looking it up. I haven't seen any of these mentioned so not sure if they are redundant, these are just my ideas.

1. Disease/Poison layer for armor that is craftable let us use components that are craftable by a CM. It doesn't have to provide a chance to block but blocking a percentage of the DOT would be awesome.

2. Give us a something to fill the back pack or belt slot that provides resistances or reduces the DOT.

3. Make the Chef food, Chor-no-hoola(sp?), better. Allow CMs to craft some type of Andidote additive.

4. Give CMs a range modifier. Make the delivery unit craftable by a WS, since it resembles a grenade. Commandos have to deal with accuracy. Scout/Ranger and Commando have to deal with the throw animation.



Teer Sanbar
Widow Makers

The Emperors Servant
dreadl0ck
Mon Apr 05, 2004 9:25 pm
#2

oh dont forget to increase or dot on pve to balance us out ty
Grozurr
Mon Apr 05, 2004 10:36 pm
#3

good job posting here as i suggested


may want to check out the top ten issues for CM- there are some close similarities if not exacts there that you may want to vote on


grozzer


Gnuut
Fri Apr 16, 2004 3:41 am
#4



1. Disease/Poison layer for armor that is craftable let us use components that are craftable by a CM. It doesn't have to provide a chance to block but blocking a percentage of the DOT would be awesome. I appreciate your idea of letting the component be craftable by a CM. This will give newer CMs a chance at some income as well.


2. Give us a something to fill the back pack or belt slot that provides resistances or reduces the DOT. Like a skilltape? Hmm Jayjon has alot of poison and disease resistance and has sometimes effectively reduced my damage with those items. I'd suggest talking to him about it.


3. Make the Chef food, Chor-no-hoola(sp?), better. Allow CMs to craft some type of Andidote additive. Currently all defense food is non stackable and it sucks. Again I appreciate the idea of using CM craftables to help provide resistances. Very good ideas that would be well received by the majority of CMs.


4. Give CMs a range modifier. Make the delivery unit craftable by a WS, since it resembles a grenade. Commandos have to deal with accuracy. Scout/Ranger and Commando have to deal with the throw animation. This I do not agree with. Scout/Rangers are not a combat class and their traps are only used vs animals. Commandos have some defenses whereas we have none. So the argument for the removal of the throw animation is still valid imho. Like I and many other CMs have stated, we don't mind taking our range down to 64m or even 48m as long as the 4 sec immobility is removed. Removing that animation would help at least provide us with the mobility needed to defend ourselves since we have no other defenses in our profession.

I don't like the idea of our delivery unit craftable by a WS. We are already dependant on Doctors for some components. There is no reason to make us more dependant on anyone else.



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Morath360
Fri Apr 16, 2004 6:15 am
#5

Well admittedly I am new at Combat Medic. However, I seem to die in pvp very easily. Im not sure we need to be changed at this point. I hear all this CM are gods talk but I have yet to see the point. Maybe with some stronger poisons I will do better..



----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
JudasTyberius
Fri Apr 16, 2004 4:39 pm
#6

Gnuut - I'm not okay with the range going downt to 48m. I had a tangle pistol with max 48m range and it was not cool. I'm okay with 64m IF the 4 second root is done away with, but why should we have a range SHORTER than everyone else?



Ledo Valasio - Master Bounty Huh?
Azuron
Fri Apr 16, 2004 6:15 pm
#7

Not bad ideas.. : )



Ashar Wihashock, "The Fishcow!"
12 Point Master Weaponsmith -Coventry- Intrepid
Wihashock Weapon Works
New Coventry City Bazaar Area -and- 836, -4140... Coronet City
Gnuut
Fri Apr 16, 2004 7:03 pm
#8





JudasTyberius wrote:
Gnuut - I'm not okay with the range going downt to 48m. I had a tangle pistol with max 48m range and it was not cool. I'm okay with 64m IF the 4 second root is done away with, but why should we have a range SHORTER than everyone else?




You got to give a little to get a little. Like I said I'd be willing to go as low as 48m if the 4 sec immobility was removed. While you may not be in the majority, you still agree that capping range at 64m or less is only plausible if the 4 sec root is removed. That's the main focus of the argument.






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Punj
Fri Apr 16, 2004 7:15 pm
#9

yeah agreed on the bringing the range down and removing the throw animation.



Punj
"the darkside i sense in this one"
-i support me going to a new game Nov15th 2005

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