Combat Medic Archive
Thread: Non-CM thoughts on nerf cries
I know SWG isn't reality, but if we stop and think about it, why aren't we seeing riflemen attacking with super-rare, expensive weapons at 500m with marginal accuracy? Why aren't we seeing carbineers able to do some kind of damage to a tight group with autofire from 50m?
Star Wars Galaxies weapons are severely outclassed in range by their real-world counterparts. And all CM's are MVP Quarterbacks. At least, that's how it seems right now.
Yeah, Star Wars is Science Fantasy, not mil-sim... But sometimes a whole lot of things seem out of whack.
(go read the Creature Handler boards some time... As ineffective as you CMs feel in PvE, that's how we are in PvP... It's sad to see your best creature ignored until your target decides to deal with the annoyance and drop it in two hits.)
Funny... here comes a non-CM with some thought out ideas and not entirely basless oppinions and all he get's is crap from a bunch of Nerf Hearders who happen to hang around in the forum.
Well I'd like to take this opportunity to thank Hotrodg for his input. It was well though out, civil in tone and plesantly lacking in the profanities department.I wish more non-CMs were like you.
I furthermore agree that resists would need to be looked at byt the Devs, most important a "You have resisted an attempt at poisoning"-message must be added to the center of the screen so people actually can see that resists work. (provided that they do actually work) Some more resistances should be added to the game. (A cap should be put at 60-75% resistance though... 100% resistance would ruin the game for us CMs... not that many people seem to care about that)
That mind is unhealable (if one does not use Aitha or Blue milk) is a gamestopper. That seems to be in the works though with the combat re-vamp. This is a necessary change. When mind becomes healable, the Bounty Hunters eye shot should be restored to somewhere around pre-nerf levels (BTW).
Range is the lesser of the problems, but it is a bug, and it should be adressed. Much like Gnuut I'd like to se the 4 second immobility removed when the range goes down. But I trust the Devs to apply the proper fixes and balances here.
Lastly I would like to adress the general Nerf community. This goes for every prof, future and past.
If functionallity is to be removed from a class (i.e Nerf) then a proper tradeoff has to be made. If poisons should be removed or lessened in damage there has to be a added functionality to the Combat Medic class to compensate for this. If TKM should lose their Dizzy/KD they should be given additional damage types or new sorts of meditation.
Just removing things that are "undesirable" will leave us with a rather bland and uninspireing gaming experience that will hasten the failure of the player base.
One thing that would help the CM situation is to take mind poisons/diseases out of the game. They pretty much are only useful in PvP and not so much in PvE. Also a doctor AoE cure may be helpful and perhaps the 75% PvP reduction thing.
Oismi wrote:
One thing that would help the CM situation is to take mind poisons/diseases out of the game. They pretty much are only useful in PvP and not so much in PvE. Also a doctor AoE cure may be helpful and perhaps the 75% PvP reduction thing.
Message Edited by CMMaster on 04-04-2004 04:01 AM
CMMaster wrote:
Oismi wrote:
One thing that would help the CM situation is to take mind poisons/diseases out of the game. They pretty much are only useful in PvP and not so much in PvE. Also a doctor AoE cure may be helpful and perhaps the 75% PvP reduction thing.
This post makes no sense, you say we are only useful in PvP and not useful in PvE.
Then you turn around and say take mind poison and disease out of the game and make them useless in PvE. Or a 75% reduction which makes them useless, only a doctor AoE cure makes sense whatsoever.
So basically you want this class gone?
Basically this is one whole nerf rant, which people claim they got hit by a 1400 point mind poison tick which takes insane stuff to make, and is so uncommon I doubt 99.9% of the Cms have it.
Message Edited by CMMaster on 04-04-2004 04:01 AM
ROFL. Same thing I was thinking. Sounds like they just want us to be reduced to throwing heals and thats it.
The range on a poison/disease/heal is doubled at Master. So a 45 range Poison can be thrown from 45x2 = 90m
Veldcath wrote:
Well, I think the 90-meter toss is a bug too. I saw a screenshot of a poison and it listed a max range of 45... And the player threw it for 90m. I've gotta stop and ask... why are combat medics throwing perfectly accurate hail-marys into the endzone from their 10-yard-line when someone with a rifle can't even start shooting until they run to the 06 and their accuracy is questionable?
I know SWG isn't reality, but if we stop and think about it, why aren't we seeing riflemen attacking with super-rare, expensive weapons at 500m with marginal accuracy? Why aren't we seeing carbineers able to do some kind of damage to a tight group with autofire from 50m?
Star Wars Galaxies weapons are severely outclassed in range by their real-world counterparts. And all CM's are MVP Quarterbacks. At least, that's how it seems right now.
Yeah, Star Wars is Science Fantasy, not mil-sim... But sometimes a whole lot of things seem out of whack.
(go read the Creature Handler boards some time... As ineffective as you CMs feel in PvE, that's how we are in PvP... It's sad to see your best creature ignored until your target decides to deal with the annoyance and drop it in two hits.)
CMMaster wrote:
Oismi wrote:
One thing that would help the CM situation is to take mind poisons/diseases out of the game. They pretty much are only useful in PvP and not so much in PvE. Also a doctor AoE cure may be helpful and perhaps the 75% PvP reduction thing.
This post makes no sense, you say we are only useful in PvP and not useful in PvE.
Then you turn around and say take mind poison and disease out of the game and make them useless in PvE. Or a 75% reduction which makes them useless, only a doctor AoE cure makes sense whatsoever.
So basically you want this class gone?
Basically this is one whole nerf rant, which people claim they got hit by a 1400 point mind poison tick which takes insane stuff to make, and is so uncommon I doubt 99.9% of the Cms have it.
Message Edited by CMMaster on 04-04-2004 04:01 AM
/sigh