Combat Medic Archive

Thread: Non-CM thoughts on nerf cries

Hotrodg
Fri Apr 02, 2004 4:01 pm
#1

Let me start by saying all (almost) calling for nerfs is folly to begin with. This is NOT a nerf post. Nor is it a whine about CM. This is a rant on the fact that the devs seem to have a propensity for fixing symptoms rather than problems.


I hear people say that CM is overpowered. This is not true. CM is indeed "out-of-balance" but the fault is not with the profession. More on this in a bit.


Players see a single CM shut down an entire group of combatants from the basement of a faction base and start screaming nerf CM.


Now here is the kicker...why is this single CM able to do this? Is it because they do too much damage? Is it because they have too much defense? No to both. The underlying factors that contribute to CM being out of balance, in my opinionare:


Ability to target unhealable pool. This is not a problem with CM, it is a problem with the system.

There exists no equipment to reduce to damage from poison/disease. Other professions have thier damage reduced by PvP reductions, Damage Mitigation, and armor resistances.

Combat medics can attack from a range greater than any weapon can fire, (and in some cases through walls). This I do not think would be a problem except for the fact it amplifies the others.


Now these three things individually are of different degrees of seriousness. But taken together add up to a rather sizeable balance issue. An extreme example would be: A CM is standing inside the walls of a factional base. A party of raiders begins to advance. Our CM mind poisons the entire group from 80 meters out then ducks quickly inside the base for safety. Now by the time the party advances to the base the combination of the unmitigated, unreduced poison has reduced thier unhealable mind pool to the point that a single shot will incapacitate them.


In a sane world these problem would be fixed. In a SWG world sadly this seems to not be the case. It seems much more likely that at some point the effectiveness of Combat medics will simply be reduced.


Now for a little analogy. Lets say that rather than talking about CM, we are talking about a road covered in spikes that gives you a flat tire everytime you drive on it. What is the logical resolution? Fix the road, remove the spikes. In our CM example, this would amount to addressing the problems by creating the ability to heal mind like the other pools, creating equipment that can reduce poison/disease damage, and creating defense skills. At this point the range of a CM is no longer a problem as it is balanced by the fact the CM has no ability to KD targets, etc as they advance.


What seems to be the standard "fix" in SWG is reduces the effectiveness of CMs. This is like fixing our flat tire problem by making tires out of cast iron. Sure you no longer get a flat, but the vehicle is now very unpleasant.


In summary, fix the darn problem NOT the symptom.



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Veldcath
Fri Apr 02, 2004 4:23 pm
#2

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.)
Tuna-
Sat Apr 03, 2004 3:54 am
#3

Message Edited by Jeassa on 04-03-2004 09:02 AM




--------------------------------------------
S t a l l o n e
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The Krayt Shoppe ~ TREASURE HUNTER ~ Tatooine 5080 4120

(Cu = Veteran Nerf)

NoahD2000
Sat Apr 03, 2004 4:40 am
#4


Message Edited by Jeassa on 04-03-2004 09:02 AM



Seek - Jedi
Garble - Rifleman
Munchie - Fencer
Cancelled
People that whined and cried for the first CU got what they had coming from the NGE.
Mild-Breeze-Trooper
Sat Apr 03, 2004 5:59 am
#5

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.





Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
ScroteWizard
Sat Apr 03, 2004 7:26 am
#6

To be perfectly honest these reasons for the CM profession being unbalanced are relatively obvious. Here's the thing that I don't understand and the thing that I think people take into account when they feel some sort of animosity towards CMs that PvP: It's because you choose to play one in PvP.


It's really those people that grab all the CM experimentation tapes and make uber poisons with that crazy venom stuff that I'm talking about here.


I was hit by a 1400 point mind poison and 400ish point mind disease PvPing a couple days ago. I know this because I asked the guy.


Most PvPers have a negative view of Combat Medics and there's a good reason. People **edit** about TKMs being overpowered, but you know how to fix that problem? Buy 80%+ composite vs Kinetic and they won't be able to do that much damage to you. Also, buy Thaktillo in order to minimize knockdowns.


Please explain to me how a non-doctor protects himself against 1800 points of mind poison/disease. I'd like to know because I am terribly bewildered. Should everyone become doctors because that's the only way to deal with CM in a small PvP situation? Please enlighten me.


On the TKA forums there was a well thought out post called: "How to beat TKM" - it explained that if you weren't equipped to fight a TKA you would most certainly get whupped as they saw through u unless you take precaution. Please explain to me how I can defend against dieing in 2 DoT ticks without changing professions.


I am asking for a productive answer, please respond.



DesertSnake Vare
TKM, Shock Trooper, and Bounty Hunter
Sunrunner Galaxy
Joseysales
Sat Apr 03, 2004 7:43 pm
#7

I agree...if armor has more stack variations with costs to other defences then peeps has the choice to defend against cm's in there own way. Heres how it may work...cm tosses their dots and has to evaluate the mass to see what works since people may be stacked differently.....hence buys time for the cm to get ganked.Also gives other profsa chance to find their weak targets dueto the amount and type of damages.Maybe that will stop the nerf and whine game on cm's....hmmm wishful thinking lol Peeps always want their choice to be uber over all
Oismi
Sat Apr 03, 2004 8:02 pm
#8

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.

CMMaster
Sun Apr 04, 2004 2:00 am
#9






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



Don't Bother______________
Masta' Shake
I really have no more witty statements to say anymore about this damn game

rLHitman
Sun Apr 04, 2004 3:56 am
#10






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.



------------------------------------------------------------
rL-Hitman | Master Rifleman | Teras Kasi Master
rL-HitBish | Master Doctor | Master Combat Medic
rLHitman
Sun Apr 04, 2004 3:57 am
#11






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.)



The range on a poison/disease/heal is doubled at Master. So a 45 range Poison can be thrown from 45x2 = 90m




------------------------------------------------------------
rL-Hitman | Master Rifleman | Teras Kasi Master
rL-HitBish | Master Doctor | Master Combat Medic
ScroteWizard
Sun Apr 04, 2004 7:43 pm
#12

I've witnessed a 110m disease throw before...


All I'm saying is that I have been hit w/ something that hits for 1400 on just the poison, then there was the disease. I'm not saying ever CM has it, but every CM has the chance to get it if they find some of that venom and perhaps skill attachments. Then again, even a thousand damage is going to basically see you dead...


DID ANYONE ANSWER MY QUESTION? BESIDES BEING A DOC HOW DO YOU DEFEND AGAINST A CM POISON/DISEASE COMBO? I DO NOT THINK THAT IT IS LEGITIMATE TO ASK A PLAYER TO PICK UP A WHOLE DIFFERENT PROFESSION IN ORDER TO DEFEND AGAINST JUST ONE.


Are any of you CMs up for it? Cuz I know that PvP isn't always about big groups. Does every PvPer have to pick up doc? Cuz I sure as hell know that area disease/poison in base assault situationsare not only going to tick every 10 seconds for a whole lot of damage to the mind, it's also gonna be reapplied. If the Docs had area disease/poison cures with the SAME AOE RANGE then that would help those base situations. However, they do not. They cannot keep up with the spread of disease/poison.


So where does that leave a person when thinking about how to defend? Let's see, cure yourself every time it's applied... I don't want to pick up doctor just to deal with one class... I don't think I should have to.


Bottom line: Explain it to me. Explain how I don't have to pick up doctor in order to deal with your only two combat "specials". Believe me, I wouldn't want you to lose all those abilities you worked so hard for AFK while someone rolled in front of you.



DesertSnake Vare
TKM, Shock Trooper, and Bounty Hunter
Sunrunner Galaxy
Oismi
Sun Apr 04, 2004 8:26 pm
#13






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


First, I do regret saying that mind poisons and diseases should be taken out of the game. (Actually,I regretedsaying this right afterI posted.:smileyhappy Also you misinterpreted my post. I was claiming that mind poisons and diseases are only useful in PvP and not so much (BUT SOMEWHAT) in PvE (andI have changed my stance as stated above).... I in no way claimed that CM's are useless. Whenever I go hunt with my friends they always always want a CM along if possible.A 75% PvP (not PvE) redcution may be a bit much, but I would like to see the effects of a Doctor area cure before I took up a new stand point on the reduction.

Second,I do not want this class gone. I have been a CM since I began playing and would never give it up.

Third, I do agree with your stance on the uber poison situation. However, it only takes one person throwing an AoE poison with these stats into a massive PvP battle togenerate a large amount of nerf cries.


I apologize if my post was hard to understand and seemed like a rant. Believe me, I'm tired of the rants just as much as anyone else who is a CM.
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