Combat Medic Archive

Thread: A logical look at the +1 DOT nerf:

Sleksheea
Sat Nov 01, 2003 1:15 am
#1

OK, I am going to do this from a combat medics POV since it really doesn't effect any other class with any signifigance (other than benifit them because it's a nerf to us)... of which I have been master of for 2 months already. I am also a master pistoleer. (OK, I'm not really a master pistoleer, I'm shy 3 skill boxes because I don't have the skill points available due to having to tie them up in novice artisian so I can survey and sample for the resources needed for my combat medic profession, which I feel is absolutly necessary, but that is another story).


Everyone out there who has lost to a combat medic has come out and cried "nerf the combat medic!" Then they follow up with "combat medic is a SUPPORT class! You shouldn't even come close to being able to beat a *insert_any_class_here* " Well I say that that master bounty hunter who has novice medic so he can heal himself and others is a support class and shouldn't be able to beat anyone eaither! ...stupid sounding right? Just because we can heal does NOT mean we should be a weak, pathetic class that can't fight. It does NOT mean the combat medic should be confined to a "support" roll. Now the thing is... that by making poisons stop at +1 HAM and unable to incapacitate, the combat medic is being FORCED into a PURE COMBAT ROLL. That combat medic MUST go toe to toe on the same grounds as the pure combat character he is fighting in order to win. This effectively changes our role from "support class" (defined by the nerf criers), to"combat class". We will be expected to fight it out with a gun. Sure, I have pistoleer as a backup, but that is irrelavant because the we would be talking about pistoleers, not combat medics. That would be like saying, "It's OK to nerf the smuggler's combat abilitiesbecause hehas pistoleer he canfall back on." That would be retarded. Not every smuggler will have pistoleer under his belt, just like not every combat medic will have pistoleer under his belt. Many Many Many combat medics are a doctor as their secondary profession (or primary depending on your view).


By forcing the combat medic into the pure combat roll, the DEV's need to treat it as such. The combat medic needs to get bonuses to pure combat fighting just like every other combat class. Bonuses to dodge, bonuses topistol/carbine/rifle accuracy and speed, since we are being forced to use a gun. We need SOMETHING to help us fight like the +1 poison nerf will force us to do!


The Combat Medic did not spend the second most skill points in the game to master just to be a glorified and handy automatic stim dispenser! We do not spend ridiculous amounts of time and resources crafting poisons toNOT kill the enemy.


DEV's are NERFING our ONE AND ONLY WEAPON! This nerf is uncalled for! Poison KILLS YOU DEAD in real life and have no idea to know when to stop killing you when you hit +1 health. Lets make it so that flame throwers can't incapacitate you also! They do DOT damage as well and it is also the commando's main weapon! Basically the same thing!...stupid right? So is this nerf. This nerf will change the gameplay of the CM dramatically, and according to soo many of the posts on the subject will HALF the combat medic professions out there.


Sarcasim---> I have an idea! Lets just all go get Master Pistoleer and Expert Bounty Hunter because there is no other logical choice of professionsif you want to have fun and kill somebody! (truth to sarcasim)


Oh yea, and I'm getting hit with a pistoleer nerf too (FWG5's will suck hard after this nerf... the ONLY decent pistoleer gun).




I TOLD them they should have made our spherical space station out of the same magnetically shielded walls as the garbage compactor! -Sleksheea
KaernLegorah
Sat Nov 01, 2003 6:55 pm
#2






Sleksheea wrote:

Now the thing is... that by making poisons stop at +1 HAM and unable to incapacitate, the combat medic is being FORCED into a PURE COMBAT ROLL. That combat medic MUST go toe to toe on the same grounds as the pure combat character he is fighting in order to win.




.... Dude it's one hit point. If your poison hit the Action Pool and you used pistols it still wouldn't be a problem because a hit to the body onlyputs 80% of the total damage dealt to the health pool, the other 20% is split between action and mind.


In other words, if you did BodyShot1 and hit for a total of 10 points of a damage (after armor and all that stuff is applied that is) then you would still incap your target.


You can throw your poison from 90m, then when they're down to +1 HAM just run in until they are 64m away and fire away with a scout blaster. If they were down to +1 HAM and you're not able to incap them then there is something wrong with your ability to use a blaster my friend. Heck even a CDEF pistol would do enough damage to incap.


It stinks you guys get nerfed, but I don't think people should be getting as upset as they are.




----------------------------
Kaern Legorah - Eclipse
Master Smuggler-Gunfighter-Wanderer
Sleksheea
Sat Nov 01, 2003 9:03 pm
#3

.... Dude it's one hit point. If your poison hit the Action Pool and you used pistols it still wouldn't be a problem because a hit to the body onlyputs 80% of the total damage dealt to the health pool, the other 20% is split between action and mind.


In other words, if you did BodyShot1 and hit for a total of 10 points of a damage (after armor and all that stuff is applied that is) then you would still incap your target.


Let them nerf your primary weapon so it doesn't incap anymore. Make you have to switch to another weapon to finish off someone.


You can throw your poison from 90m,


Um why are you stating total lies? I'm a master combat medic with all 900+ resources and I've NEVER made a poison that can go 90m, not even close even with 100% expermentation into range. It's nerf crying idiots like you who post lies about another class just to try and get them nerfed.


then when they're down to +1 HAM just run in until they are 64m away and fire away with a scout blaster. If they were down to +1 HAM and you're not able to incap them then there is something wrong with your ability to use a blaster my friend. Heck even a CDEF pistol would do enough damage to incap.


That would be forcing us into a pure combat roll now wouldnt' it. So I WANT PURE COMBAT abilities like every other combat class. Defences like dodge and ranged defence... and offenses like pistol accuracy and speed. If we are forced to use a pistol, give us pistol skills.


It stinks you guys get nerfed, but I don't think people should be getting as upset as they are.


Um, OK, let's nerf YOUR primary weapon so that it can't incap anymore. Force YOU to switch to a weapon that has nothing to do with your class in order to incap. See if you don't get all pissed off... DUAH!...




I TOLD them they should have made our spherical space station out of the same magnetically shielded walls as the garbage compactor! -Sleksheea
RiseFM
Sat Nov 01, 2003 10:03 pm
#4

Oh shut up. CM's poison was BOUND to feel the bat and you know it. Deservingly so.



---------------
PM from GarVa - "you know better than to cross server troll, report dont do it."
Rorecros
Sat Nov 01, 2003 10:44 pm
#5

You forget one thing. You still have a weapon that can wipe out a HAM pool and lasts for 50minutes ish without a doc to heal it. You only need to apply it once unless they find a doc. Its also AE and reaches farther than 64m. I'd still say your pretty powerful as is.


Oh, and lets not forget that little thing that helps you be very good at support still. What was it called...oh yea, ranged stimpacks.

Lexy
Sun Nov 02, 2003 12:41 am
#6

everyone forgets that many CM's are also docs. that means after those two professions, we have 18 skill points left. And since we are also a crafting profession, most go with novice artisan so we can get the resources we need to craft our goods.

This means us MD/MCMs can only get either pistol 1, carbine 1, or rifle 1. Do you know how long it takes to even HIT a target with pistol 1? we have no accuracy what-so-ever. I may shoot 5 or 10 times before I land a hit. Even if a MD/MCM doesnt take Novice Artisan, and goes to Pistol 4, the accuracy bonus is still not that great.

This nerf will hurt many CM's. My strategy will be to hit them from 80m with health, action and mind poisons, and get them to 1 point on all 3. then toss all 9 diseases on them. This will be my retribution for the whiners who got our COMBAT profession nerfed.

-Chemical Warfare Expert
Thornstar
Sun Nov 02, 2003 4:14 am
#7





Let them nerf your primary weapon so it doesn't incap anymore. Make you have to switch to another weapon to finish off someone.






Our primaty weapon has already been nerfed enough timed. every other profession OFTEN switches weapons to change tactics. I use my pistol to get a bleed shot on the health then switch to carbine to knock (or try to) someone down then switch to LLC to get some good close range hits in.


Give a bit of diversity to your class, it must be boring pushing the same F button all the time to apply poison. Instead of trying to stop ths nerf how about you campaign to get you some accuracy and speed points, afterall you are a semi-combat profession.

Austrian
Sun Nov 02, 2003 6:09 am
#8

You really shouldnt apply logic to an online game. Specially not when confronted with balance issues.

Since a lot of people here have posted nonsense, I'll try to point some things out

-a CM cant make a 90m poison (Well, it 'might' be possible, but then it would tick for like 200dmg), your average CM will come out with a poison of 40-50m range, with a few elite players that dedicate their time to crafting good poisons that are well above 64m and into 70-80m. But 90m is utopic.

-This is only forcing you into a combat role when you're solo. In a group it will make us even more a Support class. We weaken the enemy up, but we cant kill them and have others do it for us.

-Poisons dont last for 50 mins. The 50min poison is a consequence of the current incap dance. You incap from poison (10s), you lie incap(100s), you regen up to full mind (30s). Now a poison lasts 2mins roughly (someone correct me here if I am very far off..someone that knows how it works that is). But those 2 mins are 2 mins of TICKING. Means the incap time and the regen time dont count into the ticking of the poison, which means it would seem that it would hold forever.

-Switching weapons as a CM. This is nonsense, as a BH you have access to pistols, carbines and LLC. As a CM you have access to poison and disease, all for different pools and stats in case of diseases. Due to AE disease being bugged atm, disease is just pointless atm, unless when you're trying to knock people out for a long time or grief them. There are just no options to switch. If I had a Dizzy/KD stimpack, you'd see me tossing it out quite a lot. But we dont have any options atm, so your argument is moot.

The thing about this nerf is that it is a useless nerf. When we get AE diseases, you'll WISH you would be able to incap, just to stop the disease from ticking. The following uproar will leave the CMs nerfed beyond recognition. They should apply a true fix for CMs (like removing poison after the 2nd incap and decreasing poison dmg by 25% in PvP and increasing poison dmg by 75% in PvE) but this bandaid fix makes diseases just that more horrible for all enemies.



Austrian Avenger

Master Combat Medic, Master Doctor
411 uR w0und5 4r3 b3l0ng t0 u5 !
Thornstar
Sun Nov 02, 2003 6:26 am
#9

poison lasts till i die from being incapped 3 times as all the CM craft mind poison because they know it cant be healed very well.
Austrian
Sun Nov 02, 2003 6:37 am
#10

nonsense, 3 incaps only mean death when applied within 2 mins. Which wont happen from poisons. Poison lasts till DBed or till it ran off (20ish minutes with the current buggy coding).



Austrian Avenger

Master Combat Medic, Master Doctor
411 uR w0und5 4r3 b3l0ng t0 u5 !
BakeTheTank
Sun Nov 02, 2003 7:24 am
#11

Our primaty weapon has already been nerfed enough timed. every other profession OFTEN switches weapons to change tactics. I use my pistol to get a bleed shot on the health then switch to carbine to knock (or try to) someone down then switch to LLC to get some good close range hits in.


Give a bit of diversity to your class, it must be boring pushing the same F button all the time to apply poison. Instead of trying to stop ths nerf how about you campaign to get you some accuracy and speed points, afterall you are a semi-combat profession.

First off, the hell are bounty hunters doing in the combat medic forums? Heh I swear, it's OTHER classes that screw over any given class. I was a commando before the uber heavy weapons patch went out, and once that patch came out, the nerf criers threw on that 2.5x damage mod. Now when you said 'give a bit of diversity to your class....pushing the same F button all the time...', doesn't everyone else just hit the same buttons too? It's no different from pistoleers spamming fan shot or whatever...

Jacore
Sun Nov 02, 2003 7:57 am
#12

Well my thanks to Austrian for injecting some sensibility into this thread.


Sleksheea, the largest danger with pronouncing someone's post as being lies based on your personal experience is that it presumes your experience/abilities push the margin of the class. Same issue of when you call someone an idiot...that weapon can backfire.


I've posted in this forum a few weeks ago the process for creating 86m poisons. Do a search for a post titled CM Journal: Quest for the Mind ICBM, and you'll see all the ingredients, stats and the like.


As a small test this morning since I have better non-ferrous (cd951, oq975), and put all the points into charges (range). I didn't even do that in the last journal (9 to range). Result was with all greats (and some room left) 44m base range, or 88m. I'd say this is close to 90m, and am certain if i wished to expend a few trials just for technicalities I could get an amazing success to actually get 90m.


And, while I'm taking slight interpretative leisure in the statement you chose to go off on, 90m effective range is easily attainable by poisoning someon 70m away with an AOE that can extend another 26m in radius. We can, under the right circumstances reach out and hit people at over 100m, and claims (or blusters) to the contrary are just unfounded.


(Btw, to Austrian you are correct on damage...it's about 240 per tick. However, at that range, despite the damage rate, no one i have won encoungers 21 out of 22 times and was a fool in the one i lost.)


Jacore

nhilism
Sun Nov 02, 2003 11:08 pm
#13

I would say range is have little meaningin a city. Also If we have only 64M range then we should also be able to run and throw at the same time, sinceranged classescan shoot and run. If its unfair forCM to have longer rangethen a ranged class then its unfair for ranged class to have longer range then mele.
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