Combat Medic Archive
Thread: Please Discuss: Post-patch, What are Diseases Good For?
To all,
Diseases for our class have never had a clear cut vision of use. During RTEF days many inside and outside of our profession proclaimed it was a valid tool for sidelining and actually ending battles. With RTEF gone, the need for that is now substantially less.
What I would like this thread to be is a constructive discussion about their usefullness now. How useful are they to us now? I'd like to hear especially from the histrorical proponents of diseases their current perceived value.
Jacore, MD/MCM, Tempest
While there is no Revenge TEF it's still a valid point that Disease can end battles. Sometimes when you (or your group) get in over their heads, a well thrown Disease pack can help defeat a stronger enemy.
ie. I'm travelling with a group of primarily pistol users. We run into some stiff opposition with medical capability. All the pistol induced damage is healed up periodically. A poison at this point makes his HAM bar smaller and smaller and provides a better chance to go in for the kill.
Granted it's not great in the current 1 second combat PvP but as the armour gets better and people buff it may become a viable option to shorten HAM bars in team combat.
I also tend to use it on people who take advantage of my Temp TEF or come searching for a fight. It's sort of my "Hey, you may take some Faction Points off me, but it's going to take you some Med Centre time to get over it."
I'm no grief player, but if you get me in a non-PVP atmosphere, I'm going to ensure you have some downtime.
Inho,
I guess my first question there...and something i'm not 100% sure on it that it seems to me that diseases cause wounds...and cause wounds/damage only to the extent that they need to bring downt he max pool and keep current value inline. I have yet to see an instance in which a disease is cumulative damage over and above a similar poison..
Maybe this wil be the case as RTEF is gone. Speak of which, last night felt a heck of a lot like RTEF to me. I and a grou were chasing Imps out of Coronet (1CM, few comandos and others)...and what I was was RTEF redux:
You die you clone covert but if any of your guys are stil lin the fight you share Group TEF. The only way for me to end the battle was to throw an AOE poison and wait until evyerone was down for hte group to DB. I got mixed feelings on that so far tonight and this morning. I guess I had hoped ending RTEF would have been better at ending the clone wars, but at least the dots are the right color on the radar now.
Jacore MD/MCM, Tempest
Well as long as the area disease C's are broken with that off the hook CM use of well over 100 they are worthless. Maybe if the Area Disease C's and Adv resilience schematic worked we could better answer this question or at least figure out a usefullness.As it stands now anything under C's (diseases or poisons) are rather worthless.
I like the idea of having some kind of bio-weapon for CM use only (has been mentioned before)in lew of disease packs or poison and disease A/B's. Make the weapon (give us a choice ofpistol, carbine or rifle) apply a disease or poison with some kind of power up made by CM's. Basically keep the C's loose the A's/B's and bring the weapon/power ups in line with disease/poisons A/B's.
Just another idea to throw into the mix.
Lets put some Combat into the Combat Medic.
Howdy Cravyn from your very own friendly neighborhood wookie on Bloodfin
First of all Disease are usefull in PvP If they are given time to work, but the problem is they rarely if ever get a chance to work on a character. Making 1/2 of a combat medics attacks totally useless. Also in PvE Battles rarely last more than 5 minutes. So using diseases is not worth the time or the energy to use.
What should be changed is well first off. Fixing the broken Schematics. The Adv Res Com and the Med Use on Area Disease C. We are 3 months past release and these issues have been open since beta. Its time to close the book on these two outstanding issues.
The Combat Medic Class is on extremely powerful class when it comes to healing. Now if the Combat Medic could have the same ability in Combat as he does in healing. Then the Master Combat Medic will strike as much fear in their opposition as a Master Commando or Master Bounty Hunter.
But in PvE The Combat Medic is seriously lacking in combative strength. While Bounty Hunters and Commandoes gain the use of the LLC and Heavy Weapons. The only thing that a combat medic is given is the ability to heal and a few poisons that have good effects but the timer on them needs to be increase and the damage raised when it comes to PvE.
On diesease. The time needs to be reduced on how long it lasts. Also on when it starts to take effect. Instead of having it last 1-2 hours. Which after the first 10 minutes. Characters already have 0 in their stats. if the disease is allowed to work. So it is mainly a good tool to go after a CH's pets. Which really puts the CH's at a disadvange against a combat medic when he pulls out his pet and 6k of the health action or mind is blacked out.
One remedy to this is increase the damage potential and shorten the time limit on disease to give them a little push into using them during PvP.
Another one is to allow the disease to stay with a person when he clones but lower the severity of the disease. From Class C to B and from B to A. This will allow a combat medics disease to actually have some use other than tossing it. The player killing the combat medic and then the friend of the player kills the player to end the disease.
Now a lot of people talk about bioweapons. It is a good idea actually. If commandos and Bounty Hunters the top 2 expensive classes to play are allowed to have something nifty. Why not combat medics? Or create something that is exclusive to the master combat medics to reward them for taking the time to not just dabble in a class for just the ability to toss poison or disease but to actually master the combat medic profession.