Combat Medic Archive

Thread: Why can MCM be Melee?

MaiMai
Sat Jun 19, 2004 5:21 pm
#1

Sorry, this may sound like a newbie question... yes, is dish a newbie question... I am new all that old... only a month old

I can understand that MCM is a support class but it seems a bit rediculous that MCM cant be a Master as any melee combat profession. I, myself, really like melee... such as pikeman. BUMMER >.<
jkray8472
Sat Jun 19, 2004 5:28 pm
#2

It just comes down to skill points. As a Master Combat Medic, you have a high number of skill points you must spend in order to gain the bonuses from our master box. The only reason you can master an elite ranged is b/c you already have the novice marksman box for the ranged support line.


Master Commandos spend the same amount of skill points as we do, but have both novice brawler and novice marksman boxes. However, a master commando cannot master an artisan profession, or an elite entertainer profession.


Such is the price we pay for the elite hybrid professions.



--------------------------------------------------------------------------------
"Never piss off a healer. They know how you're put together...they can just as easily take you apart."
Kiarda Kismet
Master (in order) - Medic, Doctor, Teras Kasi, Smuggler, Carbinier, Marksman, Artisan, Architect, Combat Medic, Pistoleer, Scout, Squad Leader, Image Designer, Entertainer, Dancer, Brawler, Fencer, Merchant, Pikeman, Swordsman, Creature Handler, Rifleman, Ranger, Bounty Hunter, Commando, Musician. Droid Engineer.
Unlocked 6/5/04
Brainplay
Mon Jun 21, 2004 5:14 am
#3



If you're looking for something decent for both PvE and PvP then rifleman is your best best. Pistols just plain sucks in dps, carbineer is good for laying states (dizzy, stun, etc) and knockdowns but is more of a support shooting class. It also eats up the HAM bars pretty fast. Riflemen get the hated headshot3 which ends many PvP fights and StrafeShot2 which does great damage to npc/creatures. They also get a stun based rifle which composite armor is vulnerable against unless specially made and many npc/creatures tend to be vulnerable against stun damage as well.


Many of us would like to be melee (I'd like to be a TK myself) but thanks to that cursed "ranged support" tree that we have to learn and a full master medic we are just lacking in the points.





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Duztin
Mon Jun 21, 2004 5:56 am
#4

mcm shoudlnt be melee for 1 reason.


You throw poisons from up to 90m as a master cm.....and as melee your going to run up to them from 90m?



(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)
Diabolix Aykin - TKM / Msword / Doc
Always selling krayt pearls at 1 mill a peice.
DerHundDaddy
Mon Jun 21, 2004 6:11 am
#5






Duztin wrote:

mcm shoudlnt be melee for 1 reason.


You throw poisons from up to 90m as a master cm.....and as melee your going to run up to them from 90m?







Actually, I'd think that the strategy would be the opposite:


- Toss a 90m bomb


- They run to you as theydesperately try to kill you while you are rooted w/ toss animation


- You spin kick them to dead




DerHund
Kauri Galaxy - Polaris, Naboo
Master Combat Medic (12 Exp Points) / Master Pistoleer
_____
Satisfying your need for Ranged/AOE stims, poisons, and diseases
through my vendor in the Polaris, Naboo Mall @ -6938 -3453.
All use/skill levels are supported!
MaiMai
Mon Jun 21, 2004 2:12 pm
#6

Thanks everyone for replying

As for Duz... Who told you to run up to them?

Take a nap, eat something or go get a drink and come back and fight it...

I am a pikeman ranger at moment and i dont run up to things after i throw traps at them neither...

Only if they are using range weapons...

Logic mister... Thanks
Brainplay
Tue Jun 22, 2004 5:42 am
#7






Duztin wrote:

mcm shoudlnt be melee for 1 reason.


You throw poisons from up to 90m as a master cm.....and as melee your going to run up to them from 90m?







Its actually 96m but then again its a bug, been acknowledged by the devs, and slated to be fixed by the combat revamp (hell might even happen during the next patch).


You only get the 96 thing with VERY good quality subcomponent resourcesthat have only spawnedonce ina 4-10month period on your server. Reality is that alot of us have a hard time reaching the 64m range unless we managed to get a piece of those spawns or paid exuberant amounts of money to someone that did (just dropped 500k credits on 10k units of electon gas). On top of that since the poison is inheirently weak weak since all experimentation was put into range we have to decide if we really want to use that pack or a full strength pack up close. A 400 tick area MIND poison wont override a 50 tick area MIND poison thats already been applied.


In all honesty the people who complain about the 96m poisons usually haven't been hit with one or were too scared to realize that it wasn't doing that much damage to them (unless by chance its venom enhanced but thatsa waste and rare stuff) The psychological factor of the little skull and crossbones is incredible though






Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

jfang
Tue Jun 22, 2004 6:46 am
#8






Brainplay wrote:


You only get the 96 thing with VERY good quality subcomponent resourcesthat have only spawnedonce ina 4-10month period on your server. Reality is that alot of us have a hard time reaching the 64m range unless we managed to get a piece of those spawns or paid exuberant amounts of money to someone that did (just dropped 500k credits on 10k units of electon gas). On top of that since the poison is inheirently weak weak since all experimentation was put into range we have to decide if we really want to use that pack or a full strength pack up close. A 400 tick area MIND poison wont override a 50 tick area MIND poison thats already been applied.






By all rights, getting a 64m range for a master combat medic is relatively easy. You need to have advanced dispersal mechanisms resource spawn, but you don't need good quality subcomponents.A properly made ADM of any reasonable quality (it doesn't need to be good, but don't use 100 OQ components) will get you to 32m base rangewith only token experimentation in the final poison. (This is one of my complaints about experimentation mind you...)


Let's not exaggerate numbers, lest we be like trollers who complain about the 2k mind ticks that hit after 3 seconds...
Obata
Tue Jun 22, 2004 12:57 pm
#9

CM isn't a pure support class, it's a hybrid of medic and marksman. The price we pay for taking on a hybrid profession is a limited number of options with our remaining points. Commandos have the same problem in that they can't master any of the professions that aren't based on brawler or marksman. Bounty Hunters have it even worse.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Gnuut
Tue Jun 22, 2004 3:35 pm
#10




Duztin wrote:

mcm shoudlnt be melee for 1 reason.


You throw poisons from up to 90m as a master cm.....and as melee your going to run up to them from 90m?



Obviously youhave never thought much on how well melee classes go with the CM profession. You see alot of classes tend to kite you as much as possible. Using poisons I tend to force them to come to me. Melee classes have some of the better abilities to dizzy, posture change and KD a player. There is nothing more satisfying than knocking someone into a dizzy loop and letting poison and disease whittle them down to nothing.




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....

pearlshaunswg
Tue Jun 22, 2004 6:30 pm
#11


You can have a master melee profession and CM 4/4/0/4. You won't have the range or power of a master CM (You could get tapes that might help though) but you will be strong in pve and you can use warcry in pvp to stop people from being able to do anything while they are poisoned/diseased, its a very cheap tactic though in my opinion.
Brainplay
Wed Jun 23, 2004 4:42 am
#12






jfang wrote:






Brainplay wrote:


You only get the 96 thing with VERY good quality subcomponent resourcesthat have only spawnedonce ina 4-10month period on your server. Reality is that alot of us have a hard time reaching the 64m range unless we managed to get a piece of those spawns or paid exuberant amounts of money to someone that did (just dropped 500k credits on 10k units of electon gas). On top of that since the poison is inheirently weak weak since all experimentation was put into range we have to decide if we really want to use that pack or a full strength pack up close. A 400 tick area MIND poison wont override a 50 tick area MIND poison thats already been applied.






By all rights, getting a 64m range for a master combat medic is relatively easy. You need to have advanced dispersal mechanisms resource spawn, but you don't need good quality subcomponents.A properly made ADM of any reasonable quality (it doesn't need to be good, but don't use 100 OQ components) will get you to 32m base rangewith only token experimentation in the final poison. (This is one of my complaints about experimentation mind you...)


Let's not exaggerate numbers, lest we be like trollers who complain about the 2k mind ticks that hit after 3 seconds...





I've got some decent stuff for my ADM right now and the base rate only comes to 30m. Experimentation gives us maybe 1 point of range per point of experimentation sometimes more depending on the stats of the subcomponents. Whats the big complaint about experimentation? Just about every crafting class has a similar result with good materials when having to deal with 2 or more item stats to experiment on.


Are you just posting to get your numbers up or are you legitimately trying find something here?







Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

jfang
Wed Jun 23, 2004 6:55 am
#13






Brainplay wrote:





jfang wrote:

By all rights, getting a 64m range for a master combat medic is relatively easy. You need to have advanced dispersal mechanisms resource spawn, but you don't need good quality subcomponents.A properly made ADM of any reasonable quality (it doesn't need to be good, but don't use 100 OQ components) will get you to 32m base rangewith only token experimentation in the final poison. (This is one of my complaints about experimentation mind you...)


Let's not exaggerate numbers, lest we be like trollers who complain about the 2k mind ticks that hit after 3 seconds...





I've got some decent stuff for my ADM right now and the base rate only comes to 30m. Experimentation gives us maybe 1 point of range per point of experimentation sometimes more depending on the stats of the subcomponents. Whats the big complaint about experimentation? Just about every crafting class has a similar result with good materials when having to deal with 2 or more item stats to experiment on.


Are you just posting to get your numbers up or are you legitimately trying find something here?








I find it hard to believe that your base range of 30m and you are using reasonably good resources. I can't say how easy or hard it is to get class 2 liquid petrochemical fuels, but you should be able to find the equivalent of a 800+ OQ 500+ DR Yavian Fiberplast without too muchdifficultity (as it always spawns). With a good Yavian Fiberplast, a moderate class2 liquid petrochemical fuel, and experimenting charges/range,you should easily be able to get 32m out of a base final combine. Thus, after you multiply by 2 for your healing ranged skill, you have 64m.


My complaint is exactly that. A MCM (or M Weaponsmith, M Armorsmith, M Architect, etc.) really don't have a real experimentation phase. In the current framework, all of them have a dominant thing to experiment (effectiveness/duration/area of effect, damage/speed, resistance, base extraction rate respectively). I can not speak to the other professions, but as for a serious MCM who has been diligently harvesting for a month or two, there is nothing really worth trading off for poisons and diseases. If it was like area stims, where effective range started at something like 34m (I think), it would be much more interesting and diverse. As it stands now though, getting the theoretical maximum of 65m is trivial for a good combat medic crafter, taking at mostone or twoexperimentation points. There is no real tradeoff, as I personally think experimentation should force.



"Are you just posting to get your numbers up or are you legitimately trying find something here?" Can you clarify what you are accusing me of? I'm not sure why I would want to "get my numbers up", and I think my comments were well thought out and legitimate concerns. If you disagree with my numbers, you are welcome to explain why you disagree.I am curious as to what "reasonable quality" resources you are using and what you are experimenting to get a low 30m base range on a poison C...
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