Combat Medic Archive
Thread: poisoning yourself
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hamhamthe3rd
Thu Feb 10, 2005 2:57 am
#1
i was thinkingthat commandos grenades do actually hurt the commando if hes not careful, not to mention the HAM cost. then i was thinking that poisons are essentially grenades and what if we could poison ourselves? would that be lame?
it would certainly add strategy and only the truthly loyal would remain cms. there would probably be no dabblers and being a doc of some level would probably be a given.
if we could poison ourselves with our area toxins i would like to see us with better defenses. i want the class to have defense besides running and what it gets from marksman.
Mustelafuro
Thu Feb 10, 2005 7:54 am
#2
I've always kind of thought our stuff should be true area effect items. It would really make cm's think twice before randomly tossing our junk if there was a chance for friendlies to get hit. Maybe something like that will come along with the revamp, at least the revamp is going to make groups use more strategy and tactics. Right now it all comes down to who has the best defenses, armor and weapons. It doesn't take much strategy to send in a defense-stacker to tank, a cm to toss some areas and then kick back while a rifleman with an uber krayt jawa rips everyone apart. Esp with the tefs system, I can't wait for the changes to get here, it will totally change the way we fight.
Pahdbacca
Thu Feb 10, 2005 9:56 am
#3
If abilities were given by any sort of logic...CMs would get poison/disease and state cures.
Therefore.....abilities are not given by any sort of logic.
And CMs will not poison themselves.
vortexala
Thu Feb 10, 2005 11:42 am
#4
Once we start down the path of CM area effect attacks/specials actually effecting everyone in the area, regardless of faction/group/etc, then we'll have to extend it to all attacks/specials equally for all professions...Area attacks would stop being used because folks would be afraid of killing their groupmates.
Better to fix the Commando grenade issues instead, I think.
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