Combat Medic Archive

Thread: Ideas to help live through the CM nerf.

Voicu
Sun Aug 08, 2004 5:02 am
#1

The Nerf bat is whistling in the air to the CM...

Poisons and Diesease are just gonna be pointless soon.

I was thinking maybe the Devs might like an idea to at
least make up for all the nerfage we will endure this
coming week.

Why not give a CM HOTs ?? Heal Over Time Stims. Where
they pulse 100 points every 2 sec tic for 20 secs or 30.
They could give us this ability for any of the HAM bars
or make them just like a normal stim. Or even better allow
the HOTs to be for Mind only.

Maybe we could get Toxic barrier stims that add a layer
Poison/Diesease to our Patients armor/clothing for a very
limited amount of time. IF an enemy hits a Toxic Barriered
player they will get a does of Poison/Diesease/Acid.

Acid stims that will DOT the players like a Poison
but will give them acid DMG.

Fatigue Stims that will slow down a running player Or
there combat attack speed. Maybe even reduce the ludicrous
speed FR3 jedi. Or fatigue stims that increase the BF of
an enemy player by 100 points.. making heals from Docs
Less effective.

Blinding Stim that puts a haze over the enemy screen making
anything outside of the GUI hard to see.

Befuddling Stims that Randomly change movement making the
enemies character hard to control.


I could go on forever but maybe some of you have better ideas ?

Do not think for one minute that i would expect all of this to
be added to a CM, i was just thinking something would be nice
to counter the huge NERF were getting soon.



Dradin SinQuee
Master Doctor/
Master Combat Medic/
Darkhawk1138 = Lowiebacca in game.
OMGStarsiderisdownagain
Sun Aug 08, 2004 10:26 am
#2

Poisons will still work 25% of the time, so if you throw 5 poisons at 20 folks, they will still all get poisoned, and thats even assuming your server has all the resources to make C packs, combat medics needed a counter and this is a quick solution by the development team so they can delay the combat revamp and keep players. I suspect riflemen will be the target of the nerf bat next, more than likely with a 2 sec min delay cap on their weapons. I have no respect for anyone who claims to be a combat medic but has no area cures in their inventory, at least on my server it is like this, you ask a cm for a heal , they reply........I dont have any area cures......you reply **edit**?? This is great for the game, and think of it this way guys rangers won't be the only useless prof in SWG now! Haha =D


<Waits for tuesday licking his lips>



Syn Hun'atar MD <Crimson Fist Marines>
Ladago
Sun Aug 08, 2004 11:29 am
#3

I like all those ideas, CMs need something more, to be worth the skill points
Happymob
Sun Aug 08, 2004 1:07 pm
#4






OMGStarsiderisdownagain wrote:

Poisons will still work 25% of the time, so if you throw 5 poisons at 20 folks, they will still all get poisoned



I guess you're being serious. It will take 16 seconds of complete immobility within firing range to even get5 poisons off. Whoever does manage to get poisoned will be cured by a dabbler doc using 90 med use B cures before anything ticks.


In group combat in the future, I will throw exactly 2 meds - one area poison to see if the opposing group can handle it and 1 area disease (just in case they have /curepoison and not /curedisease). If these are both resisted and/or cured quickly, I will know it is useless to use poisons and revert to full healing support mode. Against even a dabbler doctor (at least 4x4x), my offense has become effectively rendered useless.


But hey, if it chases the FOTMers out of the profession and it allows everyone else to have fun in PvP (though I'm highly skeptical that this is going to make a big difference in reducing PvP griping), I guess it's accomplished something positive.

Message Edited by Happymob on 08-08-2004 03:08 PM



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


kb4all
Sun Aug 08, 2004 2:22 pm
#5






OMGStarsiderisdownagain wrote:

I have no respect for anyone who claims to be a combat medic but has no area cures in their inventory


Syn Hun'atar MD






FYI, there is no such thing as an areaCURE for a combat medic.




Itikew Ameaste Master Sharpshooter/Master Combat MedicShadowfire


Kavedawg
Sun Aug 08, 2004 5:03 pm
#6

Watch closely how PvP battles go down and take notes. Think hard on how to make it better and how CM's can fit into a role for the GCW. Cast aside all the rules and prejudice forced on the CM profession and post ideas in the rebuilding CM from scratch thread. Most likely after the new HAM system is set in stone CM's will need to be rebuilt or redesigned so everything now is just temporary.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Voicu
Sun Aug 08, 2004 6:10 pm
#7



Kavedawg wrote:
Watch closely how PvP battles go down and take notes. Think hard on how to make it better and how CM's can fit into a role for the GCW. Cast aside all the rules and prejudice forced on the CM profession and post ideas in the rebuilding CM from scratch thread. Most likely after the new HAM system is set in stone CM's will need to be rebuilt or redesigned so everything now is just temporary.





Umm please dont Hijack my thread i just wanted others to post some useful
ideas we could have added to CM.

I am not flaming anyone not saying we did not need a reduction in our poisons.

I just want a way we can be useful on the battle field again.



Dradin SinQuee
Master Doctor/
Master Combat Medic/
Darkhawk1138 = Lowiebacca in game.
Kavedawg
Sun Aug 08, 2004 8:26 pm
#8






Voicu wrote:





Kavedawg wrote:

Watch closely how PvP battles go down and take notes. Think hard on how to make it better and how CM's can fit into a role for the GCW. Cast aside all the rules and prejudice forced on the CM profession and post ideas in the rebuilding CM from scratch thread. Most likely after the new HAM system is set in stone CM's will need to be rebuilt or redesigned so everything now is just temporary.







Umm please dont Hijack my thread i just wanted others to post some useful
ideas we could have added to CM.

I am not flaming anyone not saying we did not need a reduction in our poisons.

I just want a way we can be useful on the battle field again.






And I want CM's to be more usefull than what they were before the nerf. My point is with all the promised changes after JTL this might be a good time to take a step back and decide amongst ourselves what the new role of a CM should be, the Offensive and defensive power weshould have, the abilities, the medicines,and what exactly should be our part in the big picture. All the kneejerk patches and fixes over the past year have left many professions in ruin, CM is just the latest. My personal opinion is that the Combat medic profession is going to need a total overhaul to make it a viable profession again and all suggestions should be limited to one or two threads to ease the correspondent's job. I am sorry you see this as a hijack




________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Condiment_King
Mon Aug 09, 2004 12:53 am
#9

I think they need to let us heal our own minds...
neutrineaux
Mon Aug 09, 2004 10:07 am
#10






OMGStarsiderisdownagain wrote:

Poisons will still work 25% of the time, so if you throw 5 poisons at 20 folks, they will still all get poisoned, and thats even assuming your server has all the resources to make C packs, combat medics needed a counter and this is a quick solution by the development team so they can delay the combat revamp and keep players. I suspect riflemen will be the target of the nerf bat next, more than likely with a 2 sec min delay cap on their weapons. I have no respect for anyone who claims to be a combat medic but has no area cures in their inventory, at least on my server it is like this, you ask a cm for a heal , they reply........I dont have any area cures......you reply **edit**?? This is great for the game, and think of it this way guys rangers won't be the only useless prof in SWG now! Haha =D





Syn Hun'atar MD






lol, this guy as much as admitted he is stoned out of his mind when he plays! hahahahaha!



no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


Getoc
Tue Aug 10, 2004 6:39 am
#11

Area ranged state cures would be nice to have . Area stim D would be nice too .

i dont think that the same mistake should be made twice so i refuse to ask for more damaging poisons/deseases or for bigger hitchance on them ....... we should take the actual situation like man and ask for battle improvments in another way.

the people cried about CM's for really a long time ....... this is over now and anyone can see who will get the hate of the community once we are out of the line of fire .

it will be defence stackers and ranked jedi !


in my opinion we should ask for ways to counter them efficiently without doing real damage .asking for damaging things will only result in nerfcries again and i think anyone here is glad that this is over .

what would be nice to add for us ..... especially to counter these 2 types of players ?


- chemical super glue thrown which makes the person move about 75% slower then before for a limited amount of time OR area glue which only effects the area it covers ... lets say about 20 meter radius und movement withhin this area will be reduced by 90% for everyone . not damaging anyone at all all defence will work this will only effect the movement which is much slower.


- LSDgas or 'Horror' Gas .... causing horrible halluzinations when breathing it in ...... also covers an area for an limited amount of time and uses the intimidate2 on everyone passing this area .... friend or foe btw no damage just the intimidate2 every second ure in this area


- nerve gas ...... like the other 2 binded on an area making usage of heals impossible in that area .. also friend and foe .






Get'toc : Elder Jedi - Farstar day 1 player - Proud of wearing the 'Teras Kasi Elder Titile' to honor the coolest profession there has ever been in SWG . Black Epsilon Pilot Ace .

Xanea : Trader - Master Shipdesigner and RSF Pilot Ace / Xaneas Shipyard at Arakeen on Lok (closed atm because of spaceloot sickness)

Sharres : Spy by nature and RSF Pilot Ace , Smuggler Pilot Ace , Black Epsilon Pilot Ace and acutal Corsec Pilot Ace
Nisdain
Tue Aug 10, 2004 8:07 am
#12






neutrineaux wrote:






OMGStarsiderisdownagain wrote:

Poisons will still work 25% of the time, so if you throw 5 poisons at 20 folks, they will still all get poisoned, and thats even assuming your server has all the resources to make C packs, combat medics needed a counter and this is a quick solution by the development team so they can delay the combat revamp and keep players. I suspect riflemen will be the target of the nerf bat next, more than likely with a 2 sec min delay cap on their weapons. I have no respect for anyone who claims to be a combat medic but has no area cures in their inventory, at least on my server it is like this, you ask a cm for a heal , they reply........I dont have any area cures......you reply **edit**?? This is great for the game, and think of it this way guys rangers won't be the only useless prof in SWG now! Haha =D





Syn Hun'atar MD






lol, this guy as much as admitted he is stoned out of his mind when he plays! hahahahaha!






He meant heals.

And hes right.

CMs are damn useful in large group high end PVE where a ranged heal can be a matter of life or death.

/healmind is quite useful if you take the right food (not halfassed made stuff) couple that with entertainer buffs and with the right proportion of CMs in the group you're nigh unbeatable.



-Nisdain Vesrial / Caspers Neetakka
Kavedawg
Wed Aug 11, 2004 5:27 pm
#13

Ranged and area A wound packs, B ranged wound pack



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
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