Combat Medic Archive
Thread: Offical Combat medics should be the only 1's to apply inocs thread! PLEASE /sign
Message Edited by Coeus-Slaba on 08-09-2004 05:21 AM
An innoculation should need a full CM poison pack IMO. This will make them pool specific and will give docs a new toy to play with, giving as a consequence a brand new market to every CM. And everyone would be happy, i think.
Obviously the tweaking problem of the innoc potency is another matter.
Tinozza wrote:
I think that the real problem isn't who get this or who get that. The real problem is the fact that devs are going to push live solutions to a problem without even knowing the meaning of the word "balance".
An innoculation should need a full CM poison pack IMO. This will make them pool specific and will give docs a new toy to play with, giving as a consequence a brand new market to every CM. And everyone would be happy, i think.
Obviously the tweaking problem of the innoc potency is another matter.
I think:
1. Docs should get the innocs, andcrafting themshould require a full CM pack of the corresponding type (so you'd need a total of 9 innoculations to get all stats for both poison and disease)
2. CMs should get the area cures, with the area cure requiring a full poison or disease cure pack from a doctor to craft.
Tinozza wrote:
My thought exactly Rikilii.
Ok, after reading texxies post about testing this stuff, I'm gonna have to retract that stuff about the innocs. Given the fact that they only last for 30-40 minutes, I think 2 innocs is enough. Having 9 would create a real nightmare for docs and all their packs, and we'd just have to wait around all that much longer to get prepared for combat.
Maybe if the pack required 5 or 6 CM components, it would do the trick.
Rikilii wrote:
Tinozza wrote:
I think that the real problem isn't who get this or who get that. The real problem is the fact that devs are going to push live solutions to a problem without even knowing the meaning of the word "balance".
An innoculation should need a full CM poison pack IMO. This will make them pool specific and will give docs a new toy to play with, giving as a consequence a brand new market to every CM. And everyone would be happy, i think.
Obviously the tweaking problem of the innoc potency is another matter.
I think:
1. Docs should get the innocs, andcrafting themshould require a full CM pack of the corresponding type (so you'd need a total of 9 innoculations to get all stats for both poison and disease)
2. CMs should get the area cures, with the area cure requiring a full poison or disease cure pack from a doctor to craft.
Agree 100%. Combat medics should be the front line healers and have area cures. Not doctors.
-nRo-Swaz wrote:
Good Riddens.. CMs were made for support... mostly healing but with some combat damage ability.CMs still have all there healing and that its self is strong enough if used right. If you use CM just for damage you are getting nerfed and shuold be. Combat Medics can heal Health and action damage much much better than docs plus they can heal minds that in its self is plenty for a healer class. The damage CMs do has gotten way out of hand.. its about time they were put in there place.
MataHairy wrote:
Rikilii wrote:
Tinozza wrote:
I think that the real problem isn't who get this or who get that. The real problem is the fact that devs are going to push live solutions to a problem without even knowing the meaning of the word "balance".
An innoculation should need a full CM poison pack IMO. This will make them pool specific and will give docs a new toy to play with, giving as a consequence a brand new market to every CM. And everyone would be happy, i think.
Obviously the tweaking problem of the innoc potency is another matter.I think:
1. Docs should get the innocs, and crafting them should require a full CM pack of the corresponding type (so you'd need a total of 9 innoculations to get all stats for both poison and disease)
2. CMs should get the area cures, with the area cure requiring a full poison or disease cure pack from a doctor to craft.
Agree 100%. Combat medics should be the front line healers and have area cures. Not doctors.
Lets twist this around, if CM gets a AoE Cure, then Docs get an point-blank Poison/disease.
BTW Where is the counter for the Doc's flame blanket?? Perhaps we should petition for new offensive pack, one that gives flame dot.