Combat Medic Archive

Thread: Why is CM so good?

Master_Hat_Collector
Sun Jul 11, 2004 5:34 pm
#1

I keep hearing to go for CM instead of Doctor if I'm going to PVP. Why is CM so much better than doctor?




Macs Guo
Master Pikeman / Field Surgeon
<WRATH>
"I am the cheese, and I am more powerful than both the salami and the bolonga combined."

amishgangsta
Sun Jul 11, 2004 5:41 pm
#2

poisen and diseases



Ragnarok StarSlayer Imperial Bounty Hunter

Rock N' Roll is my religion.
Rivern
Sun Jul 11, 2004 6:57 pm
#3

CM can kill people.
Doctors can kill people by helping people kill people.

I like Direct versus Indirect



rion*combat medic, pistoleer
there's no defense like a good offense

Kharrissa
Mon Jul 12, 2004 5:03 am
#4

CM is not that great.


There are just a lot of great players doing CM.
Brainplay
Mon Jul 12, 2004 6:14 am
#5






Master_Hat_Collector wrote:

I keep hearing to go for CM instead of Doctor if I'm going to PVP. Why is CM so much better than doctor?







Combat Medics can attack the MIND pool directly which is why everyone thinks they're so great in PvP. Its the same reason why they think Rifleman is sooo overpowered. In PvP if you aren't attacking the only weak stat pool (i.e. the MIND) then you'll have a very hard time succeeding.


Doctors have to rely on their combat skills only to survive in PvP and most of them go rifleman or TK for obvious reasons. People fear Combat Medics because their overpowered 80% resist armor and psg is bypassed with poisons making it a hinderance afterwards due to the heavy HAM cost instead of a win all harness. Combat Medics fear doctors because they can counter our poisons twice as fast as we can toss them. In groups the Combat Medic has the advantage unless the doctor decides to blow off his buddies and go solo.






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

Morath360
Mon Jul 12, 2004 11:37 am
#6

What you will find out is that PVP is fun in a group with lots of people trying to coordinate attacks and such. The CM is leveraged for group combat to such an extent that the Docs become ineffective because you need about a doc for every 2 people.


Contrary to popular belief, it is not just the mind pool that is the problem. It really is the fact that the poisons are very strong and you can apply it to a group very quickly. To try to help you. One raiding group can have 1 CM. Their oppenents can have 3 docs actually lets say its a group of 10 on each side. The CM can hit all 10 with one application or say 2 or 3 if they are really spread out. Of course if they are spread out 3 docs cannot get to people easily and even if they could the CM with his ranged poisons can easily keep applying lets just use a conservitive number say 300 damage ticks. In a group of 10 it is difficult to see who the CM with all the confusion just one of these poisons can cause. So what happens is the docs never catch up so they end up trying to save themselves.


Meanwhile if they do get the CM killed he quickly clones and goes back for suicide missions and keeps throwing the nasty poisons. Now CM's will claim that this is a separate problem and maybe it is but it still would be managable if the poisons were not such the end all that they are right now..



----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
Utuppie
Mon Jul 12, 2004 11:49 am
#7

All depends on what your group / guild needs.


Doctor is the most important to be self-sustaining because you can counter all dots. CM is the reason there are so many Doctors


CM will also be even more useful I believe when the combat revamp hits, the Area Stims will be the most desired group ability in the game ( or I predict anyway ).



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RebRifle
Mon Jul 12, 2004 3:38 pm
#8

strafe shot 2 is like every 3 seconds a need some serious speed taps to do it with a t21.
jfang
Mon Jul 12, 2004 5:13 pm
#9






RebRifle wrote:
strafe shot 2 is like every 3 seconds a need some serious speed taps to do it with a t21.





My understanding is that a MRifleman can spam strafe shot 2 at almost speed cap, and with +8 speed in tapes (easy, ask any carbineer what they go through) you can spam at speed cap for anything 8.0 speed or less. This is word of mouth only as I have not been a MRifleman, but my understand is that a master can fire almost anything with almost any gunat speed cap without toomany difficulities.
jkray8472
Mon Jul 12, 2004 5:19 pm
#10

When I was a Master Rifleman, I had a 7.2 speed damage-sliced T21. I could pretty much spam Strafeshot2 every second. It was pretty cool.


64m away from a Sharnaff lair, and I shot the lair. They all turned towards me, and started popping out of the lair. I hit StrafeShot2 on the lair (hitting htem all in the cone) that the lair and every Sharnaff died inside 10 seconds...none of them reached me before they died.


That's the power of the Rifleman. A CM would have to poison/disease, and run around on his bike for 3-4 minutes...then get off and try to shoot with a CDEF. :/



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Woboi
Mon Jul 12, 2004 6:02 pm
#11






TsunamiKata wrote:





Utuppie wrote:

All depends on what your group / guild needs.


Doctor is the most important to be self-sustaining because you can counter all dots. CM is the reason there are so many Doctors


CM will also be even more useful I believe when the combat revamp hits, the Area Stims will be the most desired group ability in the game ( or I predict anyway ).



Heh, putting cart before the horse again, young padawa.


Unless they change the Rifleman drastically, they'll be the ultimate damage dealer after the armor reduction. Advanced strafe 2 every second with a T-21 powered up to 750+ damage against 35% armor. Think about that.










I guess you didn't hear about the rifleman speed cap? or the reduction of all weapon damage? They are completely revamping every profession, all their specials, and weapons.



Woboi - Master Bounty Hunter, Master Pistoleer
RebRifle
Mon Jul 12, 2004 7:58 pm
#12

ah but a stock one with no master marksmen can't and ya know how much a +8 costs? Try atleast 6 million.
TsunamiKata
Tue Jul 13, 2004 12:31 am
#13






Utuppie wrote:

All depends on what your group / guild needs.


Doctor is the most important to be self-sustaining because you can counter all dots. CM is the reason there are so many Doctors


CM will also be even more useful I believe when the combat revamp hits, the Area Stims will be the most desired group ability in the game ( or I predict anyway ).



Heh, putting cart before the horse again, young padawa.


Unless they change the Rifleman drastically, they'll be the ultimate damage dealer after the armor reduction. Advanced strafe 2 every second with a T-21 powered up to 750+ damage against 35% armor. Think about that.







TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
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