Combat Medic Archive
Thread: Since we get a nerf...My idea's to make it better.
Message Edited by jfang on 07-10-2004 05:15 PM
Your profession is a hybrid profession just like Commando, Bounty Hunter and smuggler thats the reason why you have to master one basic profession and a line of another in order to open up combat medic.
ZP-3O wrote:
Take out the Ranged Support 4 in Marksman.
With that pre req, it prevents from bein a master in any melee skill. And I know CM is all ranged, but still...You can learn it in the CM line.
Poisons should Incap. No dot should incap including diseases or fires. To top it off poison and disease shouldnt stack.
Reduce the wounds givin from the Mindheal to just Mind, not willpower or anything. Moot point since the combat rebalance will include HAM balancing and all Stim's will heal Mind at the cost of special points.
Message Edited by Eldrikk on 07-10-2004 04:47 PM
jfang wrote:
Combat medics weren't nerfed, they were fixed.
Our range has always been 2x the listed range on poisons. Just because the devs tried to change it and didn't do it right doesn'tsuddenly make itabug, no matter what TH says.
...but don't mind me. I'm just a bit grumpy.
Bamboozle wrote:
jfang wrote:
Combat medics weren't nerfed, they were fixed.
If "nerf" means "to make worse", then yes, we were nerfed.
Our range has always been 2x the listed range on poisons. Just because the devs tried to change it and didn't do it right doesn'tsuddenly make itabug, no matter what TH says.
...but don't mind me. I'm just a bit grumpy.
/agree
I wish they could have come up with some other way than revamping our range modifiers. It was hard enough for those that didn't have super good resources that spawn twice a year to make it past the 64m mark. Now we have to wait and draw voodoo magic symbols in the dirt while sacrificing animals in hopes that the spawn rates will increase. Now we also have to take a serious hit in our ranged/area stimpack power if we use our own 5point subcomponents if we want to reach the 64m mark as well.
Considering we had to do our own crafting tree, is it too much to ask that the devs give us another 5 points of medical assembly to use for our stim subcomponents? I know doctors would whine about it since they make L337 phat cash off stimB's when they dont want to stand in a starport and buff but its kinda needed for us now. Especially if there's going to be a bigger emphasis on healing HAM's after the combat revamp.
Bamboozle wrote:
jfang wrote:
Combat medics weren't nerfed, they were fixed.
If "nerf" means "to make worse", then yes, we were nerfed.
Our range has always been 2x the listed range on poisons. Just because the devs tried to change it and didn't do it right doesn'tsuddenly make itabug, no matter what TH says.
...but don't mind me. I'm just a bit grumpy.
"nerfed" means made ineffective. Creature Handlers were obviously nerfed. How many CHs do you see in PvP anymore? None...b/c they were nerfed. You will still see Combat Medics in PvP. They will always have a place.
Combat was never meant to take place in a sphere greater than 64m around your person. The devs have said this several times, and even tried to fix that earlier. This time they have succeeded in fixing the range. However, they may have gone a bit overboard...the tests are still out on that.
As far as havla, all the non-FOTM Combat Medics on this forum agree that it was game-breaking. It was not intended that CMs be able to throw that quickly...and as such it was fixed.
If the delay was changed to 30 seconds between each toss...then that would be the equivalent of a nerf. Or perhaps if we could only throw at melee range...that would be a nerf. It would totally cripple the class from the way it currently it handled. These changes are fixes. Do you see the distinction?
Bamboozle wrote:
jfang wrote:
Combat medics weren't nerfed, they were fixed.
If "nerf" means "to make worse", then yes, we were nerfed.
Our range has always been 2x the listed range on poisons. Just because the devs tried to change it and didn't do it right doesn'tsuddenly make itabug, no matter what TH says.
...but don't mind me. I'm just a bit grumpy.
I concur. The range bonus has always been based on the Ranged Healing Distance skill tree. It's formula is very precise and calcuable. Now, with this nerf, I am not quite sure the end result would be.