Combat Medic Archive
Thread: My CM Defense
Moosemillion wrote:
I posted this in the GCW, and I wanted to bring it here for discussion as well.
POST ON GCW THREAD
You know, I hear a ton of complaining about how uber CMs are, when its really not that difficult to defeat them. I have taken a great deal of time to read recent threads about CM, and have put together responses to complaints or questions below. I will be more than glad to discuss with any Dev, correspondant, or player point by point any specific and relevant question or complaint. Maybe together we can actually develop a reasonable and relevent list of action items the devs can look at.
How To Beat A CM
d) equip CA and AA with poison and disease resists
I believe these do not work. Haven't done the tests myself though.
Now for my responses to criticisms contained herein:
- "Great. And is it intended for CMs to be able to stack 12 DOTs on a single pool?"
A single CM cannot do that. But 12 rifleman can, by hitting one CM once a piece with mind2. Or any 12 players who purchase a lance or a VK or any weapon that has DoT attacks. 12 CMs using DoT attacks are no different than any other 12 players spamming any other strong attack.
Actually a single CM can stack 12 dots onto a single pool. Single Mind Poison C, B, A, Area Mind Poison C, B, A, Single Mind Disease C, B, A, Area Mind Disease C, B, A = 12 dots on the same pool. However, without havla, this will take 48-60 minutes (based on lag) to place on someone. I honestly don't see CMs wasting their time like this except on high-end mobs.
"-their attacks tick for larger then even regular combatants can hit once (as a MRM, I hit someone withgood armor for anywhere from 100-300 max, poison can tick for 800)"
. And while a knockdown attack hits with certainty, a CM is not garaunteed to connect with every throw.
Knockdown attacks are not a certainty. People have Defense vs knockdown. Also, you can miss someone when trying to use that special. Also, if you use a KD attack on someone who is KDed...I think they stand up, so you don't want to spam it.CMs are only guaranteed to hit if their potency is high enough. If your potency is low, you will miss periodically. If your potency is high, you will not miss.
-their damage can only be cured by a specific elite profession (and one of the few elite professions that requires mastery of a starting profession), and even that person curing is still losing HAM because they use the /cure specials, which drains their HAM, so the CM is technically still doing damage.
Does this mean that we should nerf creatures who use poison or disease? This is a game of strategy. In athletics you use specific role players to do certain tasks. In RL work environments you use specifically trained people to do specific jobs. I wouldnt send on Offensive Lineman to cover a Wide Reciever. I wouldnt have my pitcher bat cleanup, I wouldnt have my point guard play center, I wouldnt have a CH heal disease. Thats why there are specialties. It encourages teamwork. And in terms of a doc using HAM to cure disease, CM expend HAM sending out the disease. To be fair, there should be area cures as there are area heals. That would be a good way to balance the area poison of CM.
Yep. This game is supposed to foster Massively Multiplayer groups and strategies. Too many people think that they should be able to solo anyone and everything in the game. Combat Medics help foster interdependence by requiring groups to have doctors along.
- "i hope this means no more cm's using havla."
Why should any one profession (other than Jedi) not be able to use a food, drink, spice, or buff that any other could use? TKM could use synthsteak, canapes, brandy, and muon to give them enough prtection to take out any CM in the game before they take out the TKM. Remember, CMs cant incap or DB with poison or disease alone.
CMs can still use havla. However, a master CM with havla will not be able to spam poisons/diseases nonstop anymore. A novice CM will probably get to hit that 4 second cap that masters are at with havla, and CMs can use it for area stims. But havla + poison/disease was gamebreaking, so they are trying to fix it.
And for once I would like to see someone who IS that profession complain about that profession.I have NEVER seen a TKM say nerf TKM, a rifleman say nerf rifleman, or god forbid a Jedi say nerf Jedi. Every profession has its strengths and weaknesses, and if you spent half as much time trying to figure them out as you do posting about nerfing them all your would have figured it out already.
There are people who claim to be CMs posting here. Some may actually be. However, we can't be sure.
That being said, max ranger for a CM should be 65m, period. However, there should be CM range powerups and CA / AA just like there are for ranged weapons.
There are Healing Ranged CA. However, they (like all the other CM attachments) either do not work, or are hard-capped at +100. I have done the tests myself, and they do not work.
jkray8472 wrote:
- "i hope this means no more cm's using havla."
Why should any one profession (other than Jedi) not be able to use a food, drink, spice, or buff that any other could use? TKM could use synthsteak, canapes, brandy, and muon to give them enough prtection to take out any CM in the game before they take out the TKM. Remember, CMs cant incap or DB with poison or disease alone.
CMs can still use havla. However, a master CM with havla will not be able to spam poisons/diseases nonstop anymore. A novice CM will probably get to hit that 4 second cap that masters are at with havla, and CMs can use it for area stims. But havla + poison/disease was gamebreaking, so they are trying to fix it.
jkray8472 wrote:
Drop the whole tree and see Jfang. The difference between 75/100 speed isn't so reat as 5/100.
Is this a "it does work, try this and see" statement, or a "run a better test and let us know" statement? ![]()
Incidentally, the test I ran was spamming 6 consecutive poisons. I found that they took 24 seconds to throw, or just under a 5 second a delay (6 poisons is 5 delay cycles).I ran this test 4 times (and used up a lot of old action and health poisons :smileyhappy
.
With this, a 75/100 speed should have reduced the time to be something like 28 seconds, a small but noticable change. I did not notice such a speed decrease.
fastanddeadly wrote:
it still amazes me that pretty much every post on this boar turns into someone slaging off cm's in whihc most of them arnt even cm's and just post to whine. it isnt right
Welcome to our nightmare... ![]()
The "report abuse to moderator" (trolling) button is your friend. In the past few weeks, GarVa and Virrge (hmm, I spelled that completely wrong) have been loosening up on the "don't troll" locks, but it doesn't hurt to try to get them locked. If enough thread trolling reports go it, the moderators will do something about it.
Hmm, I wonder if everybody got together and reported the FAQ as trolling (as a joke of course), what would happen to it... ![]()
jfang wrote:
jkray8472 wrote:
Drop the whole tree and see Jfang. The difference between 75/100 speed isn't so reat as 5/100.
Is this a "it does work, try this and see" statement, or a "run a better test and let us know" statement?
Incidentally, the test I ran was spamming 6 consecutive poisons. I found that they took 24 seconds to throw, or just under a 5 second a delay (6 poisons is 5 delay cycles).I ran this test 4 times (and used up a lot of old action and health poisons :smileyhappy
.
With this, a 75/100 speed should have reduced the time to be something like 28 seconds, a small but noticable change. I did not notice such a speed decrease.
It was a run a better test and see. I was a 4/0/0/4 CM for a while...and out on a hunt I trained up to 4/4/0/4. I was pretty sure I noticed a significant improvement in the message informing me I was fit to toss more poisons.
Perhaps there was a hard cap (that Havla could overcome) that you actually reach at +75. Or perhaps various lag spikes etc makesa test wiht a smaller differential hard to do. I'm not discounting your research at all. I did my own tests with the skilltapes, but didn't have enough AP points to drop Master. :/ Just wish we could see better.
jkray8472 wrote:
It was a run a better test and see. I was a 4/0/0/4 CM for a while...and out on a hunt I trained up to 4/4/0/4. I was pretty sure I noticed a significant improvement in the message informing me I was fit to toss more poisons.
Perhaps there was a hard cap (that Havla could overcome) that you actually reach at +75. Or perhaps various lag spikes etc makesa test wiht a smaller differential hard to do. I'm not discounting your research at all. I did my own tests with the skilltapes, but didn't have enough AP points to drop Master. :/ Just wish we could see better.