Combat Medic Archive
Thread: Disease, VERY usefull.
The problem and subsequent complaint about disease is that it is a pure griefing tool. It keeps your opponent out of the fight as he has to sit and heal hundreds of wounds after a fight. This is of course good and bad. Proponents of disease say that yes, it keeps people out of the fight and does damage and is very effective. The other side of the coin is that yes, it keeps people out of the fight and generally pisses people off as people want to be out there fighting. It can discourage people from participating in PVP and that's not what anybody wants. If you enjoy PVP combat, then you want more people to fight against, not less. The other knocks against disease are it is completely worthless for PvE combat.
As far as Area Disease go, I know that the C level area packs were bugged and required something like 900 combat medic use. Haven't made any since the patch however. Who knows, maybe it was stealth fixed.
vapor311 wrote:
The problem and subsequent complaint about disease is that it is a pure griefing tool.
So if I disease someone it is greifing, but if someone camps my clone it isn't?
I thinkof disease as the anti-grief.
If I fight some and win and he continues to come after me, he is getting diseased pure and simple.
In a PvP raid in a city, it is sort of lame, but it will be a great tool when we start seeing faction bases on a regular basis and the opposite faction starts invading. Nothing worse than seeing the same 5 guys come at you over and over every 5 minutes. If you can take them out for 30 minutes that is great.
Besides a master doctor can heal those wounds in about 3 minutes and a master dancer or musician can heal the mind wound in about 5 minutes, maybe less.
If you plan on PvP'ing, you better have friends that can fix you when you loose.
Elkanon wrote:
So, can you apply disease on AT-ST's?
You used to be able too.....But now ATST's are Thought of as Droids and can't bleed...apperantly poison anddisease is a bleed ![]()
The best way to "handle" an ATST used to be droping a strong mind disease on it and watching its mind pool drop to nothing. This was very good because on Pets mind wounds are unhealable ![]()
For the first time lastnight i made my first disease pack C, i never made any before because everyone complained on the boards about how useless they where. However i found them most efficent in keeping lots of people off the field for extended amounts of time.
Single Health Disease C - Ticks approx. every 15 seconds, starting tick was 120 wounds, which then increases over time , second being 140third 160 ect... Duration was roughly 15 minutes
(yes it keeps ticking even with 100% wounds)
Tested in PvP as well as a few duels.
Duels - Dropped all Health to 100% wounds in roughly 2 minutes, Since different damage type stack, you can potentialy drop all 3 lines to 100% withing about the same time.
PvP - Had a rebel friend of mine test a few things first, I incapped him, then applied all H, A disease wounds, and let him sit, when he got up they started to tick till he was 100% Health, and Action wounds. SO basicly, dont DB, just incap apply disease and walk away, you opponent is out of the fight for a good 1/2 hour at least (If applied mind Disease)
Anyhow this will probably be nerfed once more people find its usefullness as I did, since it is 10x worse than being caught on fire pre pvp damage reduction.
I am going to be testing some AE diseases later today, provided i can get more good resources to make it worth the trouble. And the above damag was with all 900+ quality resources, and a few gimpy base sub-components, I would imagine if i had all Advanced sub components the ticks would have been much higher, possibly 300-400 range.
i use mainly single disease c for 1vs1 pvp atm:
had an overt imp with some pets standing in front of Coronet Starport last night and the pets were pretty damaged so sure enough 2 covert imps showed up and started healing them. they both got a mind disease C, as well as the pet owner.
one of them chose to chase me, while the overt ran inside the starport to get off the planet and out of my reach (lol)
i just kitet the one guy chasing me till his mind bar was gone and sure enough i found the other one on my way to the cantina.. i gave both a DB to end the disease ,)
I dont see how using a disease is a grief tool..
it is a really dirty low underhanded tactic... but then again so is AOE poisons =P
especially since these days we are more of a terrorist bomber that runs in AOEs and dies =P
I use my disease Cs alot...
Ill use TKA to incap them.. then while they are incapped nail them with diseases to force them outa the fight while we handle the other peeps..
I tend to agree on disease as pretty much a grief/anti-grief tool.
I am very loathe to ever use them in combat. I somehow find us as being the only class that can effectively 'sideline' someone out of a PvP battle a little unfair.
But hey that's just me.
Jacore
I do agree that it is a bit much, but considering what is required to make them they have to be of decent damage otherwise they would never be used, same goes for poisons, its just not worth the time if your best poision only ticks for 20-50 damage.
Far as greifing goes, well... 'All is fair in love and war' I've had much worse happen in PvP other than some nasty wounds. It just falls in line with people complaining that someone killed them when they get a TEF from running a mission, people wanna advance as a reb/imp but dont want the risks.
I'm sure it will be nerfed either way but in large scale PvP when severly out numbered this is a most excellent tool to have.
If you want to get really nasty with diseases forget about health, action, and mind.
Focus on strength, constitution, quickness, stamina, focus, and willpower.
These are not visible on the HAM bar. The targets most likely won't notice until they're taking 3-4x the damage per hit. Str, quickness, and focus directly affect your resistance to damage on the relavent bar (least that's the way I understand it), while constitution, stamina, and willpower affect the regen of the relavent bar.
Your target can still fight, but is nowhere near as effective as they were before encountering your "dirty needles" /evilgrin
actualy strength, quickness, and focus change how much your special attacks cost to use and constitution, stamina, and willpower affect how fast you regenerate your HAM. so its a nasty way of making them kill themselvs with specials
and could you imagine if they try to heal theirself and useing probly well over 100-130 mind cause they have no focus?