Combat Medic Archive
Thread: The Death of a Combat Medic, Part I.
OMG, I just been health poisoned!! Nerf the Combat Medic!!
I am still waiting for the day to hear that from those people whining onthe message board through out. It's obvious that Mind pool is a problem and therefore without being to heal effectively, and that will still be the first and foremost targeted. And being a Combat Medic who is most effiecient at applying this in the form of Area Mind Poison that can affect multiple people has brought on the outcry of Nerfing the Combat Medic.
Let's bring out a few facts.
Fact 1:
Combat Medic profession ties the 2nd highest skill point requirement along with Commando, that's right behind the obvious Bounty Hunter. At 169 skill points, that leaves 81 points to dabble.
Fact 2:
Combat Medic requires clear unobstructed Line of Sight to apply Poison/Disease, if you don't want to get poisoned, stay out of the LoS.
Fact 3:
Poison does approximately 4-500 damage every 8, that's less than 80 damage per second, compare to any other weapons it's Damage Per Second is miniscue, especially since a krayt enhanced, damage sliced Jawa Ion rifle can do over 500 damage in PvP every second.
Fact 4:
Combat Medic requires approximately 26 different material to craft Poison and Disease packs and on top of that also requires about 20 different materials to craft Ranged and Area Heal Stimpacks. Which are consumed after each usage. And some of those materials that are used for advanced CM materials has not been spawned in over 2 months.
Fact 5:
Combat Medic has no defense bonus against Knock Down, Dizzy, Stun, etc..
Fact 6:
Poison does not incap!! If you get poisoned, seek medical attention immediately, or meditate, or run away.
Fact 7:
You can not dabble in combat medic. In order to be able to use Area poison C, you must be a master combat medic, unless you use single poison packs or heavily experimented Area C poison that has subpar effectiveness.
Fact 8:
Combat Medics are completely at the mercy of the resource that's currently spawning on the server. Unless you have stock piled a **edit** load of resources, you will not have the quality or the quantity to make effective poison/disease packs.
Fact 9:
If you think Combat Medics are over powered, then you should become one. Ask some of the former DREAD ex-Combat Medics on how "Over-Powered" they are, people such as Letyo or Shockis.
Fact 10:
If you don't want to loose to Combat Medics, bring some doctors!! Jesus, it's not that difficult of a concept to comprehend. Don't stack together and you won't get poisoned all at once. Bring some doctors, they can cure poison C with only a single dose.
Below are my opinions regarding to Combat Medic
Combat Medics can not and will not be able to match the damage Commando can bring down against his/her foes despite having spent equal amount of skill points. I accept that for the simple fact that I do not care for that type of damage, other Combat Medic may not agree with me. However, do not rant and rave on the board how a Combat Medic took down 5 people with his mind poison. This is what we do. If I had a flame thrower and did 1200 damage against you, you'll accept the fact that's what Commando do.
If you feel that Combat Medic is over powered, perhaps you should try it out and start gathering all the resources and spent the skill points for it. Then after you create your first Poison C pack, go andchuckthat attheRancor on Dathomir. So before you crying Nerf the Combat Medic, check your pulse and see where you're at Skill Points wise and what resource you have gathered to craft that weapon you're using.
I agree you can spend weeks looking for passable resources.
/bump
ok, but wait, im a fencer and my whole battle plan is to dodge attacks, did you forget to mention that your packs go right through this? how bout how you can throw them at 100m away, i cant even get close to the cm before my mind is at too low a level to fight, thus all he needs to do is smack me upside the head and im down, since i will no longer be able to center of being. as far as poison not being able to incap i believe poison + disease can, ntm disease dealt me 180 mind wounds every 10 or so seconds, RIDICULOUS! i was at 799 mind wounds in several minutes, guys you cant say this is fair, i was looking forward to a good raid, and what i got was a junkload of mind wounds, it took away the fun when the whole raid and its succesfulness was being controlled by one man sitting 100m away chucking out disease and poison to all that came close. i hate to shout nerf but it really took the fun away from raiding, i could care less whether i win or lose, but i want a good fight
BRING A DOCTOR!
If you go raiding, and dont bring a doctor, thats YOUR OWN fault.
The doc I run with usually has me cured within 5 secs of being diseased/poisoned...
Faslik wrote:
ok, but wait, im a fencer and my whole battle plan is to dodge attacks, did you forget to mention that your packs go right through this? how bout how you can throw them at 100m away, i cant even get close to the cm before my mind is at too low a level to fight, thus all he needs to do is smack me upside the head and im down, since i will no longer be able to center of being. as far as poison not being able to incap i believe poison + disease can, ntm disease dealt me 180 mind wounds every 10 or so seconds, RIDICULOUS! i was at 799 mind wounds in several minutes, guys you cant say this is fair, i was looking forward to a good raid, and what i got was a junkload of mind wounds, it took away the fun when the whole raid and its succesfulness was being controlled by one man sitting 100m away chucking out disease and poison to all that came close. i hate to shout nerf but it really took the fun away from raiding, i could care less whether i win or lose, but i want a good fight
I hate to say it but this got nerfed already... unless the old packs are still able to be used (and haven't been used up already) then this shouldn't still be possible... as far as know and read (in the patch notes) the range was reduced to 48m.... One of my friends gave up combat medic do to this and the poison not incapping... went BH then changed his mind and went back to CM/Carbineer then changed it yet again and went back BH...
Faslik wrote:
ok, but wait, im a fencer and my whole battle plan is to dodge attacks, did you forget to mention that your packs go right through this? how bout how you can throw them at 100m away, i cant even get close to the cm before my mind is at too low a level to fight, thus all he needs to do is smack me upside the head and im down, since i will no longer be able to center of being. as far as poison not being able to incap i believe poison + disease can, ntm disease dealt me 180 mind wounds every 10 or so seconds, RIDICULOUS! i was at 799 mind wounds in several minutes, guys you cant say this is fair, i was looking forward to a good raid, and what i got was a junkload of mind wounds, it took away the fun when the whole raid and its succesfulness was being controlled by one man sitting 100m away chucking out disease and poison to all that came close. i hate to shout nerf but it really took the fun away from raiding, i could care less whether i win or lose, but i want a good fight
Okay, you're a fencer, therefore you get an enormous amount of defense bonus, I'm sure you also stacked with some TKA to get extra defense mod. If you say a Combat Medic that can just smack you upside the head if really laughable.
First of all, disease takes about 20 seconds before the first tick kick in, and second, you raid without a doctor? Are you stupid?
Unless the class 2 liquid petro and yavinian fiberplast is extremely high quality; to be able to "chucking" out disease and poison at 100 meter is nearly impossible without sacrificing effectiveness.
So, next time, bring a doctor, heck, bring 2. And if you get disease and poisoned by the same CM, you're stupid.
The distance value that meds can be experimented for was capped at 48m. A master CM should be able to throw double the distance of what a med is rated at, up to 64m. As of the last patch, they mixed things up by not putting in the 64m cap for Dots, but making it so master CM threw healing meds less than double the rating. The Devs have been informed, but no eta for a fix was given.
LemyDaBigHairyWookie wrote:
I hate to say it but this got nerfed already... unless the old packs are still able to be used (and haven't been used up already) then this shouldn't still be possible... as far as know and read (in the patch notes) the range was reduced to 48m.... One of my friends gave up combat medic do to this and the poison not incapping... went BH then changed his mind and went back to CM/Carbineer then changed it yet again and went back BH...
Hey folks, the original poster hit on the main topic that just once again went unheeded and uncommented on.
The fact is that it is not that combat medics are too powerful, it is any MIND ATTACK is too powerful. Since there is no way to heal mind, there is no way you can defend against it. That is what is too powerful. When is the last time you heard anyone complain about being poisoned to their Health or Action? How about disease? Have you ever been diseased to your secondary stats? This is all about mind, plain and simple.
We should be screaming for changes to the way mind is attacked. I am still convinced that mind should never incapacitate you. Riflemen, you too, no mind attack should incapacitate UNTIL medics can adequately heal mind. NOT COMBAT MEDICS, MEDICS, you know the FIRST step to become a doctor or CM.
Combat Medic requires clear unobstructed Line of Sight to apply Poison/Disease, if you don't want to get poisoned, stay out of the LoS."
FALSE
Ever been on a base raid? If you must have LoS the explain to me how someone in the bottom room of a player base can get nailed with a poison by a cm 2 levels up on the outside of the base? LoS needs to be fixed. Yes we require LoS to our target but we don't require any LoS on anyone else within the range of you AoE poison/diseases.
O give me a break half the things you listed affect 99% of all players too.
One combat medic can change the course of a 30 vs. 30 battle that's just dumb plain and simple.
Below are my opinions regarding to Combat Medic
Combat Medics can not and will not be able to match the damage Commando can bring down against his/her foes despite having spent equal amount of skill points. I accept that for the simple fact that I do not care for that type of damage, other Combat Medic may not agree with me. However, do not rant and rave on the board how a Combat Medic took down 5 people with his mind poison. This is what we do. If I had a flame thrower and did 1200 damage against you, you'll accept the fact that's what Commando do.
You obviously never played a Commando. If im not mistaken, unless you make really bad poisons and disease, they dont miss very often. I on the other hand miss all the time. I also cant do 1200 damage unless the target is within 16m. I'd say on an average I miss 50% of the time, not very good. And now in the next patch they are putting fire extigushers in. Believe meyou get far more for your 169 pts than I do.
Futhermore, look at the req. for Commando and Combat Medic.For Commando you need to master marksmen and get unarmed 4. That alot more Combat and Weapon training then just one tree of Marksmen. Therefore, commandos should be doing alot more damage than a Combat Medic. Your a healing class. In fact you are the primary healing class in this game.How many posions/disease do you throw in comparrison to ranged heals in PvP. If you think you should comparable damage to a commando and be able to heal from over 40m... your dreaming. Oh did I forget the only class that can heal minddamage?