Combat Medic Archive

Thread: well this change to the docs should make some of the nerf cryers happy

Mmaxx
Fri Jul 16, 2004 6:18 am
#1

I'm a Master Fencer / 4004 CM / 3000 Doc . I like this setup but I am almost exclusively PVE. I just noticed the 9.1 patch changes to Doc.


Last night I was fighting in the geno caves and got surrounded by a few nasties and noticed I was intimmidated, poisoned and a bit hurt. I ran my heal macro on myself with the expectation of running it a couple of times. The macro just clears the combat queue, cures poison, uses a fire blanket, cures states, stops bleeds then applies a heal. Before the patch only the first one applicable worked and I would have to run it again after a couple seconds to get the next problem. I hit it once and cured the poison, removed the intimidate and healed myself all one right after the onther.


I had used it a few times earlier in the day to clear intimidate but wasn't paying attention to the fact that I was healing myself everytime too. I went through a dozen really nice Stims healing a dozen or two damage each time. lol didn't notice until I saw that my intimidate and poison were both cleared with one application. Then I noticed my stim supply had dwindled considerably....


hehe time to put a stim B in my regular inventory and keep my Es in my pack and on the toolbar for special occasions.


This means that docs can cure poisons and diseases on someone right away. No delay. A macro calling cure poisons 4 times would run one after the other and clear even a spider poisonapplication before it got to tick.Actually a macro calling cure poison 4 times and cure dsease 4 times would all the issues on someone befor they got a tick in. Not much point buying Cure Cs anymore, just usea few cheap As over and over since there doesn't appear to be a delay. I can't use Cs because of my low med use but why would anyone need anymore now?


That previous paragraph isjust an assumption I never tested because the poisons I had on me were quite weak. One application of an A worked but from the looks of the way the macro ran I would say it could have gone again right away with no delay.


anyway what I'm getting at is this patch not only slowed us down and made us get closer to the fight but it also gave docs a whole lot more ability in combating us. One Doc on the ball can keep a larger team in the fight with no problem now. Being able to couter a CMs best poison by applying 5 poison cure As one right after the other makes their job a lot easier.


Anyone crying nerf CM now isn't even trying to counter a CM. Again my PVP is very limited but from what I saw I don't see how we could be very effective anymore if there are living docs in the opposing group that are on the ball.


Jo'ran
Brainplay
Fri Jul 16, 2004 6:35 am
#2

Might want to test this in an ideal environment first as its easy to lose track of everything during combat. Other than that it sounds like a bug.





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

vortexala
Fri Jul 16, 2004 6:38 am
#3

It wasn't documented so I'm thinking it's simply a bug. MasterNerfSlayer is on top of it already



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Mmaxx
Fri Jul 16, 2004 6:45 am
#4

well I do know that I went through a pile of stims in the course of correcting my intimidate. Prior to the patch I would remove the intimidate and that would be that. Now I clear the intimidate and heal myself using the same macro. No pause.


I may be mistaken but from what I saw it appears there is no delay in getting fixed anymore. I watched after I hit my macro where the poison was removed, intimidate cured and healed.


I am guessing on the cure poison after poison bit but prior to the patch if I were poisoned and intimidated, I would just fix the poison and then wait a few seconds to hit it again to fix intimidate. Now everything got fixed at once. Prior to the patch I never worried about my stims because I would only hit my macro for stim use when things got really bad. Now I can't keep a Stim E in my general inventory because they get wasted.


Try it out.


Jo'ran
PsionicHawk
Fri Jul 16, 2004 8:53 am
#5

We can't. We are not doctors.



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

Mmaxx
Fri Jul 16, 2004 9:37 am
#6






PsionicHawk wrote:

We can't. We are not doctors.







well from what I saw to test it I beleive you can get hurt and run a macro that calls heal 5 times and put a pack of Stim As in your inventory (get your real stims out of your regular inventory for this test) . Prior to the patch you would have gotten the message


you heal yourself for 75 health and 75 action,


you can't do this for another 4 seconds


you can't do this for another 4 seconds


....etc


Now you will see:


you heal yourself for 75 health and 75 action


you heal yourself for 75 health and 75 action


you heal yourself for 75 health and 75 action


you heal yourself for 75 health and 75 action


you heal yourself for 75 health and 75 action


I see it is being tested by MasterNerfSlayer so hopefully it will get patched soon but for now expect all your poison attacks to be very quickly fixed..... keep you nice poisons for after the bug fix because a 2000 doc can now counter a MCM's best poisons with a simple macro and a bunch of cure poison As.


Jo'ran

Gnuut
Fri Jul 16, 2004 10:28 pm
#7

This isnt good.



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

lovedbyangels
Fri Jul 16, 2004 10:30 pm
#8

I can't do that...



It's not a democracy, It's a Cheerocracy.
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