Combat Medic Archive

Thread: Now that the range bug is fixed, can we revisit the poison incap issue?

catalyst1234
Mon Jul 12, 2004 1:34 pm
#1

i have no problem with poison incapping

when u all ge ur 1/4 pvp damage like everyone else


u can afk grind cm over night so differences in master and novice are only a couple of tumbling hours
TsunamiKata
Mon Jul 12, 2004 1:38 pm
#2






catalyst1234 wrote:

i have no problem with poison incapping

when u all ge ur 1/4 pvp damage like everyone else


u can afk grind cm over night so differences in master and novice are only a couple of tumbling hours




"Blah..blah..blah"


I can afk grind rifleman over night as well, so what are you trying to say?







TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
cRaZNazN
Mon Jul 12, 2004 2:07 pm
#3

gimme a rifle that NEVER misses anyone no matter what their defenses/dodge/counter attack/block and remove the dmg reduction then we'll talk

hell, u can even add a 4sec delay to a rifle and i'll still talk
jfang
Mon Jul 12, 2004 2:23 pm
#4


I promised I wouldexplain my opinion tothis issue if you started a new thread, so (I hope I don't regret this)...


The problem with this is that it literally mandates every potential opponent of a combat medic have doctor. Not even TKM would be sufficient, as a well crafted poison can still get an opponent to 1 mind even if they start meditating right away unless the TKM is extremely well buffed.


As it stands now, if I'm TEF'd and get attacked by a combat medic, I have a fair chance of killing the combat medic before I am rendered helpless from poisons. If I can succeed in doing so, I can sit through the poison and let it run its course, and be back on my feet a few minutes later. If poisons incapped, literally the only way to survive a combat medic poison would be to poison cure as poisons do not go away when incapped. To have everybody without doctor in a template subject to the possibility of an unpreventable death is in my opinion unreasonable.


Note I am working off the assumption that disease incapping is a bug and not intentional design by the devs. There are a variety of reasons I think it is (both by behavior of the incapping, and the changes made to poisons earlier). Should the devs say that disease incapping is not a bug but intentional, the idea of poison incapping might be more worthwhile to re-examine.
Llazarus
Mon Jul 12, 2004 4:05 pm
#5

Not everyone have a doc ready to help them all the time. Thats bulletproof.



mm. dM8
YMMMb. dMM8
YMMMMb dMMM'
`YMMMb dMMMP
`YMMM MMM'
"MbdMP
.dMMMMMM.P
dMM MMMMMM
YMMMMMMMMM
CANCELED
MxM .mmm
W"W """

Protteus
Mon Jul 12, 2004 4:33 pm
#6

Pick up doc really isn't a valid excuse anymore.


Leave Combat Medic's how they are, don't let poison incap, don't reduce their damage.


HoweverI do believe fire spider venom shouldn't have been introduced, I have to camp the thing so much just so my CM buds will be any good. Ticks that hit 800+ are a little out of balance. 800 tick to 20 people, and really doesnt require any mind to throw it.


Change fire spider loot, leave everything else.



::::::::::::::::::::::::::::::::::::::::::::::::
-=Protteus Zarkof=-
Jedi Knizight
"No Mercy for the Weak"
::::::::::::::::::::::::::::::::::::::::::::::::
>
Lexy
Mon Jul 12, 2004 4:45 pm
#7



Protteus wrote:
Pick up doc really isn't a valid excuse anymore.
Leave Combat Medic's how they are, don't let poison incap, don't reduce their damage.
HoweverI do believe fire spider venom shouldn't have been introduced, I have to camp the thing so much just so my CM buds will be any good. Ticks that hit 800+ are a little out of balance. 800 tick to 20 people, and really doesnt require any mind to throw it.
Change fire spider loot, leave everything else.





Everthing has a counter. A doc with Havla and Janta blood Poison Cures (My best is a 863 power Cure Poison C). I make standard Janta Poison Cures at 672 power, 90 med use, 35 charges. I make lots of them too, to keep doctors on my server supplied
TsunamiKata
Tue Jul 13, 2004 12:44 am
#8

With the supposed range "bug" being "fixed". Which is completely bull**edit** to me in the first place because it was not a bug and calling a bug so they can propose a "fix" instead of just simple nerf.


I guess the developers doesn't have the stomach or the testostrone to admit the truth about their over-sight and thus created this 96 meter range delima.


As far as I'm concerned, Range modifiers worked as it supposed to. 4/0/0/4 CM gets 1.75 bonus to range and effectiveness based on the ranged healing. Instead of limiting the cap to 48 meters, they should've limited to 32 meters while retaining the range bonus. It would've solved the problem initially,instead of publish 2 fixes.


Anyway, with that said. With the upcoming "fix" in place for "range bug", let's revisit the poison incap.The poison not incapping was introduced due to the experience and looting rights issue. I believe those have been corrected and poison damage is currently being calculated in combat damage.


So, we should let the poison incap again.



Go ahead Morath, youwookie, I know you want to put in your 2 cents in. Oh, by the way, feel free to one star me, I've already turned off the rating system, besides, I got 4 forum accounts to5 star myself.




TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
TsunamiKata
Wed Jul 14, 2004 9:03 am
#9






cRaZNazN wrote:
gimme a rifle that NEVER misses anyone no matter what their defenses/dodge/counter attack/block and remove the dmg reduction then we'll talk

hell, u can even add a 4sec delay to a rifle and i'll still talk




We can grant you thatif Riflemen have to make their own rifle that shoots 30 shots and need to be replaced and look for resources that doesn't spawn for 4-5 months (IE Class one Radioactive currently, and Tollium Gas prior). Then, after that, every time you shoot, you're rooted for 4 seconds and have an additional4 seconds pause before you can shoot again. Oh, not to mentionyou get no damage mitigation what-so-ever so everytime you get hit, you're taking full damage, and in addition to that you haveno defense vs states or range/melee defense. If you want all that, we can talk. Oh, let me just add one moretwist to this. How about Rifleman can no do any damage on the initial shot regardless of how manytimes he/she can shoot and the damage will only applied to the target 10 seconds later and if the target and "cure" the damage, then no damage will be suffered, despite the fact that the rifleman can stack 4-5 of these delayed damage type on the target.


And by the way, on your theory of rifle that NEVER miss. Try to hit someone with a poison pack that has 68 potency, let's see how often that sticks. Your point is moot, the reason poison sticks is because I crafted so that it sticks. I use the highest quality resource so it will not get resisted.




Message Edited by TsunamiKata on 07-14-2004 09:13 AM



TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Mmaxx
Wed Jul 14, 2004 9:12 am
#10







And by the way, on your theory of rifle that NEVER miss. Try to hit someone with a poison pack that has 68 potency, let's see how often that sticks. Your point is moot, the reason poison sticks is because I crafted so that it sticks. I use the highest quality resource so it will not get resisted.




Sorry to shoot a little hole in your argument there (shoot. get it )but honeslty you never have any low potency poisons on you ever do you? Everyone from a novice to a master canhave poisons (may have to buy it but we all can have it) that have a high enough potency to stick all the time. There is no way to craft any other weapon that hits everytime.


I hate to feed the trolls but his point on that peice isn't moot. He can't leave his low accuracy rifle home and take his high accuracy rifle out to play.CMs can.


Menoetius
Wed Jul 14, 2004 9:16 am
#11

Poison does not incap.



Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
TsunamiKata
Wed Jul 14, 2004 9:16 am
#12






Mmaxx wrote:

Sorry to shoot a little hole in your argument there (shoot. get it )but honeslty you never have any low potency poisons on you ever do you? Everyone from a novice to a master canhave poisons (may have to buy it but we all can have it) that have a high enough potency to stick all the time. There is no way to craft any other weapon that hits everytime.


I hate to feed the trolls but his point on that peice isn't moot. He can't leave his low accuracy rifle home and take his high accuracy rifle out to play.CMs can.




Only when you don't have the resource to craft advanced component, then you're stuck wtih 89-90ish potency poison packs which will have an approximately 7-15% chance of resist and in-order to incrase the potency, either effectiveness or range will have to be sacrificed.


So really it's moot.







TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Morath360
Wed Jul 14, 2004 9:24 am
#13






TsunamiKata wrote:


Go ahead Morath, youwookie, I know you want to put in your 2 cents in. Oh, by the way, feel free to one star me, I've already turned off the rating system, besides, I got 4 forum accounts to5 star myself.





Do I detect a bit of contempt here for our Wookiee brethern? Are we feeling a bit emotional today? Is the whole world down on TsunamiKata today? I'll give ya a couple gold stars..




----------------------------------------------------

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