Combat Medic Archive

Thread: Nerfers Consider?

Triseek
Tue Jul 13, 2004 7:04 pm
#1


Hello all this is my first post so bare with me. It’s concerning CM. why nerf them lets look. “Ranged” or “melee” combatants all have range limits and sweet spots. So a lot have suggested to do the same with CM like 40 hard cap and then make so at point blank they get effected by there own poison ok lets say a AoE is used radius of 20m hmm now they drop to a 20m sweet spot way more limited then any other ranged profession, not to mention the amount of hazards mainly self inflicted ones will arise from this movement is very limited for a CM when in they act of poisoning someone along animation and other factors make this an awful way to fix the issue . So they have to wait on DoT to do the work witch has a very slow rate and much lower damage output then most other profession . As it stands a CM is not overpowered it more that PvPers and faction fighters are not strategically minded as they think or in game mechanics are not implemented or functioning as they need them to . A CM has little to none defenses yes they can run from you, not too effective on someone that will simply wait for them to get in their sweet spot riflemen can take CM easily if they paying attention and considering they are not horribly limited on movement and rang penalties it is very possible. So yes some tweaking is in order but not much and all other profs need them as well. CM as a single master is not deserving of all the hostility dual masters with CM or templates are what u are having an issue with, deal with it that’s the point to take something weak in one area and fixed it up . You can do the same with other Profs to negate the CM/combo. Leave Us Alone: P thanks for your time. It’s not perfect with the way things are now a CM/Rifle could be clearly the highest Damage on the one pool we all hold dear, but barely any defense so a pistoleer/Commando or Doc/pikemen with a good NS lance could take out a CM combo very easily; any riflemen combo could for sure. You all are just made cuz when there are a lot of groups fighting u can’t pin point the CM very well and end up dieing due to bad field placement or not enough insight in to the fight. Having a better targeting system would do wonders not taking out your frustrations on CM it’s only truly deadly when a player invests most of their points in to fixing whets wrong so nerfing it more would be wrong in my opinion, it’s not the best or most deadliest of profs you all just need to know how to fight them. If anything some GUI changes and better grouped command structure is needed

P__Day
Tue Jul 13, 2004 7:29 pm
#2

Yeah a Doc pikeman can kill a CM with no trouble at aaaaallllllll, provided the Cm is noton a steep slope, have loot poison,a second backup prof. A pike has a 20m range, last time i checked a Cm can throw over 20m. A pistoleer/commando hm provided the CM is within the 12m range of commando specials and the pistol can do any damage through armor and not have it instantly re-gend by buffs, my 320 max repub blaster does 300 - 500 to anunarmored target -80% armor not to much left, and thats with last ditch the strongest pistol special in the game. A rifleman could take aCM yeah, but comparing Over powered with over powered isnt the answer, most melee is helpless VS a good CM, so is most ranged. The other thing with combat medics is that unlikeany other prof in the game you can stack DOT's on the same stat at a rapid pace without it needing any looted items (im not a big fan of hte pike DOT's either). Secondly combat medics are the only prof who can kamikaze entire teamsof fighters runningout of the cloner at an alarming rate, nobody DB's a combat medic anymore, youtriple incap them to keep them out of the fightas long as possible. Combat medics are also the only prof that can totally destroy entire groups of players from covert status Due to the thing know as a group TEF, now GTEF is a problem when it comes to combat medics as they can put a poison on up to 20 players in 1 attack, no other prof can effectivly take out that many enimies at once. PvP is no longer fun in thisgame due to a combo of Jedi and combat medics when you guys show up the rest can just leave its just a question of mind poison/desease or LS that kills you. Now i would suggest putting CM poison and desease under the same rules as commando grenades as they aresimilar weapons and have a similar way of being used. Also iwould like to see either a 75% PvP reduction on Poisons anddeseaseOR remove the ability to stack them on the same stat.
Kraftomatic
Tue Jul 13, 2004 7:40 pm
#3

Read my post Triseek about the CM Profession, I believe it was bugged on this forum but the full topic is at: <a href="http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=11761"> The Role </a>
Triseek
Tue Jul 13, 2004 7:51 pm
#4

I agree with you that inflicting large scale attacks needs to be look at , however nerft cm might not be the means of fixing . You should not fight a CM with out a Doc simple and yeah 12m autorun be quick to the punch . that the point of this nerfing them is not need apply the same rules on ranges and things like that yes but posion should effect alot and the damage should have tothe same rules applied as other profs in pvp . That does not take away form the everyone being posioned nor should it .. u have a group a hard asses wanting to kill and think they are all that have at it If your group is prepared u could easely kill the cm before any of u died . yes u got posioned big woop they have little defence a single one one could win unless the cm combat stacks their prof. in wich case you have to beaware and counter attack acordingly if your profession choice isn't made to defend against a CM don't fight one . Group combat needs the targeting tweek like I said and no lieers on titles if that was sone a focus assualt would take out a CM before they had a chance to really be oeverpowering. I do agree on range caps and damage rules like any other prof . but really that is all that needs to be done .. "DON"T FIGHT IF YOU DON"T KNOW YOUR FOE" be a boyscout
Happymob
Tue Jul 13, 2004 8:06 pm
#5






P__Day wrote:

Yeah a Doc pikeman can kill a CM with no trouble at aaaaallllllll, provided the Cm is noton a steep slope, have loot poison,a second backup prof. A pike has a 20m range, last time i checked a Cm can throw over 20m.



New rules mean a CM has zero chance against against a doctor 1 on 1, other skills being largely equal (with the docs having 29 skill points of stuff to be "better"). CMs will be able to throw every 4 seconds and a doc will be able to heal every second with havla. Against non-loot venoms, a doc will have somewhere between 4 to 8 times the curing power of of a poison. Even against loot poisons, a doc will outheal a CM easily 1 on 1 using only standard cures (again, using havla if necessary)


I'll grant you the Cm may have some tactical advantages over a melee doc due to the terrain negotiation.


The CMs only advantage versus a doc is the ability to use area meds against a doctors single target cures. This is admittedly a hugeadvantage, but we need to start comparing CMs vs. everyone else based on the new rules, not the old.





Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Triseek
Tue Jul 13, 2004 10:04 pm
#6

I thank you and agree with your post. I wanted to shine some light on the fact that a solo master CM is not overpowered compared to other profs. When engaging a CM keep the distances at your advantage and be mindful that speed is everything . Cm can protect them selves nearly as well as other professions . My point is yes in a pvp 1-1 it would be harder to the tick but a cm is very weak yes dual profs with CM would be nice and make them harder to kill but really what is the big yell about (MIND) Ok I have a MCM/working on master rifle will I be a god no... just to thoses that don't move quickly or thoses that have pick professions that are not either fast or have good posture change effects . a fencer/pistoleer with Dot pistol and a good stun melee weapon would do very well in fighting my template another choice could be riflemen/swordsmen and I am sure some are thinking no that's not true .. well it can work when there was still deffence stacking some found ways to fight agianst that with out using the same means . I have seen foks solo and come close to solo'ing at st while getting shot by troopers its all about preperation and and knowing when and where to attack . I cant stress how I feel that a revamp on targeting and group command structure would make the whole ting more enjoyable for all .
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