Combat Medic Archive
Thread: Nerfers Consider?
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 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.