Combat Medic Archive

Thread: True concerns for CM'S

PsionicHawk
Sat Aug 23, 2003 7:48 pm
#1

Rather than nerfing and changing things that already work why don't we fix some things that are broken. Here are issues thatI belive that need to be worked on:


Area of effect stims:


These will not do an area ofeffect heal if the target is yourself.



Mind Area Disease C's:


I have not tried to craft other area C diseases but Mind Area C's had a combat medical use of about 750. Far far far FAR to high for ANYONE to use.



Ranged stim E's:


Should not require 13 factory components.



Components:


Components that are strictly used by combat medics should not be under the crafting limits of doctors/medics, rather be under medicalcombat crafting.



Line of Sight is a serious issue that must be looked at closely. If one tries to duel a BH that can KD and Dizzy you, I don't care what the timer required is... your NOT moving until your cloned. Your only hope is to get a poison off first and if you need to move 25 or so M closer to attack him then he does you, your going to die, it's that simple. If we require LOS then the range will need to be increased. Poison over walls is the only advantage we have. LOS for stims should not exist im my opinion. It would be very difficult to use effectively. The non flag for DoT was a much worse problem than LOS and was rightfully fixed. Once the components are put under combat medic crafting skills THEN we'll see how the poison itself needs to be changed, though my guess is it is fine as it is. I dopersonally like the way LOS is now.




a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

PsionicHawk
Sat Aug 23, 2003 8:58 pm
#2

1 addition


When you kill with poisens you cannot loot, harvest or gain faction points.




a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

TheVeginator
Sat Aug 23, 2003 9:09 pm
#3

The other night I hit a few rebels with poison while they were attacking my group. Afterwe killed them all,the rebelssent me a /tell claiming they had evidence that I was using non los (which I don't deny, I was hiding so they wouldnt disarmshot spam me) and that they were reporting me for exploiting. I told them that to the best of my knowledge this is not an exploit and the person I spoke to disagreed with me. I can only assume I was reported for it. In my experience reporting people is a waste of time so I'm not worried about this, but the fact remains people are not sure if this is an exploit. I believe this is not an exploit. Heck, even small stimpacks work through walls, in addition to ranged stimpacks. This leads me to believe it was intended. Why shouldnt poisons work through walls too if stimpacks do? Using CM skills only, a person is dead in a straight up fight. The only real chance for survival is to use the non los poison. It balances the class and forces me to use tactics instead of running up to the person like a normal gunfighter would.




The-Veginator, Bria
Master Medic, Master Doctor, Master Swordsman, Ex-Master Combat Medic
Wakka_Wakka
Sat Aug 23, 2003 11:42 pm
#4

Don't even bother, Veginator.


Yes, every single medical supply ever has always worked through walls, since Beta. CM, Doctor, OR Medic. True, only one works through walls to any significant distance, but that's the way it always has been.


It's just now that Poisons have started to work very effectively (namely, since the last patch), that people have started using them in a large way in PvP--this is because the class was all but useless before the patch. Nothing worked properly at all.


There is no way people will be happy with Combat Medics unless they are both forced to use Line of Sight, and Mind Poisons are nerfed beyond all compare. Trust me, there is no middle ground. I've killed people to their face with a poison, and stayed there healing myself until they died, and then killed them, and I was cheating. And don't get me started on using the walls--even if you're throwing from the balcony of the Med Center or over Anchorhead's walls, you're cheating.


I'm sorry if I sound bitter, but I sort of am. My CM is ONLY useful as a PvP character, for reasons I have detailed in other posts, and I invariably get spammed beyond all compare if I ever kill anybody. No 'good job,' no 'Should have brought a doctor,' just spam and cussing at me.


And, really, do you expect that these complaints will just go ignored forever? Not a chance. I'll continue my whining for a minute, and point out that when enough people cry about something, it'll get hit hard by the nerf stick, and our class will go back to being useless.


Sorry, don't trip on my soap box on the way out.


Asako Kishi, Corbantis.

Merrin
Sat Aug 23, 2003 11:59 pm
#5

Actually Wakka, you have it backwards about poisons being more effective since last patch. Poisons hit for 10% less damage than before the big patch because Combat Medics had a +100 Combat Medicine Effectiveness Modifier...now they only have +90 for some odd reason. In fact, this means we had a 10% reduction in heals as well as diseases.



---------------------------------------
Merrin Nightwind
Master Doctor, Master Combat Medic, Carbine Specialist
Starsider, Test Center
#starsider @ stratics.frws.com
Nerf Image Designers!
http://www.pvponline.com/phpads/adimage.php?filename=roe_strip2.gif&contenttype=gif+
Wakka_Wakka
Sun Aug 24, 2003 8:16 am
#6

Yeah, but they were resisted about 50% more, at the very least, and AoE didn't work, which makes ALL the difference as of late, since in terms of identical components, AoE Poison Cs and single Poison Cs only differ by one dispersal mechanism.


That 10% thing is rather odd, though. Chalk it up to the same school as the 13 identical CDRMs, I guess.


Asako Kishi, Corbantis

Andka_Erniv
Sun Aug 24, 2003 2:02 pm
#7

Its ok that buffs doesnt affect mission diff/payout but having the skill to buff is something else entirely! IMO this is should be among the top priorities for CM's to try to get the devs to change!



while we are at changes: What about the schematic for dispersal mechanisms? Requires 2 chemicals but range and effectiveness have 33% conductivity.

Elenora
Sun Aug 24, 2003 2:11 pm
#8

would be hard to con missions for CMs unless u just used their CM effectiveness as the absolute measure of their combat effectiveness



--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Andka_Erniv
Sun Aug 24, 2003 2:47 pm
#9

Can't see that this would be harder than any other con! But i would agree that each CM skill shouldn't count as much for determining diff. as a weapon skill! (Btw. CM's arent the only ones suffering from this)

MycroftTHan
Sun Aug 24, 2003 3:36 pm
#10

to take CM skills into considerationwould require you to equip a stimpack or poison ,)


anyone with Master Medic skills should not have much of a problem with single low-red/yellows or a couple of whites.

Andka_Erniv
Sun Aug 24, 2003 4:23 pm
#11

It should be so hard from a programmers view to implement that some skills act as a "bonus" and therefore doesnt req. anything equiped (eg. healing skills).
Bleda
Sun Aug 24, 2003 11:11 pm
#12

LOS is an exploit imo either every class can do damage through walls or no class can do damage through walls. Grenades and traps don't let me toss em over walls why should poison grenades be different?

Andka_Erniv
Mon Aug 25, 2003 12:33 am
#13

One other thing: CM skills doesnt help when determining mission difficulty. My missions only increase in payoff and diff. when iget additionalpistol skills! I also suspect that that is why im having extreme ease taking on all non red mobs and a lot of reds (on tatooine).


Or am i the only one experiencing this?

Page 1 of 2
Previous Next