Combat Medic Archive
Thread: Why won't they just *listen*?
-We have low defenses to offset our high offense (as your buffed opponent I'm more interested in living and keeping my buffs than killing you, and eveni if I do kill you, I'm still dead if I'm not a doctor or teras kasi)
-Why don't you bring a doctor (it is hard to find a doctor to PvP with you, especially if you don't know for certain that you will be in a PvP encounter such as going to the rebel outpost, and requiring 90 or so skill points to get doctor for everybody to PvP is just not acceptable)
-Try using tactics, such as spreading out (in a base attack this is not an option, furthermore in combat people move around so it's hard to stay spaced, and by spreading out you disperse fire making it harder to be effective)
-Range/los/poison-disease incap are bugs, they should be fixed, not nerfed (until they are though, combat medics as they stand are ruining PvP combat)
-Wait for the combat revamp before judging mind damage and nerfs (the combat revamp won't be for several months though)
-We don't do that much damage per second, it's just it's mind damage in a large chunk that make people overreact (given the state of foods and armor, in PvP combat medics *do* do among the most if not the most damage)
-We have horrible DPS for PvE, it stands to reason that we should be stronger in PvP (whether or not you can kill a chuba doesn't really matter to me when I am fighting you in a PvP encounter) *author's note: I personally disagree with this statement, but it seems like most combat medics agree with it, so I am posting it anyway.*
I've thought that the issue isn't one of pool target or strength but that poison is a ranged attack. If it were a melee attack or very short range (10m or less)i think we'd see a big change in the way it's used and some of the CM vulnerablities would really start to count. Same time it becomes a more directed attack.
Or keep it an area attack and have it affect ALL characters in the area, including the CM's own group. That would make it more like a chemical attack where a cloud is produced and ANYONE in the area is affected (inlcuding the CM and their group if they are in the cloud).
This type of change would make CM's evaluate whether it's a good idea to use poison or to concentrate on backing up their group ... in fact making it more of the weapon of last resort that chemical warfare weapons should be.
Combat Medics are the only class that deal damage. In my opinion Combat medics are the only reason people die anymore. Combat medics are the ones keeping the GCW alive in my opinion. Who wants to fight a buncha super buffed/impenatrable armor toting fencer/Rifleman, with stacked defenses, acklay and krayt weaponry, hell i'll even take it a step further, they have pre-eaten synthsteak, and now are eating 3 canapes, 2 brandies, and popping some spice, giving them not only 3k Health/con/str 3k action/stam/quick and a WHOOPING 5k mind/focus/willpower
how the hell is an average group of players supposed to take down them? one word poison.
See without CM's right now all duels and battles will last indefiently with uber crazed fencer/rifleman trying frantically to kill each other, but each person is soo highly buffed/armored/defensed it takes several hours to kill one person.
Without combat medics battles will last indefinetly, and then the next class all of you people will want to kill/nerf will be riflemen because rifleman will be the people doing the damage. Simply put:
Combat Medics ARE IN LINE AND BALANCED WITH ALL OTHER COMBAT CLASSES.
What is out of wack?
Armor/Buffs/Unhealable Mind Pools/STIM B's available to every tom **edit** and harry.
So all of you people stop being ignorant ot the state of the gcw....and wait for the combat balance. This is bigger then CMS...
COMABAT MEDICS ARE NOT THE PROBLEM THEY ARE THE ONLY SOLUTION.
In response to the thread's question the reason people won't just listen is that most posters perceive that Developer reaction is shaped by post quantity not quality
In other words if I start a"Nerf Cm" thread and one of you posts an intelligent rebuttal, it's more effective to me to just start a new "Nerf Cm" thread than to address your points
The 9 consecutive nerf CM threads in the GCW forum that one of the posters here mentioned are probably more effective, even if they are "OMG I just got poisoned for 5k and all my bars turned black" type posts, than a single well-reasoned post would be
The recent reversal of the crafting experimentation changes due to popular outcry is a case in point. The Weaponsmiths (with gated resources) would have been adversely affected and successfully orchestrated a big forum reaction against the changes. Many of the ensuing protests came from professions like Architect and Artisan that actually benefitted from the changes
Very very few of the posts in the campaign were intelligent and yet it was successful
Jibbrish wrote:
Or keep it an area attack and have it affect ALL characters in the area, including the CM's own group. That would make it more like a chemical attack where a cloud is produced and ANYONE in the area is affected (inlcuding the CM and their group if they are in the cloud).
I say this idea has some merit, except one little issue. If you were to make our area affect poison/diseases affect everyone in the area, a fair exchange would be to also make all area ranged and melee attacks do the same thing. I mean, the only CM offense is poison/disease, they are our weapon as defined by the developers. If you are attacking with aranged weapon and choosing to use area attacks, and you are standing behind your grouped melee or close ranged weapon buddies, shouldn't your area attack harm them as well as your target?An area ranged attack is basically hitting all things in a cone in front of you. I just think that if there is going to be something like forced friendly fire when it comes to CM's it should be forced with all area attacks.