Combat Medic Archive
Thread: Master Combat Medic suggests Cure disease and poison abilites for CM
in case someone in a position reads this:
speciecs specific disease and poison is an interesting idea but it would turn the combat medic profession to suck
Which it already does. Just because you can disease and poison doesn't make you any less dead meat on the field seeing as how that's all I can do.
I can heal other peoples minds with an insane cost to my own in WOUNDS which means I have to spend several mins watching an entertainer... but that's not very good in the middle of a war now is it?
HERE is the solution to combatmedic poison. combat medics who can also CURE disease and poison.
Ranged and Area poison and disease curing stimpacks. That way if you have a CM with you CMs can possibly counter each other making CM vital in PVP but not the end of a battle for both sides. Docs should of course retain their abilites to cure both states but CMs need this.
And for all the docs who want to disagree... please just keep it shut. No one cares that you don't want to share your ablitites. Riflemen dont' like sharing mind pool damage with bounty hunters either.
(and now, by the way, they have a reasonable gripe,with the new genocian pistol being able to do 700 damage if you get a superb one BH will outdo riflemen which is stupid because rifles in general are more damageing to something than a pistol)
Why shouldn't CM be able to cure these things? They're sent out with the poison why wouldn't they have the antedote and same with disease what if they spilled it on an ally you think the millitary they wouldn't be required to be able to cure it? That's stupid to think.
So let's see what you are suggesting here:
Faster poison ticks
Poison not only incaps, but DBs
CM's cure poison and disease at range (but doctors get to keep their close range cures...how generous!)
I'm not entirely sure, but I just don't know how much these measures would relieve the nerfage pressure being placed on the devs regarding CM.
WillbieJedi wrote:What other profession has the raw ablities to make so much money in such little time with practically NO work. All you have to do is go pick up some buff packs from some supplier oh so hard.
No work?? You obviously have never been a doc. Making good buffs takes a lot of work gathering resources and making schematics (for components and the final packs). You make it sound as if there is some magical buff supplier where doctors go to get buffs. Even though many docs buy packs, they are still buying from other doctors (so it's still docs putting in the work). I agree that CM's should not be nerfed, but let's not start calling for nerfs to other professions here.
Obata wrote:
WillbieJedi wrote:
What other profession has the raw ablities to make so much money in such little time with practically NO work. All you have to do is go pick up some buff packs from some supplier oh so hard.
No work?? You obviously have never been a doc. Making good buffs takes a lot of work gathering resources and making schematics (for components and the final packs). You make it sound as if there is some magical buff supplier where doctors go to get buffs. Even though many docs buy packs, they are still buying from other doctors (so it's still docs putting in the work). I agree that CM's should not be nerfed, but let's not start calling for nerfs to other professions here.
I must agree. I do believe that if a CM can throw a poison at range that maybe he should be able to heal it as well. However doctors have just as much of a hardship with gathering resources as we do. With that in mind lets not try to attach our closest brothers skill wise. Een if they are what completely kills us. hehe
Aigar
Master CM/Pistoleer
nef2005 wrote:
However doctors have just as much of a hardship with gathering resources as we do.
Doctors have 2 rare resources they need whereas we need 5 rares for our poisons/diseases and ironically enough those same 2 that doctors need for our healing stims as well. Trust me they have it alot easier than we do...
2 rare resouces ROFl im on a server where tat fiberplast has not spawned over 400 oq since christmas i believe dolo iron only 3-4 times since server was up herbivore and avian are a beast to get, well there are more rest assured we have more than two
as for cm's being able to heal disease/posion i think doctors currently do this and if you give it to a cm i would get severly abused not to mention that would be the biggest nerf cm ever got.
PhantomSnipa wrote:
2 rare resouces ROFl im on a server where tat fiberplast has not spawned over 400 oq since christmas i believe dolo iron only 3-4 times since server was up herbivore and avian are a beast to get, well there are more rest assured we have more than two
Yeah... the Qual can be low, but Tato fiberplast spawns each and every spawn. Wich is more than can be said about Class 2 Liquid Petro fuel, Eleton Reactive Gas, Tolium Reactive Gas and Class 1 radioactive.
The entire list of needs for a Combat Medic is as follows (please point out if I missed something)
Allways avaiable, albeit variable in stats
Non-Ferrous Metal (Generic)
Radioactive (Generic)
Yavinian Fiberplast
Fungi
Dantoine Berries
Talusian Water
Tatooinian Fiberplast
Lokian Wild Wheat
Domesticated Oats
Herbivore Meat
Insect Meat
Rare
Class 2 Liquid Petro Fuel
Tolium Reactive Gas
Eleton Reactive Gas
Titanium Aluminium
Class 4 Liquid Petro Fuel
Dolovite Iron
Some of these resources correspond with doctor and/or medic some are unique for CM.
So, as you can see, don't give me any "Tat Fiberplast is crap on my server, boho..." I'm still waiting for Tolium bloody Gas to spawn on my server.
Message Edited by PhantomSnipa on 03-05-2004 06:44 AM
PhantomSnipa wrote:
shame you are not on my server i have a 100k stack of toliumoq 1000
oh yah whats the point of getting 100 OQ resources mine as well say they didnt spawn
Message Edited by PhantomSnipa on 03-05-2004 06:44 AM