Combat Medic Archive
Thread: Kavedawg info for you on how poisions are underpowered.
Ok this is my dilemma.
I look at cm and i looked at pistoleer, riflemen, carbineer.
CM receives 3 dots all of which require 900+ quality resources in normal components to do the damage i represent in numbers. This numbers are for
poision A = 29-40 Received at novcice cm
Poision B = 130-200 Received at box2
poision C = 400-500 Received at box 4
Combat med effectiveness at master is needed to reach these numbers.
Novice marksmen line for P,C,R.
They all receive bleeds in the novice skill line and they all do about the damage of 300 a tick
At novice of there elite profession they do about 400-500 a tick.
Does not matter on the effectiveness of the weapons or skill these numbers hold true.
Why do CM's have to wait until master to reach the same damage output that a novice in an starting profession receives?
Why does quality of resources have a huge factor in the damage of a CM yet the type, quality of the gun has no factor in the bleed lines?
Combat medics need some form of make up for this fact. Be it increased poision damage, specialized weapon for cms only like an llc jsut not as strong, more combat type mods like + to defense or natural + to resists, like poision disease, heat, etc. There is a huge list of things that zarlor made should be pretty easy to find.
um...your missing a VITAL aspect of your equation here:
TIME!!!
Unfortunatley you forgot to take into account that a poison fires about 3X as often as any bleed shot.(this excludes fire because it's my experience that fire is just sick). So...keep that in mind when doing your math there.
How about the big picture...I'm not even a Master CM but ican cause alot more damage then anyone with bleed due to the fact that you need a Doctor on stand-by with the right kits to cure poison...i get shot by bleed all day long but even novice medics can use first aid to treat that..
Tem
Commando/CM-Death comes in many forms..
I'm a CM, but you guys have to realize that at this stage there seems to be no way to prevent damage from poisons. Bleeds work in a similar way, it seems that I can get bleeds off on just about any target no matter what the armor rating is, but the per tick value seems to be lower when wearing armor.
So, while we might not have as high of damage per tick on an unarmed target, the poisons usually stick and do a consistent amount of damage regardless of what armor the target is wearing.
This is just what I've seen, please correct me if this is not the case. =)
23dps is not a big number, i wouldnt even call it a moderate number. A good quality cdef wit a powerup is buffer than my poisons.
Do i still use them? sure. Are they my primary weapon? Hell no.
What are they good for? not much but pvp and terrorism.
Ledo Valasio
Ahazi
Master CM - Necromancer - Enhancer
A healer that heals
well yes poisons are basically only useful in PvP situations (**edit** expensive enough to make these buggers as is, one poison per bantha is going to ruin you :smileyvery-happy
. we are pretty inapt in PvE situations but i'm fine with that, i just heal the people i am with or throw in the odd supression fire. if you want to do missions on your own you'd best add some CH to your template and have a graul or merik tank for you. now if you want to do faction missions you are pretty much shtupped. all that counts here is damage and weaponskill. using pets won't help you much as this will drastically reduce the amount of FP you receive from NPCs and on regular planets like talus and tatooine you will get very low difficulty missions unless you specced heavily into one of the combat trees.
i am ok with stinking at PvE, but getting FPs in PvP is hard enough as a support class (unless you like to solo a lot). getting FPs as a doc/cm for example doing missions is a pain as well...