Combat Medic Archive

Thread: OMG,OMG Nerf CMs-These threads make me sick

BlakeIeldan
Sun May 16, 2004 10:58 am
#1

Okay, i'm not even a CM, but come here and seeing numerous 'Nerf CMs' threads is stupid. One may ask why I come to this forum. "Keep your friends close, and your enemies closer." I beleive in this 100%. I come here to find your weaknesses. But all of this is besides the point.


I think I know a way that wouldn't nerf cms, but make them easier to compete with. Give poisons and diseases an attribute that doesn't make throwing it hit 100%. You would have to craft poisons and diseases to have good hit rates. It doesn't even have to be a low hit rate. I think 75% would be THE LOWEST you could get. I think this would take all these nerf threads away.


You would have the ability to get a 100% hit rate, but with reducing the oother stats on the poison. This way you could carry a batch of 100% hit rate poisons for the first strike in a battle. Then have a batch of 85% hit rates with better strength for during the battle.


Thoughts? Flaws in to hit rate for poisons?



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Sralak Ieldan
SolSpur
Sun May 16, 2004 11:25 am
#2

We already have hit percentage, its called potency



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
Mild-Breeze-Trooper
Sun May 16, 2004 11:43 am
#3

Only potency comes out to low. My worst C-poisons come out at 98 potecy without experimenting by just using good resources when designing the subcomps. And I bet there are better results. (My old batch for example landed on 104 pot)


I think potency could survive a lowering, or an increase in resists.





Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Kaynab
Sun May 16, 2004 1:17 pm
#4



Mild-Breeze-Trooper wrote:

Only potency comes out to low. My worst C-poisons come out at 98 potecy without experimenting by just using good resources when designing the subcomps. And I bet there are better results. (My old batch for example landed on 104 pot)

I think potency could survive a lowering, or an increase in resists.






What he said.

The potency on my Cs is 120 without experimentation in the final build. I think my Bs are around 110 and my As have a potency of around 98. This is with using ADMs that are about 64 potency, 102 or so duration. I could seriouly up the potency quite a bit if I dropped the duration, although at this point I have yet to have someone resist anything except for an A disease.



Kaynab
SOE Customer Appreciation bat

I Y Nuclear War.

oblivion3134
Sun May 16, 2004 7:16 pm
#5

Meh...my Cs come out to 125 pot unexperimented.

Anyway, really, a precentage of that sort is more or less as good as none under the current system since poison can be reapplied a few seconds later. Also, in PvP....85% is too high to have someone counting on it missing. Unless the chance of getting hit is like 1 in 10, it isnt the effort to care about.



tepor
Dwarf Nuna Babies 4 Life
Kaynab
Sun May 16, 2004 7:27 pm
#6

Yeah I don't experiment on them either. I think the recent batch was between 123 and 129 or so. I try to keep my ADMs 60+ potency, 100+ duration.



Kaynab
SOE Customer Appreciation bat

I Y Nuclear War.

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