Combat Medic Archive

Thread: CM Throw Range...

JudasTyberius
Fri Mar 05, 2004 6:53 pm
#1



What should the CMs maximum throw range be?


I agree that 90m is too long, but 64m is too short, unless the 4 second animation is removed entirely. Even at 90m, 4 seconds gives any ranged professionon /burst a great chance of getting inside your range.


I have been on both sides of the toss, and I'm not sure what the ultimate solution should be.


Input?


Ledo Valasio

_______________________________


To Clarify: My point here is that I don't think CMs should be able to do battle without risk, but I also don't think a CM should be relegated to Infested Marine duty. I seek confrontation, but I do not seek guaranteed death. That's what 64m range with 4 second animation would be.

Message Edited by JudasTyberius on 03-05-2004 06:02 PM

Message Edited by JudasTyberius on 03-05-2004 07:42 PM



Ledo Valasio - Master Bounty Huh?
Morganite
Sat Mar 06, 2004 3:25 am
#2


Agreed, I feel that extending the range should lower the effectiveness of your medicine. a 90 damage per tick poison, or 40 damage per tick disease at 90 meters would be acceptable. Also raising the effectiveness should decrease the range.(min range should be 50 meters)


Who would care about 90 meter poisons if they only did 90 damage/tick? This way you could find a nice middle ground of around 65-70 meters, where we have the same effectiveness we have now on a poison that has a 90 meter range.( more exact numbers obviously could be hashed out by someone who knows better then me)This keeps our range close enough that is we use the powerful stuff, we can be more easily dealt with, and our long range bombs are more of a long-term problem then an immeadiate one..

Message Edited by Morganite on 03-06-2004 02:26 AM



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
Loonytic
Sat Mar 06, 2004 3:39 am
#3






Morganite wrote:


Agreed, I feel that extending the range should lower the effectiveness of your medicine. a 90 damage per tick poison, or 40 damage per tick disease at 90 meters would be acceptable. Also raising the effectiveness should decrease the range.(min range should be 50 meters)


Who would care about 90 meter poisons if they only did 90 damage/tick? This way you could find a nice middle ground of around 65-70 meters, where we have the same effectiveness we have now on a poison that has a 90 meter range.( more exact numbers obviously could be hashed out by someone who knows better then me)This keeps our range close enough that is we use the powerful stuff, we can be more easily dealt with, and our long range bombs are more of a long-term problem then an immeadiate one..

Message Edited by Morganite on 03-06-2004 02:26 AM





umm thats how it works now....if we want to create a 90m poison thats going to be at the cost of effectiveness

Message Edited by Loonytic on 03-06-2004 10:39 AM

Gnuut
Sat Mar 06, 2004 4:07 am
#4




Morganite wrote:


Agreed, I feel that extending the range should lower the effectiveness of your medicine. a 90 damage per tick poison, or 40 damage per tick disease at 90 meters would be acceptable. Also raising the effectiveness should decrease the range.(min range should be 50 meters)




That balance is already in place. If I want to gain 10m on a base 38m poison I have to pretty much cut my overall damage in half. (310 EFF, 38 RNG vs 140 EFF, 48 RNG)






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Twista-DFR-
Sat Mar 06, 2004 12:14 pm
#5

Damn i wish i could throw 90m! THe most ive thrown in like 82m. Well i hope i can find somethin to increase my range



In memory of the Great Elvandar

R.I.P big buddy
vortexala
Sat Mar 06, 2004 3:12 pm
#6

The crafting change on experimentation will effect this greatly. Where currently you can max a stat and still have points left over for other lines of experimentation, in the new system it will cost the full 10 points to max a stat.




~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Morganite
Sat Mar 06, 2004 9:04 pm
#7






vortexala wrote:

The crafting change on experimentation will effect this greatly. Where currently you can max a stat and still have points left over for other lines of experimentation, in the new system it will cost the full 10 points to max a stat.







What stat is more important in ADM's for example then range? I put points into range until the range is maxed, or I run out of points already, same for AIA's, there is only 1 place to put points there. Potency or duration? if it takes more then 4 ticks (2 minutes, 40 seconds for disease, 40 seconds for poison) to incap your opponent, you are not using adv. components.


I doubt the crafting change will affect how the smart combat medic currentlyexperiments on the subcomponents, as I only put exp points into 1 stat on each component already. you cant get 90 meter range if you started out at 60 meter range presently.


My base area c mind poisons (before exp) is 78-82m range, 180-200 effectiveness, 110-120 potency, 18m area effect 41 charges. The main thing I see in this change is to help distance those of us with 12 exp points, to the rest with only 10.



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
Tristarn
Sat Mar 06, 2004 11:04 pm
#8

Isn't 18 area kinda low? I normaly hit around 30, butI keep my potency around 100. I think Ill try your set up and see how it goes, I might be wasting points on too much area.



Tristarn
Master Combat Medic
Morganite
Sun Mar 07, 2004 1:26 am
#9

It is that in theory, but quality materials mitigate that. I have some 90 meter diseases that do 176/tick, poisons that do 406/tick at that range. That is still to powerful (no spider venomd used in these, that is stuff I will let for the newb combat medics.) Make your ADM's all for range, with some top shelf materials. I get like a base of 78-82 meters depending on the success of the combine while crafting. My point is experimenting one 1 should bring down the other. As it stands now, you can choose which you want, with no penalty to the other. (other then not being able to spend experiment points you used on range on effectiveness..)





MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
Galpar
Sun Mar 07, 2004 11:07 am
#10






JudasTyberius wrote:



What should the CMs maximum throw range be?


I agree that 90m is too long, but 64m is too short, unless the 4 second animation is removed entirely. Even at 90m, 4 seconds gives any ranged professionon /burst a great chance of getting inside your range.


I have been on both sides of the toss, and I'm not sure what the ultimate solution should be.


Input?


Ledo Valasio

_______________________________


To Clarify: My point here is that I don't think CMs should be able to do battle without risk, but I also don't think a CM should be relegated to Infested Marine duty. I seek confrontation, but I do not seek guaranteed death. That's what 64m range with 4 second animation would be.

Message Edited by JudasTyberius on 03-05-2004 06:02 PM


Message Edited by JudasTyberius on 03-05-2004 07:42 PM






---------



Thank you for posting exactly the feeling going thru on the GCW issues. The lone combat medic can weaken an entire battle group. You sa a good doc can do it all, well a good doc has timers and cant get to everyone before they have no mind left. And by then its too late, cause now the CM's friends come charging in to finish the job.



------


The GCW has lost many good players, and some have left SWG. When 1 combat medic can rush a group of 10 buffed soldiers and then throw a 'stackable' disease/poison' at them. Then you no longer have Star Wars Galaxies, you have 'I'm dead but i'm hurting all of you so my friends can now tap you and you die' oh and 'I pwned u'.


So, if you happen to notice, that 50% of the people fighting you are tkm, rifleman, pistoleers, commandos, some ch, and the other 50% are CM's the war has left a bitter taste to most noble fighters. When a CM can stack disease/poison so even the best mind buffed player goes down in 2-3 ticks. You got a problem, and they can do this AOE.


I remember when you all cried 'P O K E M O N' wars. Well, seems we need a catchy phrase for this new war... hmmm 'MCCOY' wars... 'He's dead Jim, and he never fired a shot'


Oh and by the way, i loved the CH changes and supported them. I have seen a few CM's also posting that they are too powerful, and you all quickly shoot them down. Yes I have done my research, and tested and I am still amazed at the power 1 person can have to be able to weaken an entire military unit with 1 throw. While his friends wait safely at a distance letting the 'disease/poisons' do their work. Then they come in and heck could use a cdef pistol at that point to knock down the targets.


So, SOE, you want to keep you GCW active and alive. Best look at how many are not actively playing it now. You feared when everyone cried 'Nerf the CH' and you changed it for the better. Now you will start hearing silence from the battlefields again. Oh yes, a group can spread out, sure can, but when they are trying to take over a base, and have to be in the building doing it. And, of course one CM charges and targets the one member in the group thats outside the building, and still can get a AOE hit on all of you in the building. Oh yeah, that's really a good move. Sure, the CM died, but he hit the lone target from 45-60m first and did his job being able to weaken the 7-10 people in the building guarding the base timer.


Am i passionate about the GCW, you bet, nothing has been more fun then when I would fight against noble players like -DARK now FED, and a few other Guilds. Then the Combat Medic guilds showed up and well ruined it for both sides of the fence. But, now the only fun of the GCW is everyone is attacking NPC's only. Well unless your a CM guild and then they cry, no one is going overt anymore, yeah they are all chicken.


Thanks for letting me rant, just I love SWG and used to love the GCW, now, well I will go back to running missions again.




Galpar Asipien - Master Creature Handler/Rifleman/Ace Pilot
Rafael - Master Politician/Artisan/Architect/Shipwright/Master Pilot
Vendors Located: Corbantis, Naboo, Commonwealth, Way: -1895 3441
Morganite
Tue Mar 09, 2004 1:58 am
#11






Tristarn wrote:

Isn't 18 area kinda low? I normaly hit around 30, butI keep my potency around 100. I think Ill try your set up and see how it goes, I might be wasting points on too much area.







I hit 41 players with 1 area poison friday night, I'm happy with my area effect.



Anyway I believe area effect is bugged as well currently. (what in our class isn't currently?) I used my normal tatic to remove rebels from a base spamming things thru the walls (we all know this little trick) I dueled a member of my group, and just had him race close to the structures walls, and used area effect poison/disease on him. It worked like a charm as usuall. (hit him, and also hit the 41 overt/tef'ed rebels hiding inside the base since walls dont stop area effect, as they shouldnt.) he was next to the outside wall, and affected them all inside the building.. *shrug*



That is why I dont cry about exploits, there is always a counter to someone's easy way out.






MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
Loonytic
Tue Mar 09, 2004 2:03 am
#12






Morganite wrote:


I hit 41 players with 1 area poison friday night, I'm happy with my area effect.





that was one dumb group
Morganite
Tue Mar 09, 2004 3:46 am
#13






Loonytic wrote:





Morganite wrote:


I hit 41 players with 1 area poison friday night, I'm happy with my area effect.






that was one dumb group






I prefer to think of them as smart when they huddle up for a prayer or whatever so I can get them all at once... *wink*



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
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