Combat Medic Archive

Thread: No CM nerf or so it sounds like...

Tymothi
Sun Jun 13, 2004 10:57 am
#1

Coming back from fan fest the devs made it pretty clear that they felt that cm was not the problem, the problem was the lack of ways to counter a cm. As a former cmI would have to agree.One of their ways to combat the cm is giving an area cure poison to docs. I made the suggestion that since cms use doc components for their stims that docs should have to use cm components for their area cure poisons. The devs in that forum said it sounded like a great idea since they would like to induce some sort of interdependency. So rest easy cms, for your profession sounds like it will be safe. Also, I don't know if your profession will be affected by the combat balance at all because you don't run on the combat engine at all.




Tymothi Atreides
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Doc 4004

PsionicHawk
Sun Jun 13, 2004 1:55 pm
#2

I am not, nor will ever be a fan of area cures.



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cdsixer
Sun Jun 13, 2004 6:13 pm
#3

thanx for the feedback man, cant wait to see this, make the game a little bit more fun



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Tymothi
Sun Jun 13, 2004 9:42 pm
#4

Why aren't you a fan of area cures? In order for doc to be the anti-cm shouldn't both sides be equal?




Tymothi Atreides
TKM
Swordsman 4044
Doc 4004

Morganite
Sun Jun 13, 2004 10:02 pm
#5

area anything in the medical field should be the combat medic's area of expertise.



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wyx1
Mon Jun 14, 2004 9:32 am
#6

Give CM area cure at master.



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Helld0g
Mon Jun 14, 2004 9:38 am
#7

yeah then CM's will be totally invulnerable when they are at 100m........



some people spend a LOT of skillpoints just so they could cure themselves, I suggest u to do the same mate



Helldog
jfang
Mon Jun 14, 2004 10:07 am
#8






wyx1 wrote:
Give CM area cure at master.






The problem is that doctors should get *area* (and ranged) cures as much as combat medics should get area (and ranged) *cures*. Assuming area cures are good for the game, one of the two sides will have to give something of their uniqueness up. There is a great deal of symmetry in the arguments.


I am a fan of the "if you are a combat medic and a doctor you get some extra skills", but that is probably too hard to code. That being the case, I think it makes more sense for a doctor to get an area cure than a combat medic, as the combat medics have the poison which needs curing. (Otherwise it would be combat medic vs combat medics in regards to poisoning, which wouldn't be very diverse or as fun in my opinion...)


There are other options besides area cures though, so you shouldn'tget stuck on this one idea (innoculations being another possibility, for example).

Templar1865
Mon Jun 14, 2004 1:18 pm
#9

Good points, jfang. There might even be an option to give docs area cure but at zero range. Thus, they would still have to move around the battlefield (and thus expose themselves to danger), but they could cure more than one person at a time.


I like your last idea better. Innoculations dovetail nicely with the buff effects that docs already have (xx% resistance to poison for x hours, xx% resistance to disease for x hours, etc. makes sense).
Doczar
Mon Jun 14, 2004 1:39 pm
#10

Give AE cure to Doc/CM only with a High Med use this keeps templers out. Oh and while your at it up the Med use of Stim B.




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Tymothi
Mon Jun 14, 2004 10:59 pm
#11

Innoculations are a great idea and the devs were also thinking about that. If they were to do it, though, they would have to fix potency. IMO they are waaay too high right now. Everything that I was crafting came out with 130% potency which means even if the opponent had +25 resist it would still stick 105% of the time. If they make the max 100% and make it hard/nearly impossibleto achieve that max then innoculations would have more utility. It's really retarded that cms should be able to make unresistable poisons even with only fairly decent resources.




Tymothi Atreides
TKM
Swordsman 4044
Doc 4004

MNC
Tue Jun 15, 2004 3:50 am
#12

I agree with the changes, but it makes no sense, nor is it fair, for doctors to be able to use ranged ANYTHING unless they have to pick up Ranged Support. The only other alternative Id agree with is if Ranged Support is no longer a CM requirement. Dont get me wrong, I want CM counter measures. That would make things much more balanced. But at the same time, doctors shouldnt get a free skill.



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Brainplay
Tue Jun 15, 2004 4:59 am
#13






jfang wrote:






wyx1 wrote:
Give CM area cure at master.






The problem is that doctors should get *area* (and ranged) cures as much as combat medics should get area (and ranged) *cures*. Assuming area cures are good for the game, one of the two sides will have to give something of their uniqueness up. There is a great deal of symmetry in the arguments.


I am a fan of the "if you are a combat medic and a doctor you get some extra skills", but that is probably too hard to code. That being the case, I think it makes more sense for a doctor to get an area cure than a combat medic, as the combat medics have the poison which needs curing. (Otherwise it would be combat medic vs combat medics in regards to poisoning, which wouldn't be very diverse or as fun in my opinion...)


There are other options besides area cures though, so you shouldn'tget stuck on this one idea (innoculations being another possibility, for example).






Having a problem with your logic here jfang. In what sense do doctors deserve an *area* cure? At the moment the ONLY class that can cure poison or disease is a doctor. However, with the addition of DoT weapons EVERY combat class has the potential to poison other classes (there's a guy with a mind poisonpistol that torchesalot of people on a regular basis on sunrunner) Both the CM and doctor professions are medical in nature while the doctor profession focuses on powerful single target 6m range actions while the CM focuses on long distance actions. Giving CM's the ability to cure diseases in a limited fashion would make perfect sense.


Another thing that chaps me is the constant mind set that doctors should be the ONLY cure all's in the game. They are the most unique in terms of combat in this game. They were given fire blankets and now they are suggesting delving into CM territory. Why not give CM's *area* cure pack A's and set the ability at Master CM. Not as good as cure C's, wont be a full cure the first time against anything that ticks for 600+. Combat ability wise doctors would still have the ability to revive, buff, and do full cures when faced with more than one CM.


Innoculations are one idea but then whats the exchange for that? The upcoming spice is perfect although I think they should have made it for all poisons and not just mind. Mitigation at a cost over time and provided by someone other than a doctor.







Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

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