Combat Medic Archive
Thread: Question for a CM from a Non-CM
One is the LOS bug that allows players to (given the right circumstances) attack through walls. This bug is planned to be fixed with patch 8.1 (along with the image designer improvements)
The other "bug" is the form of the AOE. Apperantly (correct me if I'm wrong on this guys) it takes the shape of a cylinder with an heigh equal to it's width. This cylinder goes through any floor in between the point of impact and it's "end" in both directions.
This makes it possible to poison a viable target on the base floor and get AOE to players on all adjoining floors. This is popularly known as "It's a gas that penetrates the ventilation system" it could also be called "a sloppy game engine"
The second bug has been listed by the developers as a feature and may or may not be removed from the game at their discretion. (But the solution for your CMs should be targeting a viable target in your LOS and hoping the AOE hits the opposing CM)
The reason your CM's couldn't do it was because they couldn't find a target to bounce their area poisons. Poisons going through walls is not a bug and is functioning as intended. Shooting through walls IS a bug and needs to be fixed. CM's can't throw over, around, or through walls though. If your CM's had bounced an area poison off of a corpse or enemy theirs would have had the same effect. Area poisons have a sphere range to them so everything in their "area" whether above, below, or to the sides is affected. Think of it as a poison gas making its way through the cracks and crevices of doors until it dissapates. This is a common fact known to CM's but it seems yours didn't do their homework or got too caught up in the moment to think it through. Your doctors should have been able to cure your entire party before the second tick went off.
The fix with the walls will not allow someone to shoot through them as done before. However, plans to not allow area weapons to be used in such a manner are still speculation.
Brainplay wrote:
Your doctors should have been able to cure your entire party before the second tick went off.
Sorry, but with the troop breakdown we were given above, even 1 solo CM who knows his stuff would be able to keep them busy. As a MCM we can toss poisons nearly as quickly as a Master Doc can heal them. With a group to look after, all a smart CM needs to do is toss an areamind poison, followed by an areahealth poision, and then repeat the process. Cure poisons will first cure Health, then action, then mind poisons regardless of the order in which they were applied. Chances are a smart doc will try curing himself first. This will cure the heath poision she has on herself. As she's trying to cure someone else's poision, unless they are smart enough to move out of range, they'll be hit by another poision. Eventually the doctor will get caught twice in a row without being able to get a cure off, and the health poisons will take precidence, causing the mind poisions to begin ticking.
Very few Doctors and CMs realize this works in this fashion.
I hope the CM has some top knotch mind and hp/action buffs. The stacking poisons will eat up his focus if he's not but the being planted for 4 seconds (5-7 depending on lag and your vid card) will get him eaten up when the enemy figures out who's throwing the "happy blue balls of luv" at them. Usually they just send a TKM/doc to kill assasinate or at least dizzy/KD the CM into uselessness.
Also area poisons are naturally less effective than single target. Against just brandy it will slow the deterioration down but against mind buffs and brandy...well I hope the CM has some good stuff.
KestrelRaptor wrote: Cure poisons will first cure Health, then action, then mind poisons regardless of the order in which they were applied.
Hehe I always use Creepers vs Docs
JFang -
I'll have to re-test this, as prior to publish 8 (right after the 'vette publish) when I tested it, it was still curing in order of Heath, Action and Mind.
Thanks for the info!
Hehe.. Creepers..
My template is Master CM, Doc 4010, TKA 4010.
Whenever I Duel someone with doc skills I try and get a poison in then a lunge in, followed by a dizzy, intimidate and a warcry. Yes, I know warcry has been 'nerfed', but as soon as I get the warcry to stick I peace out. If I'm lucky and the Doc hasn't managed to get a cure off, that's one free tic for me. I still have a chance to dizzy/posture down the doc. It all comes down to a rock paper scissors kinda game, one which can be alot of fun.