Commando Archive
Thread: Most Recent Dev Information About Dots...
To dWhisper,
you seem to be forgetting to add CM's mind poisons never miss......it is impossible to evade unlike the fire dot that misses more than it hits....err actually its about 50/50 and we have 9 sec delay not 5 like the dam end all CM.....just rediculous a medic should be feared more than a commando....
Our guild was in a combat two nights ago with a group who came into our city. They had the traditional buffed to the gills PvP squad with about 8 guys. When we got the call that there was trouble we all got buffed armored etc. you know the drill. For the most part our crew of about 20 mostly newish players were doing ok but a few of us older dogs which included master commandos and master TK's etc. were doing just fine until their combat medic showed up.
Within seconds this guy diseased and poisoned me and most of my crew from what must have been at least 90m away. I attempted to get away to meditate and heal but by the time I was able to get free I was incapped and db'd as was most of the our crew. Between the Master Combat medics and all the fencer FOM's that were there it wasn't pretty. The wounds weren't real pretty after the cloning cycle either.
So this is what balance looks like. Blue skies.....blue skies.
My last couple of encounters with combat medics have left me upset with this so-called "balance" as well.
Approximatelyfifty rebels assaulted the city I live in (the base, specifically). They had four, maybe five combat medics with them. We had about thirty people to defend. Granted, thirty versus fifty means death, usually, but it's how it happened.
The combat medics stayed, 95% of the time, 80 meters or better away from the fighting, hiding behind a wall of their buddies that all seemed to be riflemen, fencers, and TKM. They stacked countless poisons and diseases upon us from their little safe zone. Not only were they out of range for any weapon we had, rifles included, the only way to get into range was to try and break through the wall of TKAs and fencers and crap that were taking full advantage of our weakened state. It was near impossible to break through. I tried, and failed, at least a dozen times.
The tactics they used, I agree with. I don't blame theMCMs for using their insane range; I'd do the same. I blame the devs for coddling them while bashing our collective skulls in with the bloody nerf bat.Yes, I can see how it's perfectly fair for a combat medic to have an attack range of 100+ meters while a master commando gets 64 meters at best, and how they never miss, but a master commando will miss approx. 40% of the time, even with the flamer. Makes perfect sense to me...not!
The fact of their combat medics being totally untouchable while they area-poison the hell out us... That's called "balanced"? Tell me, oh wonderful devs, what the hell do you call "unbalanced?"
Wait, nevermind, I know. It's...
Commandos!
As some one already said, you cant beat em, join em. Time to start healing people....
I realy hope this happens. When theres only the following profesions; TKA, 2-handed, CM, and Doc, , MAYBE, just MAYBE these nincompoops we call devs might come down back to earth..
but then again.. this is SOE, they might nerf everything else so much then you can be anything but that
dWhisper wrote:
All of the DOTs from CMs throwing things are from before the range fix last publish. They can also stack the different types of poison/disease because they are all affecting all different stats. Plus, you have something that takes 5 seconds to apply each one, and they have to run down a line of 9 disease throws, 3 poison throws. Honestly, if you let them stand there long enough to do all that to you, you deserve to die.
Eventually, those poisons and diseases with the extra range will dry up. Beyond that, you're comparing apples and oranges between two classes. You can stack an a Bleed with the launcher pistol with a fire DOT, and then go to your marksmen and stack bleeds and things with other weapons. Not to mention effects you can hit them with grenades to do some other nasty things (assuming you can find someone to buy them from).
For the record, I don't mind the flame DOT not stacking, since I usually open with the Flamethrower and then get the hell out of dodge. I don't stay close enough long enough to stack 3 specials. On the fire extinguisher, that's still in development, and they haven't stated who will be able to use/make it. So comparing what may happen and then going on about how it will affect what is seems kinda pointless.
You are missing the point.
I didnt mention stacking the DoT's.
I only mentioned that I was poisoned (doesnt matter with how many was stacked) from over 100 meters, from behind a wall. Besides, if the MCM has an effective range of 100 meters, where am I going to go? No where. Even if I am 60 meters away, and I burst run away screaming like a 10 year old girl that just had a snake thrown in her lap, he/she still has plenty of time to chunk of few more poison/diseases. I posted a query on the CM forum about their range. They can craft 96 METER poison/diseases with an effective range of 30 meters from the 96 meter limit. That gives them a 126 meter range. What am I suposed to do? HOPE he misses? They dont miss. Ever.
So, ok...I can throwa health bleed with a pistol. An action bleed with a carbine. A mind bleed with a rifle. Then flame them. Even with a macro, by the time I do that, and by some miracle of Yoda's butthole they all hit, the combat medic now has poisoned me, diseased me, then switchs to another weapon, say a rifle that he/shehas 4/0/0/0and strafes me 4 times within 6 seconds. Or been KD'd / dizzy'd with his/her 4/0/0/0 TKA skills...Or a Pistoleer at 0/0/4/0...You get the point.
Its a loosing battle and I am tired of fighting it.
Jeren_Sehn wrote:
Daker-Naritus wrote:
LOL!!! Ok then smart guy...please point to where the devs EVER said that they won't let water put flames out anymore. Go ahead...I'll wait.
(HINT: It's not there...there will be 2 ways to put the flame dot out, which is one reason we are all complaining).
I was kidding.
Oh... *blushes*
Yeah, I've seen this, and I want to get a PvP going with 20 people one side, and CM/Rifle combo *6 players* on the other, with the Devs there. My PA was in this exact fight and got completly destroyed, and they had 6 Master Docs with them. They just could't keep up with the AOE Poison and Diesease hitting.
Though they did say we were balanced and changed their minds; will most likely happen here too ![]()
I'm more than willing to show the devs how out of whack everything is and I'll even have my rightful equipment. *hopefully* So they'll see our DPS even with extremely high-quality stuff is nothing compared to most everyone else.
tacwraith wrote:
"The Devs feel that Poison and Disease damage is relatively balanced "
of course it is. but hey, we are getting disease/poison extinguishers too didn't you hear? I mean, soe wouldn't be such hypocrates would they?
*shiver*