Commando Archive
Thread: Ya it was petty but I did it!
Does any one else think its fair that they should get a lil nerf love and have there area stuff either lowered in damage or have longer between ticks.
Doh...Whether we think they are too powerful or need some alterations, I really don't think any of us should ever push for or suggest NERF (little or big) to another profession...We hate it when other's say we are too powerful or need a NERF...I'm sure they feel the same way...It unfortunately comes back to haunt us...
Maybe instead we should push for better resists against their attacks...Better defenses...or evolved attack of our own to compete with their attack...
Try this...go and read you post in their forum...Imagine if they had gotten their attack nerf'd and our FT stayed the way we liked it...would you like it if one of themcame into our forum and saidbecausethey were NERF'd, soshoud we... Probably not...That's why I always advocate, no matter how powerful we think another group is, we shouldn't push for a NERF ever...We should fix what's broken at home to compete rather then burn the neighbors house down...
That's just my opinion....I know you are a pretty passionate person as well as a great Commando...Just something I thought I'd mention...![]()
Message Edited by garvin on 03-24-2004 11:23 AM
Combat Balance: A major Combat Balance pass will be happening in Publish 8. The goal of the combat balance is to make combat challenging and equitable across the combat professions. The Combat Balance consists of several aspects.
The first aspect is the Weapon Balance. The Weapon Balance pass is intended to bring relative power of weapons between professions more in line with each other. This is not to say that they will all be the same. Different weapon types will still have various strengths and weakness providing different abilities in which they are ideally suited. Certain weapons classes will stay more or less powerful than the average but this is to reflect a balance paradigm of the profession that uses those weapons. Additionally weapon certifications will be rearranged to provide a better power progression and to better match up with when Weaponsmiths are granted the schematics to craft them. A major goal of the weapon balance pass is to provide players with a consistent and balanced power progression as they advance up their profession as well as providing interesting and varied weapon choices at all skill levels.
The second aspect of the Combat balance will be the HAM redesign. A very critical part of the overall combat rebalance is the change to the functionality of the HAM system. This change will allow a greater ease in balancing overall HAM costs for weapons and special moves. It will also allow Mind to be removed as a special damage type and place equal emphasis on Health, Action and Mind pools for both abilities and damage.
The third aspect is the Profession Balance. Once the underlying core systems for combat (weapons, damage & HAM) are balanced it will be possible to look at all combat professions and balance them in a way that emphasizes each of the professions roles in combat and to give purpose to each individual player as well as reasons for choosing various profession combinations in groups. This includes a skill mod balance, skill tree progression tweaks, combination stacking, special abilities (existing and some new) and overall difficulty.
Lastly is the follow up to many of the preliminary changes that have been made so far. This includes balancing armor, buffs and DoTs, bringing them in line with the combat balance overall.
Does this mean there nerfing our dot yet again?
Does anyone else see the similarities in the concept of throwing a small spherical poison to throwing a grenade of the same proportions? Yeah, forget about nerfing CM, just put grenades on the same system as poisons.
Then, when we are throwin grenades like crazy from 64+m away, and never missing, then and only then will the CM's get a taste of their own medicine (or poison I guess... heh). And it would make a lot of commandos very happy.
An alternate to that would be to impliment a new system that equalized both poisons and grenades, one that brought grenades up to par a bit, and subject the CM's to the same rules that apply to grenades, a system based on accuracy (but better than the current grenade system).
Throwing poisons vs. grenades really isn't that different, so why can CM's hit every time while we have to crawl up to 10m range and often incap ourselves with grenades? (and why do OUR grenades hurt us, but CM's AoE poisons magically miss them?) CM's may grumble a little, but please, it just seems like aplausible solution to the problem.
Message Edited by thepunisher286 on 03-24-2004 12:20 PM
Message Edited by Theedage on 03-25-2004 08:55 AM
I don't like nerfs either, but give me a break.
A combat MEDIC is someone skilled at treating combat injuries, not waging chemical warfare. They should not have poisons and diseases in the first place, let alone powerful ones. All they should get are ranged and area versions of what doctors have besides buffs, and mind heal. This makes them just as useful without being ridiculously out of place like they are now. If that takes too many points, remove the ranged branch of Marksman from the prerequisite skills.
The "combat" in combat medic has nothing to do with fighting, it only has to do withperforming medic duties on the battlefield as opposed to in a hospital.Poisons and diseases are the OPPOSITE of a medic's job.
ElevenFortyOne wrote:
I don't like nerfs either, but give me a break.
A combat MEDIC is someone skilled at treating combat injuries, not waging chemical warfare. They should not have poisons and diseases in the first place, let alone powerful ones. All they should get are ranged and area versions of what doctors have besides buffs, and mind heal. This makes them just as useful without being ridiculously out of place like they are now. If that takes too many points, remove the ranged branch of Marksman from the prerequisite skills.
The "combat" in combat medic has nothing to do with fighting, it only has to do withperforming medic duties on the battlefield as opposed to in a hospital.Poisons and diseases are the OPPOSITE of a medic's job.
ya i agree 100% they should not have posion in the first place if any body should have posion it should be commandos
there combat medics not tarrorists