Development Cycle Archive
Thread: IC 1-4: Combat Roles; Combat Medic
Xytroncore wrote:
JediJabroni wrote:Sincerely... I do not think that Combat Medics should have any offensive capabilities in combat. The idea of poisoning or worse... diseasing someone in combat is horrible and only appeals to power gamers. Being able to heal someone at a range is nice enough without needing to give them offensive attacks on top of it.If a CM wants to be effective in combat that badly, make them take up a weapon prof.Do they have ranged pet stims? If not, they should.
Wow....yet another person who thinks 169 skill points for stims is a good thing, do you guys all grow off the same stupid tree or something?
LOL man, WORD!
Reread that last phrase all you tka munchkins with your awesome offense AND defensive capabilities that you have to spend a whopping 92 skill pts for.
If you suggest a nerf for CM, get off the crack. The class just got nerfed already, some could say it was the biggest nerf to any class to date in the game. While at the same time, most if not all of the 92 pt combat classes all got buffed. Makes absolutely no sense.
RhenGordon wrote:
Does that sound like an elite class to you? One that is worth the 169 points to take? Might as well just roll all of the Combat Medic skills into the medic and doctor tree and be done with it.
You assume that these people actually care about they class. They don't. They just want to master Flavor of the Month 92 sp Profession A, and stack it with defenses gained from other FotM 92 sp Proffessions B, C, and D. And if any other class can still touch them after all of that...nerf it.
Sistere wrote:
It is recognized by their own correspondent that they have the potential to do 99% of the damage in PvP, heck in a group I would rather run into a commado with a FT.
Huh? It is?
True, they have the potential to do that if everybody else is afk.
I would like to see the game mechanics fixed before we talk about nerfing CMs again. If a CM had to have LOS on all the targets to be effected by an areapoison that would reduce a huge number of the complaints. In addition, if the z-axis for poisons were fixed so they wouldn't poison people in the basement of a base it would also reduce the complaints. On top of all this give the doctors an area cure of a 6m range to counteract area poisons/disease. If they add these fixes then the CM would not dominate the battlefield as some will have you believe.
OKLU
Mindrake wrote:
In general CM's are fine the way they are. IMO i think poison damage should be doubled so that it is actually useful in pve and be subject to the 75 % reduction. This would result in a 50%PVP damage reduction and make CM's more effective in PVE.
Or triple our damage and then do the 75% reduction, then we'd be able to hold our own in PvE, and have a 33% nerf in PvP...I'd live with that, but a 50% nerf is too much for PvP, a lot of the time adv resources are too hard to find, so being stuck with ordinary resources and a 50% nerf means you've just made completely worthless poisons.
Maulk wrote:
personally i see np with cm's the way they are except for their range. go ahead and boost their dps but make their poisons melee range at max 20m. there is no way they should be able to throw a poison whatever 64m it would be the best way to balance them imo.
Range is not a problem either. 20m is rediculous, i can throw a baseball further than that-heck i can throw a football farther and i've never figured that out...
64m is no problem at all-if you can shoot a pistol at 64m shouldn't you be able to throw a poison that far to be equal? and for those whiner's who say "but it's DoT..." so are bleeds and flame, but noone complains if someone bleeds them then runs away, they just follow.
Grozurr wrote:
Oh and grau'din, just wanted to say thx in adv for being my punching-bag example for the time being. You are honestly one of the most amazing CM's i have ever seen.
Thanks for the props Grozurr. See you at the next raid ya filthy animal...
Well, first off, the idea of rifleman is high dmg, low speed. and for the record the best times i can get throwing stims or poisons is with a 4 second delay, and i am master. so really we are not that fast. from what i hear some of you master riflemen can fire around 1.0 speed and do like 1k+ dmg even PvP...
Maulk wrote:
No the problem is range period. if 64m is the max range a rifleman can shoot his gun it makes no sence that 64m is also the range somone can throw a "poison". 64m is the max combat range in this game according to the devs so weapons should reflect that. with rifles working up to 64m carbines less pistols less ect down to "poisons" and melee at 10-20m. untill they can fix ranges its the only way to balance things. you got cm's coming to the rifle forums calling for nerf saying we should be slow long range classes, well if 64m is long range then it only goes to state that short range classes with thrown or melee weapons should have their ranges reduced.