Development Cycle Archive

Thread: IC 1-4: Combat Roles; Combat Medic

DarthCedric
Mon Jan 26, 2004 4:04 pm
#144



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.



Darqyeti
Master Chef
Master Pistoleer

DarthCedric
Mon Jan 26, 2004 4:09 pm
#145

I love it that all of the classes that want CM nerfed are the ones getting huge faction thanks to the efforts of their guildmate CM, who gets to be the fp and item decay b!tch so that you guys can clean up.



Darqyeti
Master Chef
Master Pistoleer

DarthCedric
Mon Jan 26, 2004 4:33 pm
#146



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.



Darqyeti
Master Chef
Master Pistoleer

Mindrake
Tue Jan 27, 2004 5:48 am
#147

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.



Troll (Fire) -Shadowfire Master BH/Master CM
Perrin(Fire)-Shadowfire Jedi with 14 Badges
Kaisen(Fire) Master SW Master WS (12 point)
Pahdbacca
Tue Jan 27, 2004 11:23 am
#148






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.





-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Oklu
Tue Jan 27, 2004 2:55 pm
#149

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


munklewithdata
Tue Jan 27, 2004 3:20 pm
#150

i am a master combat medic and every that complains about cm being to strong are just complainers or people who dont know how to play i get worked i pvp i can declare and through a pousin and thats it then im dead how do you think that is strong. one seggusetion i think is move revive from doc to cm cause a doc heals wounds and buffs and the work in hospitals. combat medics should have revive cause people die in combat not when there going to get there wounds healed and dont nerf cm any more cause people complain about it tell them to get better all cm has is pousins they dont have and defenses and a pousin takes at least 1 min to talk them down to one i get killed in one shot by a rifleman so dont complain about us being strong. and pousins cost alot of money you buy a gun and have it for a while i buy pousins last about a week then i have to buy more nerfing is not the answer



Today is a good day to die!
Xytroncore
Tue Jan 27, 2004 3:36 pm
#151






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.



_________________________________________________________
Manimal : Gunslinger
kromargile
Tue Jan 27, 2004 4:00 pm
#152

Here is my take on this issue. I almost made it to Master Doctor but dropped it for Master CM because i was getting owned in PvP... Now that i am master CM the playing fields are a little more even... No one cries when a BountyHunter spams eyeshot or when a Rifleman uses snipershot and DEATHBLOWS you from 69 meters away with one shot.. But when a combat medic throws some mind poison's everyone cries foul.

If they reduce the effectivness of the poison's,combat medics will be useless in pvp except for their range heals.. If thats the case why bother getting master cm when you can just be a doc instead.....Atleast doc's know they can buff themselves and or make millions buffing others.



---------------------------------------------------------------------------------------------
WTB: really good krayt jawa ions & rifle CA skill tapes! (paying well)
[e-mail me in-game @ Krom]
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Maulk
Tue Jan 27, 2004 4:25 pm
#153

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.
Grozurr
Tue Jan 27, 2004 4:45 pm
#154






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.

Gnuut
Tue Jan 27, 2004 5:40 pm
#155







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...






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Grozurr
Tue Jan 27, 2004 6:01 pm
#156






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.





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...

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