Development Cycle Archive
Thread: IC 1-4: Combat Roles; Combat Medic
Plus the long range animation on poisons the lat time I checked (been a bit, though) would not show a throwing motuong, but an under-weapon launcher motion, like firing a modern grenade launcher.
OUtside of that, though, what are we really talking about here? It's not a rock, it's a weapons delivery system that for convenience we call a "grenade" and for convenience we call the method of starting the delivery process "throwing", but it isn't necessarilyt either of those things. IN fact I would suggest that calling the medium being delivered a "gas", "poison" or "disease" misleading as well, if it were truly those things it wouldn't know the difference between friend and foe, yet they do. That's one smart gas!
Instead think of this stuff as damage and wound dealing nano-bots. I think then it makes a lot more sense.
- Increase the damage of poisons in PvE.
- Fix the poison + disease incap, or even better, remove disease from PvP all together. Disease serves mostly as a griefing tool anyway, and is IMO the main reason people hate CMs so much.
- Give CMs some other way of finishing off a target. Perhaps a low damage weapon (50-100) with fairly good accuracy and the ability to target all three HAM pools?
- Reduce the time poisons last in PvP.
- Heal mind, as already stated, needs a boost. I'd suggest cutting the damage the CM takes from using it in half.
I have to take issue with the notion of Disease being a greifing tool. Maybe that is how people see it, but the fact is the point of Disease is to take the opponent out of the battle. If that is greifing then so be it, you would have to also remove the wound component from the fire of Commandos then too.
Bamboozle wrote:
The Combat medics are in serious need of rebalance, both in PvE and PvP. My suggestions:
- Increase the damage of poisons in PvE.
- Fix the poison + disease incap, or even better, remove disease from PvP all together. Disease serves mostly as a griefing tool anyway, and is IMO the main reason people hate CMs so much.
- Give CMs some other way of finishing off a target. Perhaps a low damage weapon (50-100) with fairly good accuracy and the ability to target all three HAM pools?
- Reduce the time poisons last in PvP.
- Heal mind, as already stated, needs a boost. I'd suggest cutting the damage the CM takes from using it in half.
~Shai
Master Combat Medic, Chimaera
"If that is greifing then so be it, you would have to also remove the wound component from the fire of Commandos then too."
You know, we've actually discussed significantly reducing the wounds it does before. ![]()
RhenGordon wrote:
I have to take issue with the notion of Disease being a greifing tool. Maybe that is how people see it, but the fact is the point of Disease is to take the opponent out of the battle. If that is greifing then so be it, you would have to also remove the wound component from the fire of Commandos then too.
Bamboozle wrote:
The Combat medics are in serious need of rebalance, both in PvE and PvP. My suggestions:
- Increase the damage of poisons in PvE.
- Fix the poison + disease incap, or even better, remove disease from PvP all together. Disease serves mostly as a griefing tool anyway, and is IMO the main reason people hate CMs so much.
- Give CMs some other way of finishing off a target. Perhaps a low damage weapon (50-100) with fairly good accuracy and the ability to target all three HAM pools?
- Reduce the time poisons last in PvP.
- Heal mind, as already stated, needs a boost. I'd suggest cutting the damage the CM takes from using it in half.
~Shai
Master Combat Medic, Chimaera
I don't think it is fair to have it both ways. If you guys want to keep your poison and disease power, you shouldn't have better healing then a doc. You guys all ready have a area heal which we do not. I read in an earlier post that one CM was saying that it should be CM and not doc to rez. Like I said you can't have it both ways, that would only make you even more powerful then what you are now.
But if the dev's want to get more people in PvP I think they do need to address this. Even if it is not a nerf they need to balance out who can heal you posions and diseases. But as it stands now, I know that a number of players I know won't even bother with PvP do to the whole CM profession. It just really is a raid killer.
DON'T NERF ALL POISON AND DISEASE. ITS AREA POISONS AND DISEASES THAT "OWN" LARGE GROUPS. I SHOULD DEAL 500 POISON / 200 DISEASE IF I APPLY IT TO ONE PERSON AND NOT TWENTY.
Sorry for caps / colors. had to show what the problem was with CM
Travixius wrote:
Happymob
But doctors also dont get any offensive abilities that CM's do...hence the extra 26 points. Not really getting into a debate, I was just replying to whoever said CM's should do rez's instead of doctor and heals. And doctors do get an extra bonus to healing. Otherwise what does medicine use go for?
Medicine use goes to make sure that you have the skill you need to use a certain woundpack, buffpack or stimpack.
Combat Medics have one as well, we have Combat Medicine use that goes to making sure that we are sufficient level to use our poisons, diseases and heals.
Combat Medic also has an additional skill in effectiveness that I am not sure that doctor's have.I am a master doctor but I spend so little time reading my skills over there that I am not sure there is an effectiveness rating for healing.
Yes lets nerf CM poisons/diseases 75 percent. Then lower skill point cost 75 percent, and raise defence 75 percent (COMBAT medic right, wouldnt a combat healer be trained in avoiding attacks. Probability high so yes).
What am i going to go CM for just mind heal and ranged stims?
lol reduce CM 75 in PvP, expect to see a 75 percent reduction in active accounts.