Rifleman Archive

Thread: Combat Medics can throw poison 80m

JymTarr
Mon Oct 27, 2003 5:27 pm
#14






Thorez wrote:

Master CM here, First I like to congratulate you all on getting the FWG nerfed, so now pistoleers dont have a single decent weapon. A class act to all of you.


Second If you are a master doc/master CM and you can collect about 30 types of rare resources with 1000OQ, 1000PE, 1000MAL, 1000FLA. Then you can make poisons that can reach 80m with perfect expermintation. Of course these arevery rare given that most of the resources are crap most the time, so it takesmonths tocollect them. To the guy who said that hesaw a cm toss a 80m poison: He is most likelya liar. To the person that claimed to see aCM toss a90m poison; you are a bold face liar.


Now you may all go about your business of calling for nerfs.







OK, please say this, just for me, for my own personal enjoyment say the following statement:


"I believe that it is logical for someone to thorw something with only their arm, FARTHER than a person with any type of firearm can shoot a bullet."


Don't be stupid! Don't let the fear of a nerf blind you! Come on, this is the problem with this game, people screaming nerf, and then denying that their class needs a nerf. I agree that it sucks the FWG5 got nerfed, but it probably needed it. Did the Pre-nerf t21's need nerfed, you betcha, that doen't mean I wasn't sorry as hell to see them go!


And now CH, are so Bewildered, and amazed that they are getting nerfed! I can't believe it, you mean the devs don't want us soloing krayts?! Don't be so blind, realize that certain classes are going to be nerfed, and other classes are going to be given more power, BUT also realize that if you don't say things that make absolutely no sense, that you're not helping anyone!


Also, I don't think anyone said "Nerf Combat medics" I have no problem with a combat medics range, I just think the range of a gun should also exceed the range of someone's arm...even a wookiees arm!




Jymtarr
Whenever People's houses get destroyed by a tornado and they say "We're leaving it in God's hands", I wonder who they think sent the tornado? ====l
Jowab
Mon Oct 27, 2003 5:53 pm
#15

Then that is proof enough that the dev can increase rifle range beyond 64m if they want to.
RebRifle
Mon Oct 27, 2003 6:12 pm
#16

They are lying to you. Since all this in this gameis put onto the hard drive it can be patched. And since they got the source code they can change it when ever they pleaese. I bet they just forgot were the line of code is for the range.
Seflyn
Mon Oct 27, 2003 7:10 pm
#17






Thorez wrote:

Master CM here, First I like to congratulate you all on getting the FWG nerfed, so now pistoleers dont have a single decent weapon. A class act to all of you.






I wish all these people blaming riflemen for the FWG5 nerf would stop blamingall riflemen for the acts of some riflemen. Even then a lot of these riflemen were trying to get thier class improved and not get the FWG5 nerfed, if you want to keep whining at someone do it to the Devs, they are the ones who nerfed your gun.




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GaranLondo
Mon Oct 27, 2003 7:41 pm
#18

Try rifleman for 1 week and I am sure you wil change your tune

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Weasel7479
Mon Oct 27, 2003 8:26 pm
#19

lol, well I ran into a combat medic outside a player base during a raid the other day. We was outside of the range of the turret,we was around 80meters from the turret, I had him targeted just waiting for him to inch out towards us and at 91m he dropped a mind posion on us.


So you cant tell me its not possible. I've seen it with my own eyes and felt its sting. Something is very wrong when they can, not only out range turrets but even a rifle ? really wheres the realism in that.


Bennyboy4308
Mon Oct 27, 2003 9:46 pm
#20

To get ranges of 91 you basically have to put all experimentation points into range. Takes away from the damage and stuff. Another reason it could have been so far is that its area efffect so if only one person is in range the whole group can get hit if they are withen the poisons radius. As both Rifleman and CM (Rifleman first and foremost) I agree that maybe something should be done...



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Schnokt
Mon Oct 27, 2003 9:49 pm
#21

Well, we can apply real life to this. (ALWAYS FUN)


Okay you deploy a chemical weapon, with the right conditins the wind will carry it farther than a rifle. With the wind shifted! Blowback. Aargh!


I think Combat Medics should be able to deploy poisons. But there should be a decent chance of it backfiring on them.




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Bennyboy4308
Mon Oct 27, 2003 9:52 pm
#22

I have a feeling that there are complications in capping ranged throws. Unlike weapons which have a defined range of 64m set in stone, you have to experiemnt on different ranges with ranged poisons and stims. They can't just cap the experimentation points on that line because its directly tied with number of charges. If it was so simple to add the 64m then it would be there.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Issik
Mon Oct 27, 2003 11:57 pm
#23






Seflyn wrote:





Thorez wrote:

Master CM here, First I like to congratulate you all on getting the FWG nerfed, so now pistoleers dont have a single decent weapon. A class act to all of you.






I wish all these people blaming riflemen for the FWG5 nerf would stop blamingall riflemen for the acts of some riflemen. Even then a lot of these riflemen were trying to get thier class improved and not get the FWG5 nerfed, if you want to keep whining at someone do it to the Devs, they are the ones who nerfed your gun.







Took the words right outta my mouth. Stoopid hippy


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Windsplitter
Tue Oct 28, 2003 2:15 am
#24

Colemats and Thorez,


I hope that you won't interpret this article wrongly. Daspeco is basically pointing out that the engine is basicallyable to support firing/attacking from beyond 64m which is what has been put before us as the reason why riflemen cannot shoot further than the set bar of the distance mentioned above. That it is indeed possible to shoot from possibly 80m or maybe even 100-200m which should be incorporated into the distance of what a rifleman can shoot at as it defines what our class is. Snipers.


In todays warfare, you dont see a sniper shoothing from 64m. The furthest target in a firing range is 300m using an M16 Carbine. A weapon which as a maximum effective range of 500m before the trajectory falls short. Please note that at 300m, the shots are fired with the auto set to off. Withfull auto on, the first round may hit but the others will definately run stray. Even with an MP5, the defacto is a 3 round burst which maintains the hits whithout the weapon running toowild and that is normally used within 30-50m for urbanFIBUA etc.


The range which snipers use is 1km with todays with the Barret being able to take out a target 1.5km away and capable of taking out not only soft targets but able to penetrate semi armored vehicles like rovers, M113 etc.


Anyway, the point is, we understand that there are liabilities with the engine but if there is the means for our range to be increased, we would like to see that happening for us. If we could get our range increased to say 150m-200m or even 100m, and, get our conceal shot fixed. I can tell you that most of us would be very satisfied. If that was implimented, I would very much insist that death is imminent if a melee target got onto us because then we would deserve it.


You must understand also that currently, anything outside of 64m or anything shorter than that means we loose effectiveness of each shot.


Looking at where we are today and what our class is supposed to be, do you feel, as combat medics, that this makes our class what it supposed to be or should be? If you had to define our class, what would you say is fair? No one is saying you should be nerfed. Any rifleman/player and his dog knows how helpful it is to have a DOC or CM in the group.



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AsarAlubat
Tue Oct 28, 2003 3:21 am
#25

Just wanted to note something important I didnt see explained here:



I ama Master Combat Medic and Master Riflemen so theres definitly no bias here in my statement, heh.



Just wanted to point out, first ive never heard of or seen a highermax range for poison/disease than 64m. But more importantly when you make combat medicine, even if you have tons of experimental points to put into it, you still can only do so much.


For instance, you may make a WAY powerful poison ticking medkit, but you probably suffer in the duration or the range it can be used and vice versa.


In other words, sure, I can make a poison pack that can be administered from 55m.....but its gonna suck and be resisted or shrugged off in less than 30 seconds...not good.


Now you will now here from an host of Combat medics who need to feel special say "no way man, i can make kits that do this, or that!!" etc.


What I stated here are facts.





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Weasel7479
Tue Oct 28, 2003 4:45 am
#26

armor should provide some kind of defense to poison and diease. Why ?


Well stormtrooper armor for example, is a fully self contained enviroment and offically stated they are not vulnerable to chemical or bio agents.


In the game, it would make sense for composite armor with each additional part offer a higher resist to posion/diease. Composite armor has an enclosed helmet, it would only make sense that with a full suit of composite you'd get a nice 100% resist against posion/diease.

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