Bio Engineer Archive
Thread: MOUNTS
Cog_Meberi
Fri Jan 23, 2004 3:09 pm
#118
Just to confirm, is it still correct that you can't buy a mount from a vendor or the bazaar? I wasn't able to put a pet up for sale out of my datapad- I assume that you can only put up non-tamed (i.e. bioengineered) pets, and while you can put up a pet that's mountable, you will still need a CH to do the training-
Schiller
Sat Mar 13, 2004 8:42 am
#119
Cures are equal to poisons. I can only get rid of poison in one shot if i use cures made with perfect resources under perfect conditions and experemented full to effectiviness.
Otherwise it takes me 2 or 3 times to cure.
Bamboozle
Sat Mar 13, 2004 10:06 am
#120
1. Interdependency: Agree. We should have full experimentation on the components for our own stims.
2. Money: Sort of agree. It works for those who have a vendor, at least.
3. Resources: Sort of agree. The CM resources should be rare, IMO, but not ridiculously rare.
4. No Incap Disagree.
5. Faction Points. Disagree. FP is not that big a deal.
6. Cures vs Poisons/Diseases. Disagree, unless we get severely nerfed, poison cures should stay the same.
7. Flamethrower/On Fire Cure(Docs got this one) Doctors should have this one, IMO.
8. Usefulness of Disease needs to be examined. Agree. Frankly, I think removing disease from PvP would be a good idea.
9. PvE damage needs to be examined. Agree, and along with that the poison resists of some higher level MOBs.
10. Healing while mounted Disagree. You can't do any other special moves while mounted, I don't see why healing should be allowed.
11. DoT Duration vs Tick Intervals needs to be examined. Agree.
12. Experimentation:Full experimentationon CM Stim components is desired. Strongly agree.
13. Increased Range for /mindheal Agree.
14. Damage Mitigation of some form for CMs Hmm.. All depends on what the devs have in hold for us. I wouldn't trade a severe nerfing of poison damage for damage mitigation.
And one of my own:
15. The Throw Animation Can we PLEASE have this removed, at least for ranged stims? I can see the point of it when throwing poisons, but as it is, a doctor is often a more effective healer due to this stupid animation that makes us stand still for five seconds.
Bamboozle
Sun Mar 14, 2004 7:35 am
#121
Forgot one:
Request to remove spider poison from the game - Many CMs feel that the introduction of spider poison was unnecessary. We do not want the best poisons to be made by the best cave campers, but by the best crafters.
krais99
Mon Mar 15, 2004 10:12 pm
#122
Bamboozle wrote:
Forgot one:
Request to remove spider poison from the game - Many CMs feel that the introduction of spider poison was unnecessary. We do not want the best poisons to be made by the best cave campers, but by the best crafters.
Amen to that. Our poisons are powerful enough as is, there's absolutely no reason to have a drop that allows us to take down an entire mind bar in 1 shot. Should never have been put in game..
TaeRocko
Tue Mar 16, 2004 1:59 pm
#123
The Issues List:
1. Interdependency: I would like to see our subcomponents be part of innoculation schematics doctors get
2. Money: Indifferent, I've never tried to make money solely as a CM
3. Resources: Other crafting professions have rare resources. I think rare resources are one of the things that seperate the veteran from the rookie CM's
4. No Incap I think this would make us a bit too powerful...also it's an issue that would probably be better addressed after the HAM changes
5. Faction Points Indifferent
6. Cures vs Poisons/Diseases. The strongest cures should be stronger than the strongest poisons...otherwise it would be tough to call them cures at all
7. Flamethrower/On Fire Cure It should be a doc skill
8. Usefulness of Disease Doesn't need to be addressed in PVP, buit it does in PVE
9. PvE Damage needs help here
10. Healing while mounted Shouldn't have it
11. DoT Duration vs Tick Intervals I'd like these to show up on the packs and also be experimented on (duration is already, but I think tick intervals should be experimented on in the same bar as potency - it would add some variety to different CM's)
12. Experimentation: Full experimentation I'd rather CM's be dependent on subs for stims and docs be dependent on CMs for subs on innoculations (see #1)
13. Increased Range for /mindheal yep (with the addition of blue milk, this severely lost it's effectiveness. For a skill so high in the class, it should be more effective
14. Damage Mitigation Don't think we should get any mitigation or melee/range def. However, I think CMs should get very high state defense mods. We are closest to the cure state skill (aside from doctor)
The Bug List:
1. Range Agree, should be capped at 64 m
2. LOS I think most of this is due to AE attacks...our target (person A) has LOS, but person B who is in the splash area does not have LOS. That being said, I've always had to have LOS to the person I am targetting, so I'm unsure as if it is a bug at all
3. Z-Axis I see our AE attacks as airborne poisons/diseases. They should be effective on the Z-axis
4. Damage DoT+Wound DoT=Incap Indifferent
I would like to add that I agree spider venom should be removed from the game. Give the crafting skill back to the crafters.
Also, I would like additional schematics that attack a target's defenses (range/melee defense, dodge, counterattack, etc.)
-Tae
Message Edited by TaeRocko on 03-16-2004 03:02 AM
CaanonWeathers
Thu Mar 18, 2004 4:53 am
#124
I love all this constructive thinking and criticism! Keep the juices flowing, guys!
GuardianHawk
Fri Mar 19, 2004 3:07 pm
#125
I would like to add my thoughts on mounts.
I really think that ranged stims and area stims should be able to be used while mounted.
I think this would help the CM profession by giving the CM a bigger advantage in the field over Doctors. As it is now Docs can heal in the field too, they just need to be closer. Giving the CMs the ability to ride and heal would help separate the classes some in that area.
I do believe that this would help the PvE aspect of CMs. But some limits should be put on for the sake of PvP. I would say that using chem weapons (poison/disease) is simply to dangerious to do while mounted so it isn't allowed.
There has also been talk in the Doc group to allow Docs to heal themselves while mounted as a saftey measure since they are often poor at combat. I think this would also make sense. If you are on a mount you can reach yourself but can't reach over and help someone else. And CMs can throw their ranged heals anyway so they can throw thier healing darts from a mount.
The other issue that is important to me is resources. Being a CM is expensive as it is. We don't need to be fighting to resources that are so rare that they become crazy expensive like is happening now. We need supplies to do our thing. Hey even in a war zone humanitarian supplies get through. 
Vagetao
Fri May 07, 2004 2:36 pm
#126
" I heard a great idea the other day that was asked to a DEV. CHs should be able to have a Stable building."
You can do this with Bio-Engineered pets before they are tamed.
You can do this with Bio-Engineered pets before they are tamed.
redstone7284
Fri Jun 11, 2004 2:10 pm
#127
Ok, Im trying to find out what animals are able to become mounts.
Does anyone know?
Grawarr
Fri Jun 11, 2004 2:38 pm
#128
Carrion Spats (Giant Carrion Spat is a CH mount)
Kaadus
Dewbacks
Bols
Brackasets
Falumpasets
Banthas
Cu Pas
Grawarr
Fri Jun 11, 2004 2:40 pm
#129
...also, they need to be tamed, and grow to 80-90% full growth before you can train them as a mount.
The only acception to this rule is the Giant Carrion Spat, which can be trained as a mount right when it is tamed (due to it's size), and when it reaches a certain size, you will need to "stunt" it's growth to keep it as a mount, or if you choose not to stunt, it will no longer be mount trained, and instead will grow to full height and creature level.