Bio Engineer Archive

Thread: Getting to know you and your profession!

DarthMinos
Mon Sep 27, 2004 4:20 pm
#300



BLD_007 wrote:


Schlum wrote:
Hello, I'm not a Chef anymore but I used to be for quite awhile. One thing i'd like to point out about food is the filling issue. I think the digestion rate is working very well. What I dont understand is that when you die, you keep the stomach filling. This does not correlate with the other enhancements available such as doctors and dancers. When you die, you can get a new doctor enhancement with no penalty, this goes the same for mind enhancements. Why not make it so stomach is emptied upon cloning only. This would also help to get more people into the chef profession because a lot more food would be consumed. your thoughts..
Schlumberger/Flurry



This answered this at Fan Fest. That is MENT to be in the game due to Foods/drinks that have a counter kike. next 14 hits is reduced bu 41% or next 15 kiss is +15 exp. They did it to avoid that due to people exploting like eating/dieing/eating/dieing and the next 200 hits are reduced.




You know, I had been wondering about that. Thanks for the info. I guess the next question is, then why don't they just remove the benefit from the food after you die?



Rieke Mysadwy--Pre-CU Jedi (MLS, MDef, Nov Healer, 3xx2 Enh) & Professional Scoundrel, Leader of CCEF
Davaj Knyghtsyde--Bounty Hunter
Trawwl--Wookiee Commando
Grewaulk--Rodian Structures Trader

Loot and Structures Vendor at: -2634 -9, Caldara Cove on Dantooine
Tauro
Mon Sep 27, 2004 4:29 pm
#301

Hi Tiggs,


My experience with carbineer, has made the biggest issue for a "pure" carbineer, with all other points in non-combat skills this :


The total lack of damage u can do in PVP againsthigh resist compositearmoured players.Giving the proffession a"balanced" damage,stun carbine,certified somewhere in the carbineertree, would be a short term fix,and allow the same power pistoleers have with the geno pistol and rifleman with the jawa rifle.


Whilst pvp'ing, I was able to posture change people, and apply states. However actually damaging the ham of my opponent was nigh on impossible, with the dmg types available to carbineer. The combat balance will resolve these issues. In the meantime my suggestion above for a stun damage weapon is in response to your post for ideas.


Thank you


Tauro










Tauro Aldoban

- Fight for Wookies Rights! -
- Shave Them All! -
NessAnca
Mon Sep 27, 2004 4:41 pm
#302

Didn't somebody take notes at the correspondent's meeting?



N Nessia N
I'm done with this pos game
ElBlufer
Mon Sep 27, 2004 4:42 pm
#303

I'd like to thank you again doing this Tiggs.


Ok, here are my opinions:


1.) We need to be able to shoot faster!!!!


2.) We need more types of damage. Currently, we only have energy, acid, and heat.



Elliott Blufer

Master Architect of New Acropolis
Elliotts Deeds is located at -7175 -3908, on Naboo
Architect Forums - Carbineer Forums - Valcyn Trade Forums
Official Carbineers Motto: I bet I can kill me before you can kill me!
lovewillkill
Mon Sep 27, 2004 4:44 pm
#304

Biggest issue for me is that carbs have limited damage types. There currently is no stun damage carb, and stun is still the most important damage type in PvP. I typically carry 3 or four different carb damage types on me, yet it seems like half of the Nightsisters I run into are 100% resistant to every type of damage I can do.


C



Jahn M. F. Compton
The Pharoah of Talus

The Empire's Hammer: Giving Rebels hell in JTL.

Saratoga
Mon Sep 27, 2004 4:45 pm
#305

1. HAM costs for using specials. Have to be buffed or a medic to survive as a carbineer

2. speed is definetley an issue. I view carbines as the automatic weapon of SWG. Thus they should be blazingingly fast but a little more inaccuracte than other ranged weapons.

3. defenses. Carbine and other ranged professions just do not have the defensive bonuses the melee professions do. that is why you see more melee professions than ranged. If you stack ranged players with more defenses of all types then you will see players drift more toward ranged professions. Also increase the damage.

4. no ability to target mind pool. mind pool is still the only effective pool in PvP and many NPCs usually have lower HAM in the mind pool also. Ideally mind pool would be healable or unattackable.

5. no stun attacks and most armor will negate the damge done by carbineers

6. seems the dizzy effect from the full auto specials doesnt last as long as a profession such as TKA. I have been both so I know. Might be related to the speed.

7. The elite carbine isnt better than the laser carbine even though it is certed higher. The DXR6 and laser carbine are the best two weapons.

8. Nym sluthrower carbine does acid damage. According to weapons and arms manual and common sense slug thrower means good old fashioned kinetic damge. woudl be nice

9. melee area attacks are 360 while ranged are frontal arc only.another great advantage to melee. either make ranged 360 degree or reduce melee to a frontal arc.

10. most combat PvE or PvP turns into melee or close combat as the ranges for ranged weapons are ridiculously low. this ties into defenses. consider giving ranged professions rifle butt hit specials or bayonet specials to compensate.



Triston Jedi Fugitive (retired)
Nagamitsu 12 point WS/AS + arch (retired)
Jengi wookiee ranger (retired)
Medreka Doctor/musician (retired)
Caillech MBH (soon to be retired)
Derp-on-Flurry
Mon Sep 27, 2004 4:58 pm
#306



HEY TIGGS,


My personal Opinion is that



  1. Combat Medicines are not strong enough, PVE is virtualy impossible.

  2. Combat Medicines are too effective in PVP when they stick, which is almost allways. Either the 5% on the top & bottom isnt working properly or it's intended to only reduce the chance of being applied and not how much is applied of the effectiveness.

After testing poison resistance buffs (250 strength, 4 absorbtion) combined with food (+40 more, = 290 resistance to poison) and I can still "apply" with in 3 throws, no matter the effectiveness (100 - 350), they all stick the same & with 100% potentcy.


Double the power of combat medicines thus making them very usefull in PVE& addthe 75% PVP reduction to counter-act the change.







Combat Medicine was used in every starwars movie made & should be in this game.


"post what "you" feel is important, not what you think the overall class feels is important. (Flamers, trolls need not reply). Please do not link me to another thread, I want it in "your" words." Does this not apply to the "FOTM" chat, should we including our Ideas of template stacking etc... Or just keep it a "Pressing Issues with Combat Medic"Thread, it's not 100% clear & looking at previous posts, it's confusing.

Message Edited by Derp-on-Flurry on 09-27-2004 08:21 PM




|JTF| Master Trader with over 930 Points of Experimentation

NeoEcks
Mon Sep 27, 2004 5:01 pm
#307

hello and thanks for stopping by

personally i feel like the most pressing issue, the one *I* would like to see dealt with first is the effectiveness of Combat Medic in PvE.

i am a fairly vocal member of the community, singing the praises of the TKM / Combat Medic combination, but a LARGE part of that comes from the Teras Kasi Master portion of that profession combination.

i am certainly NOT asking for Combat Medic to out damage Rifleman, or Swordsman in PvE, but it would be nice to feel like I could rely MORE on my CM and a bit LESS on my Elite Combat profession when playing PvE.

Because of the skill point sink, there is quite simply no way to master both a melee profession and Combat Medic. I am okay with that, but I would like to feel like I would be just as effective (or at least nearly as effective) taking Master Combat Medic / 4440 Swordsman as I would be going Master Swordsman / 4404 Combat Medic, but that quite simply is not the case.

In PvE (not so much so in PvP) the difference in Master Combat Medic and 4404 or even 4004 Combat Medic is pretty well negligible in my experience. The extra 12% effectiveness to poisons and diseases makes no difference to a Krayt Dragon or a Nightsister Elder. It is nice over the course of a fight to see the damage ticking off from poisons and diseases…but in the grand scheme of things, if you are an Elite Combat profession firing or striking with your best shots at the speed cap (or close to it) a tick every ten seconds and a tick every 40 seconds of 700 or even 900…means nothing.

I don’t believe an increase in the timer is the answer. Personally I think that an increase in damage for PvE ONLY (before I get jumped, I want to make it clear I am talking ONLY about PvE) would help the class become more viable all around. Effective in both PvE as well as PvP, sort of like the other classes

Thank you for your time.




In-game Name: Eclypse
Alt: BioTech
Fun Times
-= Boredome is the disease of the unimaginative =-


nurTsunami
Mon Sep 27, 2004 5:10 pm
#308

Carbineers are both underpowered, and lack the specials other profs have. Trying to use specials without buffs is suicide, and without specials you are dead anyways. Speed is horrible, and you don't cause enough damage to make up for it. I dropped carbineer a little while ago, because it was too much of a hassel to buy SEAs, buffs, super weapons, etc. just to be able to hunt higher level creatures. I'd love to see this profession fixed, since I thought it was real fun to play, but until it is, I don't want to be totally reliant on all the enhancements just to survive, not even excel



__________________________STARSIDER_____________________________

Richelieu - Master Doctor/Master Medic/Master TKA
Amelia - Tailor/Merchant/Architect
Vacationing in Azeroth
COMETChris
Mon Sep 27, 2004 5:23 pm
#309


I'll state first off that I've never played as a combat medic so please take anything I say with a grain of salt. I'm not familiar with the strengths and weaknesses of the class so I can't really speak to those specific issues or issues of balance in the class. However, having played another class that shines in a group setting, (squad leader) I wonder if it would be possible to incorporate some redesigns/perks into a relationship between the two classes.


From reading previous posts it appears that combat meds have an experimentation feature for distance. Would it be conceivable to use a thrown weapons modifier, similar to the commandos' to determine accuracy rather than the meds determining the accuracy themselves? Would people be averse to seeing bonuses in a squad leader branch to thrown weapon accuracy? I've heard rumors that thrown weapons modifiers will be done away with altogether with passes on the commando class so this may not be feasible. Just tossing out this idea for now.


Also, squad leaders are supposed to keep tight control of their troops. Perhaps there could be some justification for lowering the 'stick' I was reading about in another post, at least in regard to group member healing.


I think that'sabout all from me for the night.



Ukko
Part Wookiee
Part Ewok
All Lovin'
Easy-Exanip
Mon Sep 27, 2004 5:26 pm
#310

The lack of damage types. 3 types of damage is very limiting. In pvp we have a hard time inflicting damagepast the 80% or better armours out there.Some of the state effects we cause are not really effective, most people have no idea what stun actually does. Carbineers have trouble placing states on hi level mobs.


All of the specials recently fixed are working fine and I enjoy playing this profession of working and usefull specials.

The Elite carbine is not elite.

Speed for a Master carbineer is awefull. When riflemen are shooting you for 200 ish in the head every second, and you only can leg shot him for 200ish ever 2 seconds, something is rotten in Denmark.

The extra speed and accuracy from bounty hunter actually makes this profession competitive, but why should any profession have to maaster 2 professions to compete is beyond me.


Thanks for your time,


Exanip
KnightHawk420
Mon Sep 27, 2004 5:40 pm
#311

Would I be inciting violence if I felt I had no issues?


/cringe





Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
IlyaMasool
Mon Sep 27, 2004 5:43 pm
#312

Hello Tiggs.


I know lot if not most of CM don't think so but I always believed CM to be other half of Doctor and together they make up one whole healing profession and I play as such from the very beginning.


Since my view of CM's combat ability is very prejudiced, I will skip that and let other CM who believe in that tell you all about it.


What I do like to see is lot more healing ability for CM.


I love CM's ability to heal damage from distance and the area heals are awsome, and although damage heal are almost non-issue right now since anyone with stimp-B and novice medic is enough to keep a full group alive in corvette as long as they have buff and armor (slight exaggeration) I think once Combat Balance hit, damage heal with be LOT more appriciate it.


Because I believe that, I think there is some serious bug with the range of heals. About several months back, they said they will reduce the range of poison/disease. Instead there have been reduction in ranged stims but no reduction in poison/disease.


Recently they "fixed" the poison/disease so the range is reduced, but the ranged heals are still 2/3 - 1/2the range I was used to. I think before the Combat Balance or even during the combat balance, we should get out old range back on heals.


Once the Combat Balance is over and ever combat profession depend on us healer for their very survival, there will be massive request to increase the range heal and eventually we will get our way, but why waste weeks or even months?


Secondly, I think as Ranged Healer, our range for pulling incapped group mate should be increased by 40-70% depending on the level of CM. Also, although we can do without it, it would be nice to be able to have CM unique skill of dragging MULTIPLE incapped AND dead groupmates. Actually, I think it would be nice if it is a toggle command so that once you drag a groupmate, they 'stick' to us until we heal them, doctor revive them, or we "un-dragg" them. I would love this ability in large group PvP.


Ofcourse there are those silly bug of inability to heal while riding. I guess unlimited heal would be explitable as kiting, but I think we should be able to at least use a Medic Stim-B, Ranged Stim-A and Area Stim-A while on bike but on self only (therefore making area stim-A Point Blank while riding)


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