Bio Engineer Archive
Thread: Getting to know you and your profession!
spersniper
Tue Sep 28, 2004 12:14 pm
#365
My thoughts on what I would Like to see happen for the CM is,
Let the Combat medics Drag Corpses from greater distance than a doc can,
Let the CM heal states with an area state stim, Docs dont need to heal a state in Battle, Hence COMBAT MEDIC. Docs should not be on the battle field, they should be in the tents fixing broken bodies. CMs should have all the tools that are needed for healing just like the docs, Fire Blankets, cure states, cure poison, cure disease, who better to know how to cure a disease/poison, than the ones who create them. Who better to disarm a bomb than the bomb maker.
Let the CM have the same or better defense mods than the TKM, We need it to stay alive when we have the 4 second root from throwing anything, even a back out of place. Myabe make rooting at novice 5 sec delay, speed 1 at 4 sec, spd2 at 3sec, spd3 at 2sec, spd4 1sec, master no root. That way even the dabblers get a break but master is the best.
Increase the specific resources spawn rates, come on almost 250 days for some of our resources and if they dont spawn any faster how about making the OQ/PE/DR/SR outstanding all over 800, If its rare it should be exceptional enough to last almost a year without having any.
Poisons and Diseases are CMs weapons, If i were a rfileman,pistoleer, or any other combat class, most of the times you get Power Ups to increase damage/speed, even slice it for that also. So when other combat classes say that the Poisons and Diseases should get nerfed or thrown out of the game then so should their favored weapons, then we could all be TKM, how much fun would that be.
drop the root.even in sports playerscan move and at the same time throw a ball.
Message Edited by spersniper on 09-28-2004 03:54 PM
KudaarkSomtaaw
Tue Sep 28, 2004 1:22 pm
#366
The main problems are the buffs and the armor, change them the way they should be, and our class will be salvagable.
wilibus
Tue Sep 28, 2004 2:27 pm
#367
Simply put i think carbineers should be front line fighters. Of the ranged proffessions they should have the perfect balance between defence and offence. Since i feel they should be striking first in a conflict i think it is very important we get a variety of specials and tactics that allow us to land states like stun and blind right away. Kind of a"crowd control" mentality. With the style of weaponary we use, AoE attacks are also important. Specific attacks designed todamage an opponent shouldn't really a priority to use. Most of our attacks and tactics should make it easier for our allies to land damaging attacks. But i think the most important part of this would be the balance between offence and defence. Some proffession should have a huge bias towards defence (ie. Fencer, Pistoleer, etc.) while other needs damage bias (ie. Commando's) Carbineers needs balance, if anything i would consider Rifleman and Carbineer to have similar styles, with carbineers favouring AoE state attacks and Rifleman focusing on damaging single targets.
Pahdbacca
Tue Sep 28, 2004 2:46 pm
#368
Crafting.................................................
I would like to see combat medics able to fully experiment on components used in their own schematics. I would also like to see the resource rarity of the advanced components 1) brought more into line with the rarity of advanced Doctor Components (more planet specific resources that are available all of the time) or 2) some standardization of resources used in advanced components to insure that they do spawn at regular intervals (we went 9 months without seeing class 1 radioactive on Flurry, one of the CM advance component resources)
A close second ( I know you only asked for 1 sorry........)
The ranged trowing animation is neat, but not being able to move for 3-4 seconds because of it is not. Another problem with trowing ranged meds is the inability to throw stims over terrain that is ankle high. If we can see the target, we should be able to throw at it.
ImaJediGetMeOuttaHere
Tue Sep 28, 2004 2:58 pm
#369
Welcome to the Chef forum Tiggs.
Since the Chef revamp, we haven't been in a bad condition IMO, although the revamp left some issues that have never been dealt with.
Stomache decay is supposed to be 30mins - TH stated that the current 45min issue was a bug. In some cases, such as in the DWB and Corvette, it can be longer.
Barrels never worked on TC during Publish 6 testing that I am aware of. At the time, we were told they only worked with certain drinks. Either barrels are not working at all, or those drinks haven't been added to the game yet
as they act like small glasses, but a LOT more costly to produce. Personally, I'd rather see barrels removed than fixed.
Certain foods are still bugged. Havla only provides half the uses that it didplays, and any bonus under 100% has 0 effect, so it is useless. Smugglers delight ONLY works with a bonus of less than 100% - make it 100% and it's useless.
Containers added an inequality between drinks and food. I can produce stacks of 25 Vasarian Brandy, but only 6 Pikitta Pie. I would love to see either containers removed from drinks, OR plates added for food. I am well aware of teh possible financial implications to Chef's that plates could bring, but I do think they would be advantageous in the long run.
Some items are next to useless. Ormacheck for instance, uses 80% of the stomache, cannot be used more than once an hour, only comes in a single use, yet the bonus is negligible bearing on useless. 4% bonus XP for ~20 grants, can mean that, for example, you kill a Kreetle, you get weapons XP, combat XP, you harvest meat & get scout XP. You therefor get 4% bonus on 7 creatures.
Either reduce the filling and reuse timer or increase the grants
T'illa T'illa is another. This drink almost fills your drink stomache, but has a negligible effect on the food stomache, and as the most used items are drinks, people are not prepared to use it. I think I sold 1 stack since P6
Crates. We know you want to control items count, and we know larger crate size can have an effect on the economy, however, Chefs have a massive turnover (the popular ones anyway
).
Many of us run multiple accounts AND static lots, just to keep up with demand. Until I took a break, I was running 6 factories 24/7 and I could not keep up. All this means a LOT of items created.
I ran 6 factories, 6 small houses, 5 storage droids, 3 vendors and the banks of 3 chars just to store all my ingredients & components. At any time, I had 2000-3000 each of Carbosyrup, dough, alcohol, soypro, cask, additives. Simply increasing Chef component and product crate sizes to 50 or 100 would drastically lower the itemcount a chef amasses. This in turn lowers the database storage needed for said items, plus lowers the required structures
Additives. We are a slave to the additive. If we can't find a BE that's prepared to stop playing their char and become a fulltime provider for us, we are stuck.
Additives were supposed to be an optional bonus, but the sheer difference between BE enhanced, and non-enhanced items mean that the only market for non-BE enhanced is in the totally new player.
BE's have a hard time getting the resources & they are so slow to make that many BE's refuse to make them. I would prefer to see them easier to make, but have a lower bonus, than see Chef's giving up the profession because they cannot get additives. It really is at that point - if you can't get the additives, you may aswell not make anything.
Factories. Publish 6 saw lower complexity on food and drink, to speed up production. However, we were also forced to start using containers and additives (yes, they ARE optional, but in reality, they are required. There is next to no market for standard stack size, non-enhanced items).
These containers and additives take a fair amount of factory time, plus the time it takes for the components to be made. The end result is that it takes considerably longer now to make a run of a food or drink item than it did pre-patch.
Cantina : I love the cantina, I was one of the first on Chimaera to place one. I was also one of the first Chef's on Chimaera to give it to someone else.
A chef cannot afford 5 lots for the Cantina. A dancer or musician does not need to harvest hundreds of thousands of units of over 100 resources, nor do they need multiple factories. Therefor, they can afford the 5 lots a cantina takes up.
I would suggest adding a "Street Cafe" or "Hotdog Stand" type installation, that uses 1 lot. There are some gardens that could be altered for this use, unfortunately at the moment, you cannot sit on the benches in them
I would modify these gardens to become useable by a Master Chef
One feature I have always longed for in SWG, which is as a crafter in general - not purely as a chef, is to be able to fully utilise a droid. When I see a droid wandering by, it screams StarWarsyness at me.
I would love to see a factory module. Now, I dont expect a 100 item input hopper, 100 item output hopper, what I would want, is something capable of making small runs of identical items - maybe 10 or 20 maximum (using up battery power ofcourse).
This would allow crafters more flexibility for crafting in the field.
Since the Chef revamp, we haven't been in a bad condition IMO, although the revamp left some issues that have never been dealt with.
Either reduce the filling and reuse timer or increase the grants
T'illa T'illa is another. This drink almost fills your drink stomache, but has a negligible effect on the food stomache, and as the most used items are drinks, people are not prepared to use it. I think I sold 1 stack since P6
Many of us run multiple accounts AND static lots, just to keep up with demand. Until I took a break, I was running 6 factories 24/7 and I could not keep up. All this means a LOT of items created.
I ran 6 factories, 6 small houses, 5 storage droids, 3 vendors and the banks of 3 chars just to store all my ingredients & components. At any time, I had 2000-3000 each of Carbosyrup, dough, alcohol, soypro, cask, additives. Simply increasing Chef component and product crate sizes to 50 or 100 would drastically lower the itemcount a chef amasses. This in turn lowers the database storage needed for said items, plus lowers the required structures
Additives were supposed to be an optional bonus, but the sheer difference between BE enhanced, and non-enhanced items mean that the only market for non-BE enhanced is in the totally new player.
BE's have a hard time getting the resources & they are so slow to make that many BE's refuse to make them. I would prefer to see them easier to make, but have a lower bonus, than see Chef's giving up the profession because they cannot get additives. It really is at that point - if you can't get the additives, you may aswell not make anything.
These containers and additives take a fair amount of factory time, plus the time it takes for the components to be made. The end result is that it takes considerably longer now to make a run of a food or drink item than it did pre-patch.
A chef cannot afford 5 lots for the Cantina. A dancer or musician does not need to harvest hundreds of thousands of units of over 100 resources, nor do they need multiple factories. Therefor, they can afford the 5 lots a cantina takes up.
I would suggest adding a "Street Cafe" or "Hotdog Stand" type installation, that uses 1 lot. There are some gardens that could be altered for this use, unfortunately at the moment, you cannot sit on the benches in them
I would modify these gardens to become useable by a Master Chef
One feature I have always longed for in SWG, which is as a crafter in general - not purely as a chef, is to be able to fully utilise a droid. When I see a droid wandering by, it screams StarWarsyness at me.
I would love to see a factory module. Now, I dont expect a 100 item input hopper, 100 item output hopper, what I would want, is something capable of making small runs of identical items - maybe 10 or 20 maximum (using up battery power ofcourse).
This would allow crafters more flexibility for crafting in the field.
giffordgekko
Tue Sep 28, 2004 3:42 pm
#370
lack of stun weapons and even the number of DOT weapons along with the focus on mind attacks (i maybe wrong) doesnt seem to exist
giffordgekko
Tue Sep 28, 2004 3:44 pm
#371
also comparing master carb to BH x4xx there skill mods are better LMAO im a master carb but BH are better
Obandu
Tue Sep 28, 2004 5:11 pm
#372
Carbineer 4-4-4-4
Ranged Defense: 0
Melee Defense: 0
Master Carbineer
Ranged Defense: 25
Melee Defense: 0
Fencer 1-0-0-0
Ranged Defense: 27
Melee Defense: 27
Ranged Defense: 0
Melee Defense: 0
Master Carbineer
Ranged Defense: 25
Melee Defense: 0
Fencer 1-0-0-0
Ranged Defense: 27
Melee Defense: 27
Dallak
Tue Sep 28, 2004 6:00 pm
#374
triple post....no idea how that happened.
Message Edited by Dallak on 09-28-2004 06:09 PM
Dallak
Tue Sep 28, 2004 6:06 pm
#375
Hey Tiggs,
Thanks for stopping by!! I have been a chef for over a year. The biggest issues I face daily as a chef are:
1. Stomach Digestion--
A. It's currently set to 45 minutes. Many, many moons and many,many patches ago it was annouced by devs that the stomach would decay/empty in 30 minutes. Due to this bug chefs are forced to put extra experimentation points in flavor to increase the duration of the food. Many food have a very low duration making them not practical for common use.
B. Stomach does not empty upon death. Buffs expire/fade upon death, I feel that the stomach should also empty upon death.
2. Chef Reliance upon Bio Engineers to make food:
I can't think of any other crafting class that requires a major crafted sub component from another crafting class to make a finished product. We have been forced to completely rely on a Bio Engineer for additives, or in my case I was force to master Bio Engineer as I couldn't find a reliable Bio Engineer to keep up with the demand of my sales. Why are Chef's forced to rely upon another crafting class to make a finished product? Also, I don't nor have I ever sold any food AT ALL WITHOUT a Bio Engineered Additive.
Taurant
Tue Sep 28, 2004 7:51 pm
#376
The Range Nerf---
Biggest problem since I've mastered CM is the Range nerf we suffered. Not the dropping from the obscene 96m shot's but the current inability to actually be useful at range. I can no longer come close to hitting 65m now and being a Range fighter I'd like to see this change to either a 65 m cap using the old range specs or something similar. There should bemore of a reward for actually mastering Combat Medic in Range bonus besides 7m. Which is currently the difference between a Novice and a Master CM.
Most of the changes lately were necessary and for the most part it just cleared the CM forum's of all the FOTM's. I've loved the concept of a CM since I started SWG and I've relished playing it. But the range does need fixing plz. It's ridiculously low now. Even my best self crafted stuff is only 43m tops with the weird new Range calculator.
Message Edited by Taurant on 09-28-2004 07:53 PM
Agt-Orange
Tue Sep 28, 2004 8:20 pm
#377
I was a CM way back in the days when this forums got as many if not more post then the jedi forum. After about 4 months out of the game I came back and first thing was start working back up CM. But many of the things I hopes to be fixed are still major problems.
The first and most important issue is our usefulness inrelation to other professions. We take as many skill points as commando or Bounty hunter yet what do we have to show for it a handful of CMs on each server that strike fear into the hearts of Pvpers 1200 tick poisions, dieases that are dealing more damage then most peoples poision singles, and Stems really don't help all that much in combat compared to a doc running around passing out heals and cures.
There are some quick fixes a total overhual of the profession is not needed just some tweaking.
The first and most important issue is our usefulness inrelation to other professions. We take as many skill points as commando or Bounty hunter yet what do we have to show for it a handful of CMs on each server that strike fear into the hearts of Pvpers 1200 tick poisions, dieases that are dealing more damage then most peoples poision singles, and Stems really don't help all that much in combat compared to a doc running around passing out heals and cures.
There are some quick fixes a total overhual of the profession is not needed just some tweaking.