Bio Engineer Archive

Thread: Getting to know you and your profession!

Xzia
Sat Oct 02, 2004 3:20 pm
#430

I have been a CM since beta.

The problems i see with CMs is linked to the vision i have of what a CM should be.


IMO, a CM should be a "field" medic, the ultimate battle support character.Due to that vision, aCM should be able to support his team with more then just stims. A CM should be able to treat emergencies in the battlefield, this includes curing states, healing damage, and rezzing (qualified medics can use ressuscitation devices in real life, so why not in SWG).


I also seethe doctormore of an"establishment" support char, meaning he does his job in a more quiet environment where there islittle emergency: this includes buffing andtreating wounds.




Unfortunately, thats not how the game works. Right now the docs have everything, even the battle related cures/actions. And all the CM has is stims...thats it. A CM spends a lot of skill points to get to master, and the profession is really lacking in the support abilities. I didnt even mention the poisons and diseases. Im leaving it to others to discuss about issues related to them. My biggestgripe is about our support capabilities. I really hope this will be looked at.


If CMs become better at supporing a group in the battlefield, it would make me much happier with my profession. I would feel like i can finally support my team.










X'zia Nywoe, Aftermath, Corbantis
DerHundDaddy
Sat Oct 02, 2004 7:06 pm
#431


Here's a few items that I've previously posted & still feel strongly about:


http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=125122#M125122



  • The Combat Medic fills the "artillery" role in the PvP system. A good ranged, area effect weapon punishes larges masses that stand around. If there was no means to disperse crowds, then the PvP game would just be a matter of forming a phalanx of composite armored commandos and ATSTs. Combat Medics are force multipliers that help smaller teams beat larger teams, but by themselves die quickly. I think that the PvP system would be much poorer if the game were to loose the Combat Medic / Artillery role.


http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=29436#M29436


  • For what it's worth, I think that Gnuut / Grau'din has it (mostly) right. I've added in a few comments/suggestions.


http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=158783#M158783


  • I agree with this idea 100%. An antibiotic stim-a type tool a medic could use, made by CM folks, and of a (very) short duration would be a reasonable tool for the player that wanted to focus more on combat. I'd go farther and allow AoE antibiotic stims to be created and thrown by CMs. I'd also allow the AoE versions to have durations just as long as the poison & disease packs.


  • This would allow CM folks to:

  • Substantially protect themselves and their team without totally eliminating the need for Docs.

  • Provide the Poison & Disease defense that is now missing from the CM abilities

  • Allow a few CMs on 1 side to greatly reduce / eliminate the overwhelming advantage the other side may gain by having a large portion of their force be CM. This would encourage a more diverse team and penalize those that over-rely on CM effects


  • I believe that this would be much preferred and more useful than 'gas masks', and would fit in more easily to the existing game design.


http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=41294#M41294


  • Isn't it a bit odd that we have to pick up 2 columns of DOC skills to be effective Combat Medics?

Message Edited by DerHundDaddy on 10-02-2004 10:09 PM



DerHund
Kauri Galaxy - Polaris, Naboo
Master Combat Medic (12 Exp Points) / Master Pistoleer
_____
Satisfying your need for Ranged/AOE stims, poisons, and diseases
through my vendor in the Polaris, Naboo Mall @ -6938 -3453.
All use/skill levels are supported!
Momoku
Sat Oct 02, 2004 9:36 pm
#432

The recent Poison Innoculations and Area cures have helped to even the field against our Poisons and Diseases. One thing I would like to see change (Which wouldn't be too hard) is the range of Mindheal. I'd like it to be a bit longer, because Healer CMs hate chasing people down.

MaceHalcyon
Sun Oct 03, 2004 6:25 am
#433


I've been a Carbineer for nearly a year and while I enjoy the profession I see many things that I would like to see changed and while I do not have the figures to point out to you like many of my other fellow Carbineer's can do I'll try and go through each issue and try and describe to the best of my ability what needs to be changed and why.


1. Defenses: Teras Kasi along with Pistoleer and Rifleman and the other Brawler Professions all have some form of defenses. Carbineer only has Counter Attack (Along with a small State Defenses)which as pointed out in an earlier post does not work in PvP at the moment while and what remains dominent in PvP at the moment are the Defense Stackers meaning a Carbinner vs a Jedi even with our Carbine skills at Master Carbineer/ MBH have a very slim chance holding our own vs a Jedi in comparison to say a BH with Pistoleer or Brawler (Along with it's Hybred's) Defense skills.


2. HAM Costs: This is the second proverbial nail in the coffin. Out of ALL professions Carbineer hands down has the highest costing HAM costs for useing our Specials. With this I've seen from the prospective of a TKA that with a double shot of Brandy and useing Ahisee or Canape can spam there attacks with very little loss of HAM and can effectively handle Janta's and Rancor's in full Composite with NO problem whatsoever while Carbineer's faceing the same spawns have difficulty and must fall back on hit and run strategies or fight in groups to take down enemies that are easily soloed by the favored Melee classes. I have been in scenarios I go one on one vs Janta's and barely able to harm them with my Carbine useing various weapons (DXR and Laser Carbine (Krayt Tissue Enhanced)primarily) and my HAM drops faster than theres but I switch to aVibroknuckle and I take the same enemy to town with my HAM actually regenerateing instead of going down.


3.VARIETY of Weapons: We're limited in our means of attacking which in essense limits the types of enemies we can go after in game and in the long run hurts us in PvP as well. Right now we're limited to I belive Energy and Acid. High Level Nightsisters shrug off both types of attacks like it's nothing and Kilomonga (Sp?) Dragons on Lok have insane resists to our two primary attacks yet I have seen the Melee Classes take these creatures to town and in PvP Energy is one of the primary strong resists on high end Composite Armor next to Stun Damage resist. We need to have some sort of a way that would allow us the ability of going toe to toe with high level spawns and while still difficult allow us to at least be capable of causeing damage. High Level Nightsisters is a prime example of one enemy type almost impossible for a Carbineer to fight without a group helping.


4. SPEED: This is another aspect we are killed in by other professions. While techniclly as we rise up in our skill tree we should by all rights be able to fire as fast as our finger pulls the trigger yet again the Melee Classes dwarf us. They have deadly speed which leaves us clearly in the dust if we do not invest in SEA's and by all rights should not NEED to have to cross class to BH if we are to get our Speed Cap.


5. ABILITY TO STRIKE A SPECIFIC POOL: Rifleman and TKA being my primary experience outside of Carbineer both have attacks that can strike SPECIFIC Pools at All Times (Rifleman being Headshot and TKA's Head Hit attack). We as Carbineers can only hit specific pools if we're Lucky. Give us an attack that allows us to target either Health Action or Mind.


All in all Priority I feel should be on 2,1,4 and 3 in that order we need some definete modifications and what I hit here is probably just skimming off the first few layers. Do we particulary need a stun weapon? Not really just it would be nice to have alot more variety in game and it would also add to more content for Weaponsmith's to introduce into game. There are MANY types of Carbine's, Pistols, and Rifles that have not even been thought of being brought into game yet and introduceing new toys for us to play with would be great.


-Added items shown in Red Font-

Message Edited by MaceHalcyon on 10-12-2004 12:27 PM

Nueanda
Sun Oct 03, 2004 8:40 pm
#434

Madam Tiggs:


Personal History: Been playing since the SWG Beta Release as a CM/Pistoleer, and have stayed that way ever since... that's like 16 months or so as a CM... yes i am a master cm/master pistoleer... Here goes...


1. Combat Roll: if i'm a "combat medic" why is it that no body wants me in combat? why do doctors have combat related medical abilities, like state healing, curing... yadda yadda, and what do i get? AREA and RANGED heals? that's what makes me a "combat medic"? doctors should have all the abilities related to pre and post warfare, but if it has to do with things that occur directly in "combat" by definition that should be the "combat medics" domain. (and don't even get me started on how docs can have area stuff but don't need to have ranged support to use it.... )


2. Healing: Let's see... when do i heal? ummm, oh yeah, myself... before i bought another account and made a master doc to buff me so i can fight with my composite armor like everyone else and never have to chuck a heal... ever! does that sound right to you? didn't think so.


3. Crafting & Money: yeah so i once waited for 5 months... FIVE months to have the right resource spawn on my server... not, a good quality resource, i was waiting for the resource to show up... period! next item: i'm glad i had to make a master doctor character to have him make my components for me, because as a cm i'm half as effective in making them for my own ranged/area stims... but i'm glad i can make something for my doctor to use... oh wait, no i can't... next item: money, now... let's see... what can i sell that people need? hmmm, nothing. oh yes, i can market to other cm's... that's it! the other crafting profs? let's not go there...


What's makes this profession valuable? Really nothing... fire is argueably a better dot that our stuff, we have too many skill points used to master a "good combat class", there is already a combat medic that works great, they just have the wrong title... DOCTOR.


Tiggs, the profession sounded so fun in prima's offical strategy guide over a year ago... i played a cleric on eq for over 4 years, and i'm a huge, HUGE star wars fan... when i heard this game was coming out, i told my wife that this "would be the end all be all of online games, and that it would be the last one i would buy... sorry honey, i said, you've been warned..." it's been fun, but it's also been more frustrating... i don't want to be a different profession! I have been playing 2 broken ones forever, I just want them both fixed, so that i can fully enjoy the money i talk my wife into letting me spend every month...



Major Abish Woundhealer Md.
Elder Combat Medic

Jochebed Woundhealer
Master of all things Entertaining

"I am not just a support profession.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master Combat Medic. Run for your life!"
Shu_ZhugeLiang
Mon Oct 04, 2004 7:17 am
#435






Vonbekk wrote:
Carbineer is the counterpart to pikeman i believe.

pistoleer - fencer (high def, low offense - health hits)
carbineer - pikeman (we seem lost, should it be medium def, medium off? - action hits)
rifleman - swordsman (low offense, high damage - mind hits)

I don't see how i fit in with the system. If it wasn't for the NS pikes then pikeman would be lost too i think. We don't have medium off or def due to lack of defense and speed.

On a wider scale buffs and armor negate us due to the inabilty to hit the mind. I want to wreak havoc with action, thats "our" bar and i want to own it. Our weapons will not punch through armor at the moment.

A good carbineer can overcoma alot of these problems and make you think we are good(we also don't whine alot). But we shouldn't have to overcome these unless other have to also.

I personally believe a stun weapon is a mistake, and will just detract from the areas that the system needs attention in.

And welcome to the boards




Well said. thats what we Carbinners truely want, no i dont want another stun damage weapon and be a rifleman. no i dont want a mind hit to hit people's mind. I just want to be able to


a) ABLE to KD/posture change/blind/stun ect....


b) I want my carbine to HURT things, as of right now, we hardly do any damage to high end armor and high level mobs.


c) I want be like a "middleman" machin gunner, give us more weapons, specials that fit our profession ( without BH a carbineer has nothing on its own )


d) Add a special or two to our master box, whats this, we are the only profession who doesn't get anything at master.


e) Why even bother giving us 25 range and melee defence at master? you as a DEV really think that makes a differance?


f) I want to be able to play a role in combat, has any Carbineer ever heard this " looking for a carbineer to go to DWB with us" or " Looking for a Carbineer to take out few overts". Has any carbineer ever heard these? even smugglers are needed for slicing, we are truely useless in anyway you look at it we cant tank, we cant deal damage, Blind/Stun dont make much of a differance, we cant use intimidate, we cant kd/posture change any high end pvper or high level moster. We cannot hurt any of the special or "boss" fight mobs. We cant even hurt anything, ..........something needs to be done, we have been waiting for over a year now. I have a jedi knight, but i STILL like carbineer more, i dont want jedi, i want my carbineer profession fixed. Carbineer is the reason i stayed around for this long, just love this profession, but come on.....everything has a limit......we need a fix in a mini publish.






ZhouYu
Grand Champion Of Naritus

Sexiest Beast On Naritus
Highlight Of Naritus
(ggg|||||[z]WXggggggggggggggggggggggggggg)
Greatest pre-cu duelist, greatest CU duelist, greatest NGE duelist..
You can hate me all you want, talk behind my back, spread rumors, trash me...but I'm going to be so damn good at what I do that you will have no choice but to respect me.

TAfirehawk
Mon Oct 04, 2004 7:26 am
#436

I would like to thank everybody for their input again.....I am using this info to help in the Combat Upgrade besides what Tiggs is using it for.....


Believe it or not, SOE does listen.....of course you don't always get what you want here or in life either





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Shu_ZhugeLiang
Mon Oct 04, 2004 7:44 am
#437






TAfirehawk wrote:

I would like to thank everybody for their input again.....I am using this info to help in the Combat Upgrade besides what Tiggs is using it for.....


Believe it or not, SOE does listen.....of course you don't always get what you want here or in life either








TA just as a side note, you are doing a fantastic job, thank you so much. Hope to see few good changes to our beloved profession soon.




ZhouYu
Grand Champion Of Naritus

Sexiest Beast On Naritus
Highlight Of Naritus
(ggg|||||[z]WXggggggggggggggggggggggggggg)
Greatest pre-cu duelist, greatest CU duelist, greatest NGE duelist..
You can hate me all you want, talk behind my back, spread rumors, trash me...but I'm going to be so damn good at what I do that you will have no choice but to respect me.

TAfirehawk
Mon Oct 04, 2004 7:45 am
#438






Shu_ZhugeLiang wrote:





TAfirehawk wrote:

I would like to thank everybody for their input again.....I am using this info to help in the Combat Upgrade besides what Tiggs is using it for.....


Believe it or not, SOE does listen.....of course you don't always get what you want here or in life either





TA just as a side note, you are doing a fantastic job, thank you so much. Hope to see few good changes to our beloved profession soon.





Remember, I don't make any changes....don't kill the messenger





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Shu_ZhugeLiang
Mon Oct 04, 2004 7:50 am
#439






TAfirehawk wrote:





Shu_ZhugeLiang wrote:





TAfirehawk wrote:

I would like to thank everybody for their input again.....I am using this info to help in the Combat Upgrade besides what Tiggs is using it for.....


Believe it or not, SOE does listen.....of course you don't always get what you want here or in life either





TA just as a side note, you are doing a fantastic job, thank you so much. Hope to see few good changes to our beloved profession soon.





Remember, I don't make any changes....don't kill the messenger






Rofl, in the old days, they used to scare the messengers to death to test their honesty and loyalty.......but i belive you. no need to test it





ZhouYu
Grand Champion Of Naritus

Sexiest Beast On Naritus
Highlight Of Naritus
(ggg|||||[z]WXggggggggggggggggggggggggggg)
Greatest pre-cu duelist, greatest CU duelist, greatest NGE duelist..
You can hate me all you want, talk behind my back, spread rumors, trash me...but I'm going to be so damn good at what I do that you will have no choice but to respect me.

OryakaDrake
Mon Oct 04, 2004 9:58 am
#440


Thank you TA you are doing an amazing job, i love to see what you are doing. P.S. Naritus server REPRESENT


BTW this is my 1000th post, HELL ya guys and galls. Party. Im happy i could share it with you people of the carbine life style.






Oryaka Drake
Naritus

Master Carbineer/ Master Dabbler

"In the darkness of reality you will find me"

Founding Member: Birds of Prey -Prey-

Message Edited by OryakaDrake on 10-04-2004 12:01 PM



Oryaka Drake
Naritus
Master Dabbler
"Inside the Darkness of Reality you WILL Find Redemption"
Remnants of the Jedi
Jedi Desciple
Kavedawg
Mon Oct 04, 2004 1:22 pm
#441


I think it was Q-3PO that said something along the lines of no singleHAM Poolwill be the 'limiting factor' in PvP or PvE combat. Since Mind is the only part of the HAM that is unhealable at this time (except for the CM ability which carries a heavy cost for its use) Mind has become the limiting factor for surviving PvP and to a lessor degree PvEcombat in SWG. Because of this, CM's, Riflemen, and DoT weapons that can directly target the mind have come under heavy critisism. It is my view that the damage caused by a CM poison is nottoo much for PvP (except for the rare spider venom poisons) , but the inability to heal the damage caused to the targeted pool would make CM poisons seem overpowered. Correcting the unbalancing effect that Mind damage has on the game would be the primary issue I would like see addressed. I only have a suspision that this is already taken care of in the combat rebalance, no official word has been given.


My second issue only slightly less important and would be the overall abilities given to a Master Combat Medic. Doctors can do so much, and CM's so little in a combat situation yet CM's have a higher skill point cost for the profession. Many in the SWG community view the CM as strictlya battlefield healer and the poison/disease abilities given to us as a "mistake" by the Devs. However, since launch, Doctors have become the primary battlefield healers with thier abilities to heal damage, cure states, put out fire, and revive players fallen in combat. CM's need more to do and a more benificial role for the group that would incude a CM. Our greatesthealing role ability, Area Stims, is gated by Overpowered doctor buffs, Armor with high resists, and almost everyone taking novice medic to use overpowered, doctor crafted,low level stims on themselves. Taking the status cures away from doctors would be unfair in my view since they have had them since launch and have grown use to the role of a battlefield medic. Combat Medics should focus more on ranged combat and defensive measureswith limited group healing. Diseases need to be changed so they can effect someone that is wearing armor. Also the ability to apply status effects through chemical means would be a welcome sight to any CM.



P.S. I shouldn't be able to post, I think there may be a bug with the auto login (saved password)


Message Edited by Kavedawg on 10-04-2004 03:30 PM



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Bliznit
Mon Oct 04, 2004 3:24 pm
#442

Wow,


here is a 3 page thread with some great input...I hope that Tiggs has read it.


It would be really nice to get some kind of notice that he(she?) is still reading this pinned thread.


P.S. How about Space Beer? I just got a JTL invite and would love to see some of that....there might already be some, I'm just downloading the patch so don't know yet


Cheers,



Bliznit' Trw'Brew: Elder Chef and Officer on Chilastra

Ice Cold Beer and Great Foods available at:
Naboo at -3900 6100 in the City of Basinia
Dantooine, 400M north of Mining Outpost at -639 2907
Come on by for a Beer or two
.





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