Bio Engineer Archive
Thread: Stealth Nerf?
Well when I group, I pay attention to the healer, I make sure the pets keep him safe. That should be incentive enough. If it's not then the group can just take on creatures without the crowd control of the multiple pets and take more damage.
Any group I am in kills more, gets more xp, and has members die a LOT less due to me and handling the pets. The medics get special attention and any mob that goes afterthe groups medicgets at least one petattacking it as fast as I can get one there.It's worth it for the rest of the group to kep my pets healed, even if it is not worth it for the medic himself any more.
Ive even been considering using one pet as a medic bodyguard telling the pet to follow and guard. That doesn't work very well since most medics fire at whatever we are fighting which triggers the guard mode and the pet then is engaged and not there to protect the medic.
As it is now, with 2 pets out, a simple follow command usually only pulls one pet out of the fight, and an attack command on whatever is trying to kill the medic gets the free pet on it real fast.
This will change with the next patch but changing my setup to call pets individually will actually make it easier to always send a pet to protect the medic. As well, I can easily give whatever good meats etc we harvest to the medic for resources, as any group should do.
I'm not chasing nothing. I heal chars for tips/free (because it's infinitely cheaper to do so)and pets for money. Heal your own pets, I got no problem with that. You see, I'm a MCH (as well as master Scout and masterMedic) and I'd much rather be out _using_ my pets than _healing_ someone else's. For the simple reason it costs me time to healOPP (other player's pets). And time, on Lok, is money.
Astlin wrote:
ArakeenLord wrote:
See me on Lok and I'll heal your pet. But it'll be at an agreed to price, with payment up front.
The incentive to heal your pet is still there. You, now, are responsible for providing it.
Nope. Not going to happen. I will take care of my own pets thank you. You can go chase some other ambulance.
I swear the medics on these boards are some of the most hateful people I have ever seen.
Astlin
This one ticks me off. Sure, docs might have been gaining lots of xp healing, but at least it was done LEGITIMATELY. After all, SOE made the rules change so pets don't heal by themselves any more.
I swear, I think they want to do away with the CH profession entirely. The current game is: log on, run 3 or 4 missions until pet is beat to death, log off. Since BE packs cost MORE than you make on the missions, they aren't cost effective to use.
It's a FUBAR philosophy. Everybody grab a blaster, earn your faction points, get a billion HAM trooper, and start shooting, because apparently that's all we're suppposed to do in this game! Maybe I should give up and be a bounty hunter like everyone else....some diversity that is.
Why was this so bad, yet it's ok for artisans to run macros to sample afk and earn xp? Why is it ok for entertainers to be able to go afk and earn their xp? But no xp for healing an 8k HAM pet who's been gimped to be unable to heal on his own, or heal at a trickling rate in the datapad?
I'm not asking for CHs to be uber. Doctors are few and far between. BE's have issues that aren't the fault of the CH profession. Please address problems with a little more equity.
Here it is from a BE/Ch perspective. I can make a stim B using 2 BEC, 1 LS and 1 CRDM, plus Talusian Fungus and Fiberplast (roughly 42 units IIRC, plus 50 or so resources in the medical components). With an effort to get quality fiberplast plus the effort to get quality materials for the medical components (averaging 5 credits per for the good 900+ traits stuff), then the effort of harvesting Talusian Fungus with a character who has sacraficed almost all combat credits toget to be a Master BE plus have the minimal skills to have a shop with a vendor. I factory make the medical components.It takes roughly40 secondsof clicking to make a 10 point experimented kit, depending on how the server is behaving, and I typically get 20 charges of 610 or so healing, or 12000+ total points of healing to one stat area (or up to 36000 when you consider that works for all three HAM's).
I typically charge 1000-1250 credits for that from my vendor, and up to 1750 if I travel places to put them on bazaars as "convenience" sells. Just going on the average resource usage at 5 credits each you are talking 450 credits worth of materials in each kit, plus all of the other time involved. Ignoring the all to common failures that affect about 1 in 10 crafts or experimentations.
Now, I don't get to do a lot of missions, but I know very well that any newbie city destroymission will net you 1000 credits, and isn't going to knock your pet down 12000 points. If you are fighting things with that are doing more than 12000 to your pets, you ought to be making considerably more money from the mission.
Its only a few CH's that seem to think these things should be sold for 500 credits or less, most people understand the value of what they are paying for very quickly. But I thought I'd put this up here for everyone to clearly see where their money is going. With a master's efficiency and the money to run a factory, I'm content with 1000 credit sales. I can't see how novice BE without a factory does it, because they are making all those components by hand, and don't have the experimentation necessary to double or triple the base score of what comes out. Thats like 2 minutes of clicking for each pet stim A (3 sub components),wth a lot more failures on the way.
A medic uses STIMs / Time = Money
Why in the world would they not allow a pet to give exp. to someone healing it.
I can't even see them taking it away from a CH that wants to be a medic.
You take away regen to force CH to either become medics or use BE stims and now you dont want to give them the Exp. for the TIME and MONEY it cost them to heal thier pets. If they are going the medic route to compensate for your nerf.
What a shame......
Hey DEVS if you want us to all be locked into one class, I.E. EQ / DAOC
Then you should not have built in the ability for us to master multiple things.
If a medic is doing what a medic does, then he should get Exp. for it.
Why not patch so that any CH that uses a pistol no longer get pistol exp.
/end rant
OrmeBluetongue Wrote
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Why not patch so that any CH that uses a pistol no longer get pistol exp.
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SHHHHHHHhhhhhhh...... quiet.... they'll hear you.... LOL
In Darkness, silence is Deafening.
This is one change I can deal with. I picked up novice medic strictly to use Stim Bs and the Tend Wound when there is no other choice. Along the way of getting my CH skills, however, I now have level 4 in First Aid, Diagnostics, and Pharmacology. 90% of the XP for these skills came directly from healing my own pets with VERY good Stim Bs. The other 10% was probably from randomly healing other players in the field or the occasional "Heal the Entertainer for a while in lieu of payment", which if you're low on cash can usually be worked out with the Entertainer. Considering the highest I ever wanted to go in Medic was First Aid 2 for the actual First Aid command, I find myself surrendering Medic skills on a regular basis to move higher in the other trees.
Others healing your pets, or even YOU healing your pets, is NOT a necessatiy. Pets can Regen, rather slowly, but still can. It's whether or not you will pay to avoid the inconvenience of waiting for the pet to regen or not. If you don't want to spen the money, then you have a bit of extra down time or have to switch to another pet. By the way, since pets will now be able to Regen in the Data Pad, the second option I gave will be a very good one. Even non-CHs can use have two Stored Pets with the new patch to the Test Center.
Its fairly easy to compute what you 'should' be healing for. Take your stim's heal number, multiply it times 1+ your firstaidskill/100. This is your 'base' heal number. This number is modified by a random number from .5 to 1.5. In other words, you can go under this base by 50% (your lowest heal) and exceed it by 50% (your max heal).
There is currently a bug with medical modules on droids, where the medical module's wound modifier is applied to injury healing. A level 1 medical module will reduce your heals to 1/3rd normal, as an example.
Based on the information you provided, it sounds like someone's got a Level 1 medical module equipped droid out near you.
I just noticed over the weekend that I can not use bleeding shot or health shot from over approximately 45m. Data may be slightly off, but I was not able to use them long range. Yes, I know pistols are supposed to be short range weapons, and yes, I know the LLC has a range limiter on its specials, but I must have missed the comment in the patch notes. I would have less of a problem if they communicated this to us, but because it just kinda happened, I have a problem with that.
/sarcasm on
Also, I did aunderhand shoton a voritor last night. It was down for half a second. Good thing they fixed it.
/sarcasm off
Try using the new and improved Republic Blaster... The thing has ZERO penalty from 64m, but is horrible mid-range and in... cool sound too... it is pretty comparable with a post-nerf fwg5 too...
As for the KD shots.. I have found they work most of the time, but sometime a nano-second... at least it worked.. heck it could have just missed and done nothing at all... ![]()
-Mala
I spent the weekend killing storm troopers and had no problem with torso shot or bleeds from a dstance of 57m.
What I did notice though is that stun, confusion and blind wear off very quckly now.
So, for me and other Master BH's sprayshot has been nerfed , since it does all three.
PVP wise spray shot had no effect on those that I engaged it with , I think the defenses other classes got must have something to do with that , so our Fireknockdown may be just as useless too.
During a raid in Rori , i got incapt and DB'ed twice by one shots to the head even though I wore a helmet by a rifleman. My KD's never worked , evetually I gave up and just spammed eyeshot and no more imperial rifleman after that.