Combat Medic Archive

Thread: Spider Venom and the Real Combat Medics

CMMaster
Sun Mar 14, 2004 2:08 am
#1






Ladago wrote:
only thing I can think of , is they are jacking the amount of dmg our stuff does, because they are going to put itthru the same 75% reduction in pvpas weapons, I dont want to think they just threw it in without thinking of what could happen.... Please devs tell me you have a plan! lol






The sheer problem of course hitting us up with a 75% reduction literally causing us to get the spider venom, almost entirely changes the combat medic idea from crafting to looting.



Don't Bother______________
Masta' Shake
I really have no more witty statements to say anymore about this damn game

TaeRocko
Sun Mar 14, 2004 5:25 am
#2


vortexala wrote:
The spider venom really, really, really should've been thought out more before being implemented. With it's reduction it has indeed become the equivalent of janta blood for CMs.
But the fact it was implemented at all, in it's original form, says a lot in and of itself. I'll let everyone decide on their own exactly what that means...





If the venom had a similar effect on poisons/diseases as janta blood has on meds I would agree, however, it doesn't.

I like janta blood, it has its purposes, but standard blood is nothing exciting. Let's look at buff packs...

With Adv BEC's (21c/14p), I can make a 910 power pack with 33 charges
With the base janta (10c/100p)(?), it would translate to roughly 1k power and 21-22 charges

With the new buff system, the difference in max buffs (110 med rating, +25 BE clothing, +25 bivoli), is 250 points (2502 vs 2750). Considering the loss of charges, the reward isn't that great.

The same cannot be said for the venom. I'm not sure what the basic venom is now, around 90 I would guess. Among CM's, their craftable adv IA's are in the 55 range. On disease C packs (around 100 power), venom provides almost a 50% increase in power. That in itself is a problem. But what I think is a bigger problem is that using these basic venoms on disease A packs will exceed the power on adv crafted C packs. Loot should not allow a novice pack to exceed a master level pack.

Aside from removing the venom from the game entirely, I think the only way to lessen the impact of venom is to rework how CM components are crafted. Too much of the power is taken from in IA slot. More should be taken from the resources of the final combine. The only way I see for this to make any sense is to increase the effectiveness of the resources by a factor of 3-4 making diseases/poisons 3-4x as powerful as they are now. And then subject medical DOT's to the 75% pvp reduction like other attacks.

This will make CM viable in PVE, maintain our effectiveness in PVP, and restore integrity to purely crafted CM products.

The Geo cave was a great opportunity to add different aspects to the CM profession. New schematics like single/area state effects, single/area defense reduction, etc. These would add to our support abilities and effectively lessen the outcry on our damage output (we can't be throwing poisons/diseases when we are throwing state effect packs). I think they would also demand a certain amount of skill.

-Tae



----------------------------

Taeimoe - retired BH 2/4/4/4

Master Doctor/Master Blender
Anti-Thug
Sun Mar 14, 2004 11:57 am
#3

as I have said in other threads...I think this is kinda moot....


even with the 90 powered drops...the spiders are only spawning once every 2 hours and a lot of times they don't even drop anything...I have yet to loot from a spider and I have killed 3. Also....since the spider venom nerf, I have never heard of one looted over 147 power......so I honestly think this will be evened out.


The fact is CM is the Flavor of the Month along with Rifleman....when defense stacking is nerfed all the temploiters will find another profession and when the los and 90m dank throwing fixes are in for us...all the bandwagon CMs will leave.





____Jaylando_________________________________________
RESPECJEDI APPRENTICE

Pimpin' In Space, Yo! -- I am Evil....I am.....Sith!
Changed my mind...the NGE Sucks AND SOE threw the VETS Under the bus....CANCELLED!
Protofish
Sun Mar 14, 2004 12:27 pm
#4








TaeRocko wrote:


The same cannot be said for the venom. I'm not sure what the basic venom is now, around 90 I would guess. Among CM's, their craftable adv IA's are in the 55 range. On disease C packs (around 100 power), venom provides almost a 50% increase in power. That in itself is a problem.





Basic spider venom is now at 90. I looted some 200 str venoms the other day too, which I think is one of the best you can now loot. However, 200 str venoms is ridiculous. The basic spider venom is already almost a 100% increase from a CM crafted IA. 200 str venoms is a 300% increase from normal IAs, meaning CMs will still be able to make at least a 300 potency disease.




- The Infamous Tyye/Mitchell Rivers

Sexier in-game than on the forums
(Ignore the Forum name)
CMMaster
Sun Mar 14, 2004 1:07 pm
#5

Most of us who have been CM for a long while and have spent many months gathering the resources needed for our profession have been shown with strange spawn patterns as of late, while nice, its just not normal. Then came along spider venom.....


As we all try to keep our profession in tact, from the people who constantly try to flame with inaccurate numbers, now actually have something to complain about. Spider Venom seems to hurt the hardcore Combat Medics as dabblers and ones that just started out, to be able to craft the best items in the game, without taking the time neccessary to gather the "rares" we had to.


Is SWG really moving away from the crafted item, player based economy it once had? With each new patch, more and more loot is entered into the game, requiring a player to literally camp certian spots in the galaxy to gain the items needed to compete with each other. Is this the devs idea to move to a loot system now, as we have worked so hard to accumulate what we have?


Thoughts, Opinions?



Don't Bother______________
Masta' Shake
I really have no more witty statements to say anymore about this damn game

Ladago
Sun Mar 14, 2004 1:27 pm
#6

I agree, Ive been a CM since I started back in july, I spent many hours, and lots of money trying to put together the best resources, so i could have decent stims, no any guy off the street can use almost crap resources and a venom and get the same results... its sickening
vortexala
Sun Mar 14, 2004 1:30 pm
#7

The spider venom really, really, really should've been thought out more before being implemented. With it's reduction it has indeed become the equivalent of janta blood for CMs.


But the fact it was implemented at all, in it's original form, says a lot in and of itself. I'll let everyone decide on their own exactly what that means...



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Ladago
Sun Mar 14, 2004 1:34 pm
#8

only thing I can think of , is they are jacking the amount of dmg our stuff does, because they are going to put itthru the same 75% reduction in pvpas weapons, I dont want to think they just threw it in without thinking of what could happen.... Please devs tell me you have a plan! lol
ArkanIrami
Sun Mar 14, 2004 1:39 pm
#9

They promised us dynamic environments with no loot camping in the beginning, and we get the borgle bat caves, the force crystal hunter caves, and now the fire spider and acklay. All the devs do now is cut corners and throw red herrings at us....next patch, defense stacking is being capped and they are adding some junk for droid engineer. Yes, it will be junk, interesting the first few days and then like paint kits boring and useless. The cap on defenses is just lazy....somewhere between 125 and 175, the defense calculations go out the window, all the numbers get screwed up and people become basically unhittable. Instead of fixing this, or instituting a law of diminishing returns, the devs chose to just take the easiest and fastest solution and just cap defenses. Is the $15.00 a month not enough to give us some content?


/endrant, im just bitter because it seems like all they do is nerf and make excuses.



Arkan Irami, Retired MSF Co-Leader
CMMaster
Sun Mar 14, 2004 5:28 pm
#10

So most of us can agree though we wish to continue with player crafted items being the superiority, requiring harvesting. Instead of the loot system which almost every other game is like.



Don't Bother______________
Masta' Shake
I really have no more witty statements to say anymore about this damn game

mis4to
Sun Mar 14, 2004 11:04 pm
#11

Frankly I'm angry because I have invested a lot of time into this prof (since oct) so I feel your guys pain and since defense stacking is getting nerfed/rifle speed is getting nerfedand people have already jumped to combat medic in droves (or least with alts :/ which just increases the kamikaze combat medic since they dont care about some alt character) I think more people will just jump on. And what's to stop them? Any problems we had of constantly scrounging and holding out for better resources has been in vain because of this venom because they can just pick some up and make stuff better then what i made with the best resources spawned on scylla back in the day. It really is disgusting and I'm just counting down my days until everyone is a combat medic and I have to go master doctor and drop any defenses I had from pistoleer :/



Misato - I have no melee mitigation!
Car'milla - Generic stacker extroidinare!
We are what we pretend to be, so we must be careful about what we pretend to be. - Kurt Vonnegut Jr.
avatar12m
Mon Mar 15, 2004 2:50 am
#12

how about only letting veteran master combat medics the use of spider venom in the crafting tree.


like you have to have 3 months experience as a master combat medic to be able to craft the better poisons that fall into an elite crafting group.


i have been one for +6 months now, i am one of those "kamikaze" combat medics, i mainly use this tactic to kill off the clone campers and the riflemen etc.


i have made loads of spider venom poison with 700 area affect, but agree that this loot drop does somewhat detract from the hard work,dedication and credits etc that cm crafters have put into making stuff in the past.
Morganite
Mon Mar 15, 2004 3:20 am
#13







vortexala wrote:

The spider venom really, really, really should've been thought out more before being implemented. With it's reduction it has indeed become the equivalent of janta blood for CMs.


But the fact it was implemented at all, in it's original form, says a lot in and of itself. I'll let everyone decide on their own exactly what that means...







One would hope this means they are very soon implimenting more intelligent means of mind healing, and also putting in the area cures for the ability to dampen the effect. It also say's they think our damage is in line with where they want it, and it should get the occasional perk like other professions do via tissues or vibromotor's and such. This also means they think we are a combat class, because these venom's are only meant to be used in our offensive abilities that are inherent in our class, not our defensive/healing ones. This should hopefully stop the questions as to whether or not we are a combat class, and if we should get a reduction in our damage.



Of course, people wont understand this, even though I clearly laid it out above, and still come asking the same questions and havethe same complaints as always. The problem with our class isnt anything other then 1 simple thing, we can concentrate attacks on the mind pool, which is the most difficult to heal damage, and wounds from. Nobody ever comes and complains about that area health or action poison, do they? Of course not, it's the mind poison for 900 a tick, and the mind disease for 500 a tick. That add's up battle fatigue fast, and large amounts of BF make's one post a complaint about AFK entertainers in these fine forums.



When are people going to wise up? Stop calling for nerf's, call for improvements. They nerfed professions, they nerfed creatures, they are nerfing crafting. Actually, they are running out of things to nerf, so I guess soon we have to get improvements, since they will have nerfed everything down to it's simplistic form. We have ourselves to blame, posting threads like these, screaming for nerf's, demanding the nerf's as a paying customer. Everyone get's their wish.




MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
Page 1 of 2
Previous Next