Combat Medic Archive

Thread: Combat Medic Issues List: Submitted to the Devs

vortexala
Mon Oct 11, 2004 3:47 pm
#1

The devs recently asked us to submit our issues to them, so I did so.


Normally I would've polled the community and let you all vote on what issues were most important to you and ranked them accordingly before submitting them.


This time, however, I didn't have the opportunity to do so. Due to knowledge of the Combat Balance/Revamp/Update, I was able to remove certain 'issues' that would be addressed. But, since I can't speak about the changes, I couldn't very well give you all the needed information to properly vote. So I organized the issues using my own judgement combined with the ranking they received during our last vote.


Also, some of these issues may/should still be addressed in the CB/R/U so they weren't given top priority.


At any rate, here is the full list as I submitted it to the Devs.


Top 5

1) Resource Requirements

2) PvE Damage Output Increase

3) No Incap/+1 Change

4) 4-Second Rooting Animation

5) Poison/Disease Range Progression


Remaining Issues

6) Faction Points

7) Line of Sight/Z-Axis Issues

8) Money

9) Usefulness of Disease

10) Poison/Disease Range

11) Stim Range

12) Healing while mounted

13) DoT Tick Intervals

14) Drag Range

15) Flamethrower/On-Fire Cure







Full Explanations


1) Resource Requirements

Many CMs feel the resource requirements are too rare/specific. Some also feel that the spawn rate is too low as well.


Fix: Increase the spawn rate to something that is, at the least, decent. A spawn rate of once every 2-3 months is not overpowering. Or maintain the current spawn rate but make the stats better all around.


Fix: Change the requirement from Named Resources to Planet Specific, similar in ratio to what Doctors currently have.



2) PvE Damage Output:

Combat Medic Damage in PvE is woefully inadequate. Poisons and Diseases offer little to PvE encounters and are sometimes outdone, damage-wise, by simple use of low level marksman weapons. The only thing that is useful in PvE encounters is Disease, and that is only when facing something of Krayt level difficulty.


Fix: CM Damage increase for PvE situations. Anywhere from 2-3 times current.(note: this would automatically require a damage reduction be placed on CMs in PvP if the increase is an overall one)



3) No Incap/ +1 Change:

The implementation of the +1/No Incap was an attempt to end the 'incap dance', basically allowing poison to triple-incap a person to death or(at the time) being incapped continuously over an extended period of time due to immunity timer on getting up from an incap. Due to changes and fixes, some CMs would like to have this rule removed.


Fix: Allow Poison to Incap on it's own



4) 4-Second Rooting Animation

Combat Medics are rooted for the entirety of the throw animation, regardless of what we're throwing(stim/poison/disease) and if we were already in motion. This puts Combat Medics at a distinct disadvantage compared to other combat professions.


Fix: Remove the rooting.




5) Poison/Disease Range Progression:

Combat Medics are now within the 64m cap of all combat professions. However, the difference in range from Novice to Master on offensive meds is far too low.


Fix: Change the formula to provide a more level progression from Novice to Master.




6) Faction Points:

Combat Medics would like to be able to obtain faction points for using their abilities. Whether it be via healing fellow factioned members during GCW related encounters, or by use of poison/disease during GCW Encounters.


Fix: Implementation of a code similar to 'kill credit' for healing, only substituting a drastically reduced ammount of Faction Points for Combat XP. Implementing some form of 'kill-credit' Faction Point gain for damage dealt on a Factional Target.




7) Line of Sight/Z-Axis Issues:

Combat Medics have the ability to 'bounce' an AoE offensive Med off of a single valid LoS target and then effecting everything within range of that target, regardless of their current location. Combat Medics also have issues with knee-high logs/boulders/rocks/etc blocking their ability to throw ranged/area meds.


Fix: Make it so that things like walls and the ground actually interfere with throwing meds, but items such as Rocks and Logs do not.



8) Money:

Medic is the only starting profession to not have a dedicated mission terminal from which to earn credits utilizing their skills and as this is our Novice Profession Requirement, it hinders our ability to earn credits as well.


Fix: Implement a Medic Mission Terminal.


Our skills are also not taken into account when attempting to obtain a Destroy mission other then novice. A Master Combat Medic and a Novice Combat Medic receive the same Destroy Mission difficulty level, a problem no other Combat Profession has.


Fix: Allow CM skill level to dictate mission difficulty.



9) Usefulness of Disease:

Disease needs it's usefulness examined. In PvE encounters, it has little to no use due to low and slow damage dealt(see #6). In PvP, due to the Stat Cap(a buffed player not receiving more wounds then their unbuffed stat+1) diseases are also of little use.

Fix: Change diseases to Current effect PLUS Prolonged exposure causing different states(dizzy, stun, blind, etc).


Fix: Remove current effect BUT have disease inflict states


Fix: Change diseases to debuffs in that it would act as a 'spice downer' and reduce a stat by a certain ammount(perhaps removing a doctor buff entirely) for a certain period of time




10) Poison/Disease Range:

Combat Medics are having a hard time reaching anywhere near 64m with their offensive meds. Even with high quality resources that range is still out of reach.


Fix: Tweak the range forumla to allow reaching 64m to be more common than it currently is.




11) Stim Range:

Combat Medic ranged and area stims have abysmal ranges. This is due to the fact that the necessary subcomponents lack a ranged category.


Fix: Increase the base crafted range rating on Area/Ranged stims to something akin to our Poison/Disease base crafted ranges(with experimentation used to further that range)




12) Healing While Mounted:

Combat Medics would like the ability to heal while mounted.


Fix: Allow ONLY stims to be used while mounted(ranged, area, and regular)


Fix: Allow self-healing only.



13) DoT Tick Intervals:

Currently Poisons tick every 10 seconds, Disease every 40. This will cause a large amount of damage to be done at one time each tick. This has the effect of perhaps panicking certain players and causing them to feel an immediacy in seeking medical attention quickly or not at all.


Fix: Shorten the intervals between 'ticks' while maintaining the same damage output. This would make seeking medical attention within the first tick not so critical.



14) Drag Range:

Combat Medics feel that the range on /drag should be increased. Currently we are limited to the same range as a Master Medic. Being the 'Range' and 'AoE' specialists, we should have at least an increased range for /drag.


Fix: Increase the range for /drag.




15) Flamethrower/On Fire Cure:

Combat Medics would like to have the ability to cure the On-Fire state.


Fix: Addition of the Fire Blanket to the Combat Medic Profession(either simply copying it over to a skill, or lowering the current Fire Blanket ability from Doctor to Master Medic)


Fix: Addition of a seperate item for Combat Medics to use to cure the on-fire status(preferably with a range and/or AoE effect)









By the way...Feel free to compare this list to the previous one and draw your own conclusions



Message Edited by vortexala on 10-11-2004 03:51 PM



~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...
Kadgarth
Mon Oct 11, 2004 8:39 pm
#2

I like it, though I'd have probably bumped resources to number 3 or 4



Kadgarth
Master Doctor/Master TKA - Wanderhome
Omass Ibe
Master Musician/Master Dancer Buff Bot - Ahazi
Anul Roat
Master Combat Medic(Aspiring)/Master Artisan - Test Center
*Jedi Knight*
Regulation
Tue Oct 12, 2004 2:36 am
#3

add a CPR like move or something...basically being a rez move but while they are dead...bringing them back to life... or just add the rez move to master cm



---= Delorian Kitre sKs (Assassin - Master Combat Medic 12pt) Co-Leader of sKs =---

---= Eses Dibra sKs ( Master Bounty Hunter- Master Carbineer) =---

---= Ken'shao Zwolf sKs (Jedi Sentinel) =---

---= Lanman E-thug sKs (Master Ranger - Master SquadLeader) =---

Regulation
Tue Oct 12, 2004 2:37 am
#4

im liking this list and ideas...great work =-)



---= Delorian Kitre sKs (Assassin - Master Combat Medic 12pt) Co-Leader of sKs =---

---= Eses Dibra sKs ( Master Bounty Hunter- Master Carbineer) =---

---= Ken'shao Zwolf sKs (Jedi Sentinel) =---

---= Lanman E-thug sKs (Master Ranger - Master SquadLeader) =---

Tucari
Tue Oct 12, 2004 2:46 am
#5

I think the list stinks. It still doesn't address the /mindheal for stim use which a lot of ppl would like to see.
Khragon
Tue Oct 12, 2004 4:59 am
#6

You should add in with number 6 PVP rating. CM's do not get credit for any damage done in PvP rating as well, and most CM's I know are under 1000 PvP rating because they get 0 credit for kills unless they kill someone using skills from another profession.
Brainplay
Tue Oct 12, 2004 5:23 am
#7


I agree for the most part only the list but I threw ina different order.





Top 5

1) Resource Requirements

2)Poison/Disease Range Progression

3) PvE Damage Output Increase

4) 4-Second Rooting Animation

5) Poison/Disease Range


Remaining Issues

6) Usefulness of Disease

7) Stim Range

8) Money

9)Faction Points AND kill credit for looting

10)Drag Range

11)Flamethrower/On-Fire Cure

12)Healing while mounted

13)No Incap/+1 Change

14)DoT Tick Intervals

15) Line of Sight/Z-Axis Issues


Three things are missing from this. The /healmind issue, the throwing speed issue (no progression), and the subject of defenses or lack of for a "combat" healing/hurting profession. I'd rather have those addressed before the last for issues on the list.







Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

vortexala
Tue Oct 12, 2004 6:00 am
#8

Folks, I know there are things that are missing from this list that were in our last one. But if you read the start of my post, you'll see why they're missing.



~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...
santachristo
Tue Oct 12, 2004 7:28 am
#9

so basicly all our ideas about the role of the cm in the battlefield will be addressed in the combat revamp?

true, false, or half half?


i would have made dot tick intervals number 1 and ressources number 15, but anyway .... good list



Realize Le-fay. (canceled account)
Founder of the IBL tactical Squadron

for membership, send me a pm)
ps: for everyone that did not get it. IBL = in before locking
PsionicHawk
Tue Oct 12, 2004 1:50 pm
#10



overall I'm happy with this list. Good job Tex . Now if they'll just give us the CRDs

(frustration towards Devs )

Message Edited by PsionicHawk on 10-12-2004 04:50 PM



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

somerandomuser
Tue Oct 12, 2004 4:49 pm
#11


vortexala wrote:
Folks, I know there are things that are missing from this list that were in our last one. But if you read the start of my post, you'll see why they're missing.




referring to this:


vortexala wrote:
The devs recently asked us to submit our issues to them, so I did so.
Normally I would've polled the community and let you all vote on what issues were most important to you and ranked them accordingly before submitting them.
This time, however, I didn't have the opportunity to do so. Due to knowledge of the Combat Balance/Revamp/Update, I was able to remove certain 'issues' that would be addressed. But, since I can't speak about the changes, I couldn't very well give you all the needed information to properly vote. So I organized the issues using my own judgement combined with the ranking they received during our last vote.
Also, some of these issues may/should still be addressed in the CB/R/U so they weren't given top priority.



list of issues removed so you can compare and draw your own conclusions..


1) Issue: Inter-profession Crafting Interdependency - Others dependent upon us:

CMs currently are dependent on Doctor crafted components in order to make the Best Stims. CMs are also dependent upon Artisan and Scout skills to obtain certain resources. Many CMs would like to have other professions dependent upon us for items and/or components.

Fix: Implementation of any/all of the following:

  • Chef poison/disease resistance foods require a crafted component from a CM.
  • Armour resistance layers requiring a CM crafted component.
  • Weapon addition to add a DoT attack requiring a CM crafted component.



3) Issue: Increased Usefulness of Mindheal:

Mindheal, currently, has drawbacks which outweigh it's usefulness. It lacks any true range and the wounds/bf it causes are too high.

Fix: Increase the range of /mindheal and lessen the wounding. (note: this may become a non-issue with the HAM Revamp portion of the Combat Revamp, in which it is thought that mind healing will be as easy as Health and Action healing)




10) Issue: Damage Mitigation/Resists:

Combat Medics do not have any Damage Mitigation or Resistances within the profession except what is granted in the Ranged Support line of Marksman(Ranged Defense +6/Melee Defense+2).

Fix: Grant one or more of the following:

  • Ranged/Melee Mitigation Level 1(or higher)
  • Increased defense mods
  • Resistances to Poison/Diseases within the Combat Medic Skillset.



16) Issue: Experimentation on Stim Components:

Combat Medics would like to be able to fully experiment on their Stim Components as opposed to relying on a Doctor to make the components/schematic for us.(note: this is linked to Issue #1 in that some feel if Doctors are made to rely on us, then there is no need to remove our reliance on them)

Fix: Allow full experimentation for the Stim Components.




speculation would lead me to believe:

Re: Issue #3)
mindheal will have wounds removed/reduced.. or mindhealing will be available by stimpack type item..

Re: Issue #1, #16)
medics will get the full range of experimentation.. and doc's would get their own line of doc experimentation.. so that we aren't stuck using doc parts and we can flood the stim-B market
doc schematics may require more CM crafted components (poison/disease cures to use Resilience compounds?.. or possibly things requiring dispersal mechanisms)

Re: issue #10)
we're getting defensive mods!!! /cheer


ok so that's what i'm speculating.. and i'm prolly wrong or close to wrong on all counts..

anyone want to start a betting pool??




The primary weakness of a troll is supposed to be fire..
So why the hell are they always getting themselves into flame wars??

vortexala
Wed Oct 13, 2004 8:06 am
#12



I can neither confirm nor deny your guesses... but hey, at least you've got the right idea



~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...
Ellenore
Wed Oct 13, 2004 10:55 am
#13

Healing while riding a pet would be very cool I also think we should get longer drag range and maybe the ability to use rez packs/fire blankets, but leaving crafting/buffing to docs.



Ellen
Selling high quality pharma 4 stims and area stims
Bastion, Lok -200 -2575

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