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...