Combat Medic Archive

Thread: Current list of CM bugs and issues (08/20/03)

MycroftTHan
Wed Aug 20, 2003 3:49 pm
#1

first of all, CM is a hybrid class and unique in that.


we are not only Medics


we are not only Combatants


we are not only Crafter


we are all 3 of those. hence we probably get affected by design and issues of all 3 types of professions.


1.) list of CM specific bugs



  • advanced resilence compound schematic does not load into the crafting tool

  • Ranged Stimpack E lists 13 CRDM's as requirement

  • Area Disease C packs require 800+ combat medicine use

  • despite the schematic pass,Adv. Dispersal Mechanism and Dispersal Mechanismstill require Conductivity despite beeing made purely out of Chemicals

  • applying a Poison/Disease might generate a TEF now, but it still does not initiate combat when used while beeing out of LoS (intended?)

  • applying a poison does only yield the exp for applying, not for damage dealt

  • killing a mob purely with the use of poisons does not yield any further exp

  • applying disease does not yield any exp at all (not that there is any reason to applya disease to something that would give exp)

2.) list of CM specific issues



  • all CM used subcomponents are granted in the Medic line and use Medicine Assembly and Experimentation for creation. Master Medic skill on that is 50. this results in sub-par subcomponents unless you take the Doc crafting line to Master

  • to LoS or not to LoS... we need a definite dev-answer if this works as intended or not.

  • no practical use for diseases in PvE

  • with the use of diseases and the encumbarance of armor reducing stats below the 150 wound cap it is theoreticaly possible to lower someone's regen stats to 0 resulting (again theoreticaly) in an infinite incappacitation whendamaged in the appropriate pool

  • neither heals nor applying of DoT's shows up in the combat queue despite the fact that they obviously take a combat action. we need to be able to see both in the queue. beeing able to queue them up is something that would improve us as well but pretty much impossible without counting them fully asweapon and disabling other combat specials/default attacks for that period.

3.) list of Medic issues effecting CM



  • Artisian as a unspoken pre-req to gather the resources required for advanced components

  • many more, gathered by Traiguson the Medic board (yeah, i'm lazy at 0:30 am)

4.) list of general issues effecting CM



  • rarenes of some resources: CM craft consumables and the availability of resources directly impacts in our strength in combat. f.i. i have yet to see Class 4 Liquid Fuel, Class 1 Radioactive on Gorath. that is 1 subcomponent less for each: healingand damage potential

  • factories: stop after producing 100 items and stop working from thereon,patch notes from 08/20/03 indicate that 100 is the supposed limit whichwould bea pain for every profession that crafts consumables. at least my factory stops as well, if subcomponents taken from 1 crate run out, it ignores the other identical crate present in the hopper, even if restarted (all multiple crates made in continuous factory runs)

  • current Crafting setup (the grinding road) .... requiring Mastery of the profession to produce the best items makes poison and disease A and B packs pointless. With schematic revocation these could have been balanced to be viable at the level you get them. Currently they are not viableand it will be impossible to balance them unless you take the Assembly and Experimentation Skill System and put it next toschematic revocation in the "well, was a good idea, wasn't it" trashcan. You can not make A/B packs more potent at the level we get them because they would be out of line when at Master compared to C packs but they would definatly require a boost. The way it is, dabbling in any crafting profession (minus Architect/Tailor/DE in their current form and minus BE if you realy want to be sadistic) i wasting skillpoints while dabbling in any combat profession makes you a better or more versatile combatant. And in that regard, since we are required to craft our own weapons, we are crafter. And no, you can't buy them on the bazaar. Most Master CM are saturated in terms of crafting just to fill their own needs. You can feel lucky, if you find one of the resources for the advanced components for sale, forget about finished products.

  • DBing someone yields a TEF that lasts over the cloning process. While having a "revenge TEF" might be a good idea at first, it looses it's attractivity for the long-scale battles that usualy take place right next to clone centres. A single person can terrorise a site with just using his revenge TEF to get TEF'ed again, thus beeing open to attack only to few people (and grouping is not always viable)but beeing a covert agressor which in itself is contradicting to the covert / overt system

  • mind damage: rifleman suffer severe drawbacks for beeing able to attack the only pool that can not be healed. BH and CM seem a bit unbalanced in that regard.

  • mind damage: every second NPC out there seems to be either a Rifleman or a Pikeman or both. Not to mention that every gun using NPC has a Sword / Lance / whatever ready once you get too close instead of trying to get back into optimum range for his ranged weapon. I mean, no problem, if that group of Cadets/Thugsoutnumber me 4:1 they can play macho and show me their elite Novice Brawler skills and punch me to death with feathers or something, but again, every other Cadet out there is a Pikeman as well (?!)

feel free to add things or coment, Trolls get a special cookie (without chocolat)



P.S.: the No.1 issue of course is: where the heck is our Dev-response for week (month?) one!?

Elenora
Wed Aug 20, 2003 4:03 pm
#2

Great job...good list i would add one more thing...


Effectiveness of Level A and B damage over time packs...


think this has to do with the scaling of the way experimentation points is given in the CM line. Since CM crafting grants 2 points per box, As and Bs aremuch weaker than Cs....


Since A = 2 experimentation points B= 6 experimentation points and Cs =10 experimentation points. Thus As with weaker base stats have the least experimentation point tos work on while C which has the best base stats plus more experimentation...So huge gaps in the power of the different levels of the A-C dot lines


There must be some way to make As and Bs more viable is needed....





--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
MichaelF77
Wed Aug 20, 2003 4:22 pm
#3

Major:

- Timers are messed up.
For example spamming (repeatedly hitting) heal button results in:
* You must wait another 3 seconds to do this.
* You must wait another 2 seconds to do this.
* You must wait another 1 second to do this.
* You must wait to do this.
* You must wait to do this.
* You must wait to do this.
...
I would expect it to apply after "You must wait another 1 second to do this." message.

- Throwing poison at pet does not mark you with TEF (warning - last tested August 19th, might be fixed)

- It's possible to poison out of the private house while being completly immune to attacks, all other attacks are not working from inside the house, neither should poison.




Minor:

- Poison expermentation "Ease of Use" is mislabeled, should be "Potency"

- Poisoned pet stops attacking after master is not around, yet poison still works on it - guaranteed pet death unless the owner is doc who recalls the pet and heals it.



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
Elenora
Wed Aug 20, 2003 4:26 pm
#4






MichaelF77 wrote:
Major:
- Poison expermentation "Ease of Use" is mislabeled, should be "Potency"




Hmm i dont know if this is a error...


remember poisons also have CM med use...and ease of use does lower that...how about just linking potency to effectiveness and forgeting about the ease of use effecting anything but the med use?


it can be confusing tho....




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Ark_Angel
Wed Aug 20, 2003 4:31 pm
#5

One issue that needs to be added, and I am not sure what end this goes on.


Area of Effect stims do not work on factioned pets. They must recieve an indevidual heal in order to actually be healed. The AE does not go off if tossed at them, and if you toss one at a PC the AE does not encompass the pets.


This is only happening on factioned pets, as creatures are recieving my healing lovin' from an AoE heal.


As I said before, not sure if this is a CM coding issue or a Factioned pet coding issue, but this is broken regardless.




Arista
Legacy of Outer Darkness (Lgc)
Master Combat Medic/Carbineer
Starsider (the problem child)
MichaelF77
Wed Aug 20, 2003 4:33 pm
#6

> how about just linking potency to effectiveness and forgeting about the ease of use effecting anything but the med use?

And why would master CM (the only person who can craft those) care what Medical Usage for the pack be ?
Unless you are making really crappy ones for people without expert support, but they will be so crappy you are better off making them good Bs.

Just label it correctly so people don't have to come to forums to find what stat raises potency.

Tivia question while we at it - which one changes area range and which one changes duration ?



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
Druc_Beinad
Wed Aug 20, 2003 4:52 pm
#7






MycroftTHan wrote:

applying a poison does only yield the exp for applying, not for damage dealt






I don't think this is a bug. No one should xp for dots. Too many people would bleed/poison things and run and expect to get some sort of xp. I'm guessing you want combat xp because the only other option is medical and we really don't need more ways to get medical xp.



- Druc

...has mastered Medic, Doctor, Combat Medic, Musician,
Dancer, Entertainer, Creature Handler, Pikeman, Scout, Artisian, Brawler, Marksman
Shoi
Wed Aug 20, 2003 4:54 pm
#8

Don't forget fixing the flora harvestors so medium and heavy ones can be built!



-Seus

MycroftTHan
Wed Aug 20, 2003 10:54 pm
#9

it waslate... replace pikeman with swordsman in that post please...


an X-Wing for an Edit Button...



Elly:


"current Crafting setup (the grinding road) .... requiring Mastery of the profession to produce the best items makes poison and disease A and B packs pointless. With schematic revocation these could have been balanced to be viable at the level you get them. Currently they are not viableand it will be impossible to balance them unless you take the Assembly and Experimentation Skill System and put it next toschematic revocation in the "well, was a good idea, wasn't it" trashcan. You can not make A/B packs more potent at the level we get them because they would be out of line when at Master compared to C packs but they would definatly require a boost. The way it is, dabbling in any crafting profession.... "

PeanutButterCoffee
Wed Aug 20, 2003 11:05 pm
#10

Experimental charges affects charges and range.


Experimental ease of use affects ease of use and potency.


Experimental effectiveness affects poison amount (what's that called ingame again? lol), and area, in the case of area stims.


Yeah, it does kind of suck having three different stats to experiment on, and not enough points to max them all. But making balanced stims is part of the challenge of the class.




Evai
Novice Pikeman
Master Doctor
ORA
+Never Knows Best+
Hydrotricithline
Wed Aug 20, 2003 11:34 pm
#11






Elenora wrote:

Great job...good list i would add one more thing...


Effectiveness of Level A and B damage over time packs...


think this has to do with the scaling of the way experimentation points is given in the CM line. Since CM crafting grants 2 points per box, As and Bs aremuch weaker than Cs....


Since A = 2 experimentation points B= 6 experimentation points and Cs =10 experimentation points. Thus As with weaker base stats have the least experimentation point tos work on while C which has the best base stats plus more experimentation...So huge gaps in the power of the different levels of the A-C dot lines


There must be some way to make As and Bs more viable is needed....







1/2 the idea of combat medic is it doesn't allow much dabbling.. A and B's are fine as they are.. Get master Combat medic and it works out well.. in the meanwhile .. ranged heals will tie you thru and CM .. crafting grinding aside.. is a breeze to level up



My thoughts;

Not yours.


-Tumblak Illumanaki-
"Spreading lies and misinformation since 04/15/2003..."
Hydrotricithline
Wed Aug 20, 2003 11:36 pm
#12






PeanutButterCoffee wrote:

Experimental charges affects charges and range.


Experimental ease of use affects ease of use and potency.


Experimental effectiveness affects poison amount (what's that called ingame again? lol), and area, in the case of area stims.


Yeah, it does kind of suck having three different stats to experiment on, and not enough points to max them all. But making balanced stims is part of the challenge of the class.






Personally I would like to see if dev clarification could be had on the experimental fields.. ie is potency intented to be linked to experimental use? ..


Lastly .. I would like to see Combat medic.. (perhaps novice medic?) get some low level 'survey' ability.. without the ability to sample.. as this would make gathering resources alot more viable for consumeables.






My thoughts;

Not yours.


-Tumblak Illumanaki-
"Spreading lies and misinformation since 04/15/2003..."
MycroftTHan
Thu Aug 21, 2003 1:37 am
#13

Potency tied to ease of use is very logical, since you improve the use of the item i.e. what skill level you need and how easy it is to get it to stick.


in other words: making it easier to use makes it easier to get it to stick ,)

Page 1 of 3
Previous Next