Combat Medic Archive
Thread: Dev Response to CM top 5 issue List
Severalpast top 5 issueshave been fixed in recent publishes for Combat Medics. As a transitional correspondent, I was lucky enough to have the these following issues fixed by the time I had taken the position.
- CM mobility was increased.
- ARC schematics now load.
- CM effectiveness is now 100 instead of 90 at master level.
- Messages now report when a CM is able to heal/DoT again.
- CMs now get full experimentation on DoT med components.
- CM DoT med component resources now use stats that the resources actually have for experimentation.
1. The DoT cap
There is a Public outcry on the Combat Medic board regarding the change to DoT's which would stop a poison from doing any more damage when a PC or NPC reaches 1 point on their HAM. This would stop a PC or NPC from becomming incapacited when they are inflicted with a poison or a bleed. Some of the reasons why this would not be an overall good way to fix the incap dance are
- A combat medic's main weapon is poison. With this change poisons will become a non killer and Combat Medics will no longer have a " Real " weapon to defend themselves from an aggressor
- People inflicted with a poison will no longer require a doctor, the poison can just be waited out
- Combat Medics will become an even bigger target in PvP since the main weapon used by a CM can no longer cause an incap
- In many cases ( PvP or PvE ) a person has been saved from a deathblow because the last tick of damage caused the enemy to become incaped
- The base CM tree has no special attack to target a HAM pool with any other weapon. Therefor a CM would need avery lucky shot to bring down his enemy if the regen rates of a buffed individual are factored in
- This is a major change for ALL DoT's and changes the structure of PvP too much to be applied for just a fix to the incap dance
here is a list of possible changes / alterations to the fix . my thanks goes to Deltanor9 for making a list
- Apply Dizzy or another state when the person is at the +1 cap
- removethe DoTafter the second incap
- The DoT will cause one incap after which the +1 cap is applied
- Damage done by the DoT is reduced after the first incap
- Allow DoT's to DB
- A person remains incapped for the duration of the poison
- any other Ideas
choice # 3 (The DoT will cause one incap after which the +1 cap is applied) has been recieved the most favorably over the current change on TC.
DoTs are being worked on now. However, it is not known at this time if it will be in the January patch (they are tricky to work with as they have very wide effects in combat.
2. AoE stims
There have been problems with AoE stims healing everyone BUT the target when thrown, not healing faction pets that are grouped, healing opposing players pets, and not healing the CM him/her self when in range.
Biggest problem with AoE stims right now is on certain planets ankle high objects such as logs or rocks will block line of sight for ranged meds. Because of this CMs have to sometimes move to stand right next to their targe to have line of site. Kinda defeats the purpose of having ranged meds.
This is an issue that will have to be done next cycle.
3. Survey/medical forage
I will post the same issue and response that was given in the Doctor's forum.
We have reservations about implementing such a change. The Surveying skill is considered integral to the Artisan profession and skill point expenditure is a basic challenge in the game and all professions have to make such choices.
However we acknowledge that the Docs feel some kind of problem exists on a root issue for this matter. As such a continuing discussion will be ongoing to ensure proper determination of that root problem and to hopefully find a mutually beneficial solution to that issue.
4. GCW faction and healing
CMs would like to see faction awarded for healing. CMs would also like to see faction awarded for damage caused by DoTs used by Combet Medics. CMs have the ability to cause 99% of the damage to players of other factions and Faction MOBS but lose out on 100% of faction points gained if they do not provide the deathblow.
This is an issue that will have to be done next cycle.
5. Meds should drop into the Combat Queue
This would aid greatly in large battles where CMs should be in their prime element. As of right now, we only get a message when we are allowed to heal again, and have no way of knowing how many heals/DoT's we have lined up and if we should clear the queue or not.
This same issue is in the Medic's top five list and is currently being investigated by the Dev's. They do not know at this time if there can be any changes made.
Could the answers just been summed up in 2 words?
"Maybe Later"
Apollo
Master CM/Master Carbinier
Kauri
/agree! but better than saying no right? besides they did already fix somethings!
Next Cycle? What the heck is next cycle? Next solar cycle? Next planetary climate cycle? Next menstrual cycle? I guess the six months it took to fix the ARC schematic loading really wore them out, and now they need to take a break.
Sorry CM's, but Santa has to fix all the other damaged and broken toys first.
Seriously, with the number of subscribers this game has, they should be able to afforda dedicated Dev to work on each profession. We wouldn't even need this correspondent program. I bet TH feels like a Hiring Manager at McDonald's, what with always having to interview replacement correspondents.
So long, Pahd, were barely knew ya.
'Next Cycle' refers to the next Monthly Publish(big patch).
As for the issues, at least there was a response. *shrugs*
I'd love to see meds in the Combat Queue although I'd like someway to turn off auto-retaliate as that tends to be the only time I see the Combat Queue in group Combat as long as I'm doing things right.