Combat Medic Archive

Thread: What would you like next

Kavedawg
Wed Oct 01, 2003 1:12 am
#1






Swooper wrote:
Does this mean we get 12 experimentation points to craft medic components such as Adv. Liquid, Chem Dispersal and Bio Effect controllers? Or only 12 experimentation for CM components only.





depending on the suggestion, we may be limited on experimentation for the components used for our stims. I really don't want this to happen but we will need to come up with a better way. Personally I would rather go for the General Medical Crafting and have extra experimental points for those that have a master doc / CM, it would be a better bonus for giving up on weapon skills.




________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Kavedawg
Wed Oct 01, 2003 2:38 am
#2





Here's Zarlors original top 5post for reference





Zarlor wrote:


1. Combat Medic Crafting/Schematics:


· 13 Chemical Release Duration Mechanisms are listed as required for Ranged Stim Es. Please fix this apparent typo.(fixed)


· CM Med Use on AOE diseases list somewhere in the 700-900 range. Please fix this down to the proper level. (Looks like a misplaced decimal or extra zero in a formula to me, since it seems that 1/10th the CM Med Use would be about right.) (fix on its way but not on TC yet)


· Advanced Resilience Compound does not load. Please fix. (Fix on its way but not in TC yet)


· There are some concerns that resource differences between servers cause some servers to have very powerful DOT's while other servers get very weak DOT's. Guidance on the issue is requested. The concern here is that while some servers may have CMs in line with the damage being produced by combat classes (using less skill points to get there skills, it should be added) other servers are hampering CMs from being balanced simply because the resource selection available will not allow them to be competitive and/or useful. There is simply no way for CMs to gauge each other’s ability or how well balanced they may be since all of their skills rely on the resources used to make their items.


· CM’s don’t get to carry over experimentation points into the CM crafting line, and cannot use CM experimentation points on medic sub-components, sub-components only used for CM products. Suggestions are to either allow CM Crafting to give experiment points to the current subcomponents (if possible) or to med crafting (if not), or to give CMs their own unique components created using CM Med Crafting.


· Change CM components to not use conductivity, etc when ingredients required do not have those stats.


· Way too many resources needed to function as a CM and/or way too many stat requirements are needed. A schematic pass is requested to help simplify things a bit on this front.


· CMs also request some form of Sample/Survey skill built into the medic tree


· Usefulness (or lack thereof) of "A" and "B" level CM Meds should be investigated.


· Weapon Medications like poison, that cause states like stun, dizzy, blind, etc., are requested for consideration.


· Clearer statements of what experimentation item does what, since Ease of Use, for example, also affects Potency on Poisons, or separation of those items for experimentation on their own (conceivably with a boost to how much each experimentation point does to make up for the fact that it no longer improves two stats.)



2. Combat Medic Support line


· A request is made for improving the skills set of the CM by possibly providing such things as defense bonuses, weapons speed and accuracy bonuses, accuracy while moving bonuses, special moves of a defensive nature, more Terrain Negotiation (in boost to TN inTC now) or even the addition of state attacks and/or schematics (such as a Stun or Blind grenade, or saleable chemical ammo usable by other professions).


· A better spread of skills throughout the tree, and not at just Master, is also requested, in order to provide a set of useful skills outside of only those available at Master CM.


· Look at adding more abilities for the CM to be geared towards PvE.



3. Lack of Communication from the Devs


· Combat Medics expect the same contact and treatment of their issues as other classes. We are currently without a correspondent and many feel left out in the dark. Please endeavor to increase communication with us so that we don’t feel left out. Increasing communication with us will keep more people interested in the game and subscriptions up. As it stands the initial correspondent issues were never addressed and no Dev response was given to those issues at all (Communication isbetternow)


· Patch notes must be kept updated better. If something is changed regarding CMs it is important to inform us through patch notes. Altering the game mechanics without informing the players leaves them feeling violated, ignored, and worthless. Proper use of the patch note server will keep more people happy, playing, and paying.



4. DoT Problems


· Longer range on DoTs is requested.


· Resist rates across different servers needs to be examined.


· Examination of the AoE animations are also requested in order to better show the actual area affected by them if possible. Judging the area affected can sometime be difficult to eyeball and this would help.


· The usefulness of disease needs to be examined. Right now many people consider them useful for nothing but griefing. Perhaps alternate effects, such as preventing a player from being stimmed and/or healed while affected.


· Improvement of Doctor cures needs to be considered to bring them into line with CM poison/diseases.


· (Fixed?) Diseases also need to be examined for the timer errors that allow a disease to continue even after a player has cloned. This bug makes the diseases look like a griefing tool and cause a great deal of concern among non-CMs. Bad press that CMs don’t want.


· CM’s don’t get anything in the way of Faction Points if the poison/disease is the killing factor. Same for loot or harvesting of any MOB killed by poison/disease. The system doesn't seem to recognize you as killing it unless you hit it once with a weapon.



5. PvE viability


· Poisons, the main weapon of a CM, are underpowered in PvE compared to other elite combat classes.


· No xp for the damage done by poisons, other than initial med xp.



Since I have already submitted my own Pet Peeve issue as the Doctor Correspondent (and interstingly enough that issue is #3 on the list above) I told the CMs that I would submit a Top 6 for them instead. So my Pet Peeve issue acting the stead of the absent CM correspondent, by preference vote, is



6. Combat Queue


· Would be nice if meds would visibly drop into the combat queue with the rest of our attacks, instead of using invisibly doing so mysterious timing system that is currently in place.


· Timers on heals and DoTs needs to be more accurate. Wait 4 seconds followed by 6 seconds of “you must wait” messages is not considered acceptable. Should the Diagnostics skill of the CM affect the actual delay (it seems to by the message) or does the message need to be changed so that Diag is not used when considering the time delay.








________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Mraughh
Wed Oct 01, 2003 3:40 am
#3

Good points Kave, I like them. Well i dont really care for increasing the effectiveness of cure poison/disease too much. but, oh well the masses are screaming for it. I havent run into a poison/disease that i cant cure with 1 shot. Ran into a single use that took 2 applications, but i didnt have the best resources in the cures. after one application of a C pack cure, it reduced the poison from 516 a tick to 17 a tick heh. My only concern is that now A and B pack cures will completely cure a good C poison. I fear that is going to happen.


Issues I would like to see adressed would be effectiveness of disease for pve - its not viable at all currently, Hitting secondary stats on npcs has no effect on their ability to fight, unlike players. Also the ticks on disease aretoo long apart (30secs per tick) I'd like to see them either used as a 1 shot amount rather than a DoT, or increase the tick speed to be in line with poisons and reduce duration on them.


Poisons - increase the tick speed and reduce the duration to prevent carryovers on incapped people. This should be tied in with ranged healing speed line. reduce the tick by 1 second per box. Max tick amount would be 5, 1 per box(including master) then the poison burns out. Yep it'll still incapp but if the player isnt Dbed, he wont have it on him when he gets back up.






If some "L33T D00D" got incapped from a cook slapping him in the face with a mackerel, he would come to the boards and scream "Nerf the Fish!" - DangFiero




]V[ Dark Jedi Guardian
Gallion
Wed Oct 01, 2003 3:41 am
#4

That zarlor sure was wordy

If the medic crafting types are combined, then stim Bs are going to get a whole lot uberer err..


I thought the advanced components going into the doctor line was supposed to promote a sort of psuedo cross class dependency. Combat Medics would seek out Doctors to either create schematics for them, or sell crates of components. Lacking that, Combat Medics could make their own although a little weaker.

I already provide a similar resource for Bio-Engineers (well, one BE anyway) for pet stims.

I'd also like to note, that on Gorath at least, I seldom have high enough quality ingredients to use all 10 of my experimentation points on components (particularly advanced componenets).


Galeon Shalupen
Master Doctor, Master Combat Medic, general nuisance
Vodo_Baas
Wed Oct 01, 2003 6:44 am
#5

Since it sounds like we are pushing for poisons to get some serious work with this top five can we also check into the experience given by them.
I don't use them very often I'm mainly a healer in groups and opt out of most combat so I may not be entirely up to date if this has changed.

When using poisons you only get experience (and not much) when the poison is applied. Since poison is the only weapon that grants CM's profession experience can we get experience for all the damage caused by poisons. In other words each tick of the poisons gives us a little, it can match the amounts given for healing so long as we get more than that initial amount cause that doesn't add up to much unless you poison all 3 of the HAM bars which is kinda wasteful and doesn't speed up the kill.

In Zarlors list under DOT's he said that faction points are not given when an enemy is killed by a DOT, this issue also may need to be looked at from a healing point of view. As I said I don't typically participate in combat but I would like to get faction points if my group is doing those type of missions. This ought to apply to Rebel/Imperial faction as well as all other minor factions (lets be fair about it, take the bad with the good).



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
KarlaceEQ
Wed Oct 01, 2003 7:06 am
#6

I would mention or try to add that we are hte only combat class without a unquie wqepon. and maybe some idea of a bio rifle.



Karlace
I am the god of all you know and love
Sexiest Wook on all of Bria
"When he opened the fourth seal, I heard the voice of the fourth living creature say, "Come!" And I saw, and behold, a pale horse, and its rider's name was Death, and hades followed him."
SpinalInjury
Wed Oct 01, 2003 7:13 am
#7

I would argue that our poison is our unique weapon, and instead of giving us more skills, they should improve on the ones we already have.



Kijan Darkblade
The Regulators -TR
Master Combat Medic
www.bloodfinpvp.com

The Regulators build empires...
Fight builds clubs
Vodo_Baas
Wed Oct 01, 2003 7:19 am
#8

Be nice if the Support, Range, and Speed lines were condensed into only 2 columns and the 4th column was devoted to some form of combat. Be it adding general ranged weapon bonuses or melee/ranged defenses.

Our own weapon, would definately bring us back into a combat role. It would be nice if the bio-rifle (if that is what we get) use either the poisons or diseases we craft as amunition. I normally only get about 30M range for them, by the time I get that close coupled with the time I am frozen during the animation is usually enough for a good opponent to incap you. May not be the best since there is no direct damage from poison; and after the first shot you'd have to put it away and get out another gun since poisons don't stack (to my knowledge).



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
bapess
Wed Oct 01, 2003 7:25 am
#9

Kavedawg you list looks good to me.




Trassk
Master Combat Medic / Master Pistoleer
Bela Vistal Contingency www.belavistal.com
Visit Fide Mea on Corellia

KarlaceEQ
Wed Oct 01, 2003 7:37 am
#10

poision is a unquie weapon but isnt it a dot?many other classes receive dots? Another idea you migth want ot try and add is some form of survey, i dunno around 50 or less m and it casn onyl detect cm resources, with damage to all 3 hams, so it will not be considered to overpowered.


However if poision and disease is our unquie weapon ill live with it just adjust the dps to be line with other combat classes.




Karlace
I am the god of all you know and love
Sexiest Wook on all of Bria
"When he opened the fourth seal, I heard the voice of the fourth living creature say, "Come!" And I saw, and behold, a pale horse, and its rider's name was Death, and hades followed him."
Khragon
Wed Oct 01, 2003 7:39 am
#11






Kavedawg wrote:

Per Zarlor's post theese issues are being worked on and not on the TC yet, although I am uncertain of the changes in First Aid, Quick Heal, and Cure Poison


_______________________________________________________________________________________


+Fixed a problem with area diseases where the skillModRequired and the duration attribute ranges were switched.


Good


+Increased the experience given for crafting advanced biological effect controllers so that it falls in line with other medicine craftables.


Good


+Increased the power of quickHeal and reduced its mind cost.


Good


+Increased the power of firstAid. It now reduces bleeding at a rate of 3 times the medic's injury treatment.


Good


+Increased the power of cure poison and cure disease dots to make them more competitive with the strength of high level dots.


HUH? I know doctors who can easily cure my Best poisons in 1 cure. This isnt an issue if the doctors use quality crafted cures with nice resources same as I use to make quality crafted poisons. These are in line.


+Fixed some problems with advanced resilence compounds. They should now be craftable.


Good


_______________________________________________________________________________________


Current Fixes on TC



  • Required CRDM's for the ranged stim E changed from 13 to 3

  • Terrain Negotiation increased +10 for each level in the Combat Medic Support Line

  • Burst Run efficiency increased +10 at Master Combat Medic


this is the currenttop five Iwill submit depending on Feedback from you



  • Change the experimental effectiveness of CM componentsso they are notbased on Conductivity / potential energy when the resources used do not have these properties

Agree




  • Targets killed with a poison only attack give no xp or faction and can not be looted. Damage caused by poisons should be considered for proper dispersal of xp andfaction when solo or grouped in a PVE or PVP battle

Very much agree



  • CM's dont get to carry over experimentation points into the CM crafting line and can not use CM experimentation on themedical sub components used for CM only products. Some suggestions have been to drop Combat Medicine Crafting and use a General Medical Crafting for Doctor, CM, and Medic (although this would give an extra experimentation points for those who have a master CM/Doctor) and Give the CM only component schematics to the novice CM.

Agree



  • Depending on the server, some Combat Medics express a difficulty in finding the resources required for the advanced components. The main area of concern is with the Class 1 Radioactives and the Class 2 Liquid petrochem fuel.Two suggestions have beenthat the Class requirement be dropped and changethe resources requiredto a planet specific resource (although most CM's probablywould not like any more travel expenses).

Dolovite Iron on many servers, mine included has spawned once, in over 3 months. The average price for it now is 30C per unit. The resource requirements really need to be reviewed. To make advanced components IMO there should be 2 allowable resources. One can be an average resource, the other the existing rare. The rare would make a better advanced whereas the average would make a less powerful one, but you can still use either to make the advanced.



  • Uselessness of the "A" and "B" levels of CM poisons and diseases should be investigated.

Disagree - Id prefer to see resist rates investigated across the line. I have been a Master CM for months and am now going Master doctor too. I have been applying poisons to green con mobs for fast exp, I get around 400+ medical exp per throw. The poisons I used were high in effectiveness 90+ and should easily stick to green cons. Each pack of 25 poisons resisted at least 5-7 throws on green cons...Poison C's. Often twice in a row this occured. Resist rates in PvsE are definitely borked when using poison.





What about all the bugs like disease corpse exploits, and diseasing incapped players? I see this as a MUCH higher priority as this bug is drawing undue attention to CM's in a bad way. Id prefer to see this fixed first before anything else
Harran
Wed Oct 01, 2003 7:41 am
#12

I like what I see, keep up the good work. I myself decided to go doctor to get the extra experimentation points to boost up my Cm components. Still working on skills and I had to drop alot of my pistoleer and all of my artisan no more survey /cry.



Guild Recruiter/ Guild Relations PHX
Harran Corrith/ Haboco Nutri
-Jedi 20 August 2004 2152 Hrs.-
Jacore
Wed Oct 01, 2003 8:01 am
#13

Kave,


Thanks for this list, and I advance warning that I think I'm not gonna be brief.


On your list, I think #1 is annoyance, but I don't know if it's in my top 5. This should be easy for them to fix though.


#2 (no exp) should be solved, but I can understand why they haven't provided exp commensurate with damage. One cheap way for them to fix the loot issue would for poison/disease to do a token 1hp physical damage (be itsingle or aoe). This would also fix the issue with CMs being able to poison a AT-ST without it going aggro on the CM. Agree that it is Top 5.


#3 I guess I'd be pretty strongly in favor of just moving them over to the Novice CM and being dependent upon CM Med Use. Either way I firmly agree that this is a Top 5 issue.


#5 (yes i'm skipping 4 for a moment) I agree needs to be looked at, likley by increasing the base damage of As and Bs. I would not like to see a smoothing of the CM Med Use bonuses, as we're one of the few classes that's rightly configured to prevent dabblers from hijacking the majority of a class's powers.


#4 I hadn't really thought about until this post (we've been largely blessed on Tempest), but the more I think about this the bigger of an issue it is. I think this needs to be redressed on a couple of fronts.


First the quantity of ingredients per advanced sub needs to be brought more in line with docs. While they do have 4 subs and we have 3, if we want to use the ranged stim side of our powers we need 3 of their 4 as well (not SDS). Look at the power amplifiers on both sides: Adv Infection Amp requires 28 of each ingredient, while Adv LS requires only 6. I think a case can be made that 6 is too low for the LS component in advanced heals (given the ingredients are always in the galaxy, just a matter of OQ), but ours should be lowered to around 20 per sub instead of 24-28. I have no problem with them being somewhat larger than the healing side, but right now it's a bit much.


To me, the much larger problem which you touch to is the availability of the subs. We're far from balanced here. Of all of our advanced ingredients, only 1 has constant availability (Yavinian Fiberplast). Here you just have to be willing to choke down the 6.6k round trip ticket to keep checking for quality. Every single other advanced ingredient (class2, titanium alum, eleton, tolium, class 1)you must roam the galaxy waiting for it to pop up, and waiting for it to pop up in quality.


Contrast this to the docs. Of their 8 advanced ingredients, 4 are guaranteed to exist in the galaxy (Lok wheat, Tat Fiber, Dant Berries, Talus Water) at any time. It's merely a camp on quality. 2 of them are guaranteed to exist in multiple planets (Herbivore meat, Domesticated Oats), yielding a much higher chance of finding quality. Only 2 of their ingredients (Class 4 and Dolovite) are chance spawns the require searching for existence and quality. The one tip in the doc camp here is that Herb Meat can't be mined (but you can still get tons from scouts).


These are vastly different scenarios, and the fact that CMs chase the Doc adv sub ingredients to make decent ranged stims, it's even worse.


My longwinded explanation on #4 is that I strongly agree that this is a Top 5, and that changes need to be made to make CM ingredients more available. A change to planet based resources would be workable, but I think a better solution would be to code in a guarantee that Eleton always exists onDantooine, Class 1 always exists on Lok, or something along those lines. Preserve the random spawns on other planets to give an advantage to exploring CMs, but if 75% of doc components are guaranteed to exist in the galaxy, then ours should be somewhat commensurate. This option also prevents players who have accumulated large stockpiles of CM components from getting hosed in a fix to planetary things (like Tat Fiber).


Further, if this measure is taken, some of these planets should overlap with the planets on the Doc list. Given we chase doc stuff too, making our stuff Eleton/Tolium/Titanium Alum constant on Endor/Rori/Naboo only further embattles our class which has revenue issues as it is.


Item last: I would really like to see a PvE pass put into our Top 5. We could easily deal with a 100% increase in PvE on poison potency; these should be viable in PvE and they're not right now.


Jacore, MCM, Tempest

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