Combat Medic Archive
Thread: Dev response to the top 5
The issues ( in white ) and dev replies ( in green ) have been paraphrased
1) CM component experimentation should not be baed on conductivity / potential energy when theresources used do not have these properties.
Components will now use Overall Quality and Decay Resistance.
2) Targets killed with a poison only attack give no xp, faction, and make the corpse unlootable.
A new calculation will be used to figure a contribution factor of the CM when a successful /applypoison lands on a target.
3) CM's don't get to carry over experimentation points into the CM crafting line and can not use CM experimentation on components used only for poisons and diseases.
Combat medic components will be moved to the CM tree.
4) Resources needed for the CM advanced components are too rare and costly to obtain.
Advanced components should be hard to get and not everyone should be willing to search for the resources needed to craft the advanced components. No changes will be made at this time to a resource type and quantity required for the components.
5) Combat medics would like some other type of support ability added to the profession.
Combat medics have decent offensive ability but could use a little more help on the "nice" side. Ideally it should be some type of quick benefit that only lasts a minute or two durning combat. CM's will be getting an additional ability or two in the future along this mentality
Additional changes being made
Combat Medicine Effectiveness bumped from 90 to 100
Decay Resistance on reactive gases adjusted to a more reasonable range
Combat medic components will be moved to the CM tree.
WOOT, this is great.
Kavedawg wrote:
The issues ( in white ) and dev replies ( in green ) have been paraphrased
3) CM's don't get to carry over experimentation points into the CM crafting line and can not use CM experimentation on components used only for poisons and diseases.
Combat medic components will be moved to the CM tree.
5) Combat medics would like some other type of support ability added to the profession.
Combat medics have decent offensive ability but could use a little more help on the "nice" side. Ideally it should be some type of quick benefit that only lasts a minute or two durning combat. CM's will be getting an additional ability or two in the future along this mentality
Number 3 is great news!!
Number 5 Blows me away! I can't wait to see what they have in store!
Kave,
Congrats on a great job and a victory for the class! This is great news indeed, and the bump in DR for reactive gas is a great bonus.
Jacore MD/MCM, Tempest
Does this mean we will have 10 pts of experimentationfor the bio's, liquids and chems?
They are used in our ranged and area heals...
I hope they don't mean justthe componets we use for our disease and poison.
No Thoth, it will not. That will remain at 5.
But it will also mean that docs can't grind advanced CMs to power level crafting either. They have to theirs which is a slower route as they require less ingredients.
Jacore MD/MCM, Tempest
No ETA sorry
the ARC is fixed internally as well as the AoE disease, still waiting for that to hit TC
the stim components will still fall under the doctor and medical crafting.
I'm not going to get into what's missing from this, as I recognize that not everything is going to be fixed with the flip of a switch, and at least some things are getting done. What I'd like to get from this post is a confirmation about something. With what we've seen happen recently with Harvesters stats changing after the last patch, is this something we can expect to happen to us?
Just to clear up what I'm asking, let's say I have hundreds, and hundreds of thousands of resources I harvested with over 900 OQ and over 900 PE (which is in fact the case), if I create my components now based on the PE stat, will my finished components all of a sudden change themselves based on the new coding uing DR instead of PE? I know this may sound like a crazy question, but we've already seen it happen here before. I just need to know if I should use up this 700k of resources and get some great product out of it, or if I need to start harvesting all over again and sell off my current stock.