Combat Medic Archive

Thread: Publish 9.1: Feedback Thread

vortexala
Wed Jul 14, 2004 5:25 am
#1

The publish is supposed to go live today. So please post feedback here regarding our fixes.



~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...
Gebetob
Wed Jul 14, 2004 5:30 am
#2

1st!





Timinator---->PvP'er & Loot Whore Extraordinaire >
Ragnos------>Jedi Sentinal
Gebetob----->12 Point Master Weaponsmith
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JelyDoughnut
Wed Jul 14, 2004 7:27 am
#3

where are the details to this publish posted? i cannot find them. Only noticed a 3 sec delay on tossing poo. If this is called a nerf then CM still gunna own PvP



"The game is going to explode with goodness " - Thunderheart
"Both accounts canceled, 7/15/04" - Jellydoughnut
effendie
Wed Jul 14, 2004 7:46 am
#4

cm poison with range of 40m do not work at 80m anymore.

even my 42m poison only work at 52m and some others work at 49m, some at 56m


i dont know why the devs called this a bug !

i think all stats on poisons/desease are dubble for a cm master.


throw a poison at 80m was the only good thing on a cm. with the throw animation delay of 4 secs, the poisoned player are at a range of about 60m to me and i can run away. now at 40m iam knocked down befor the throw animation is over


cm, another worthless class now in swg



Pahdbacca
Wed Jul 14, 2004 7:59 am
#5

I give up. Tested a 48m poison 5 different times, 5 times each. Sometimes max thrown distance is 63m (3 times) sometimes 65(once), sometimes 61m(once). Throwing delay seems to be 3 seconds, hard to tell. Halva does not work with DoTs. My 39m rated poisins seem to be able to hit 52m.


Will need help later to test healing stims.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
jkray8472
Wed Jul 14, 2004 8:07 am
#6

I hope Stims changed...there's no way to toss an AreaStim 64m...and that's with awesome resources. Ranged Stimpack Es hurt even more, b/c they have to use Aluminum...and I have yet to see an aluminum with both OQ and CD in the 900s (like my nonferrous metal is).


I used to think it was double the range, and I put some effort into getting the range up to 32m....but that's still only like a 53m toss. :/



--------------------------------------------------------------------------------
"Never piss off a healer. They know how you're put together...they can just as easily take you apart."
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Master (in order) - Medic, Doctor, Teras Kasi, Smuggler, Carbinier, Marksman, Artisan, Architect, Combat Medic, Pistoleer, Scout, Squad Leader, Image Designer, Entertainer, Dancer, Brawler, Fencer, Merchant, Pikeman, Swordsman, Creature Handler, Rifleman, Ranger, Bounty Hunter, Commando, Musician. Droid Engineer.
Unlocked 6/5/04
aeuralis
Wed Jul 14, 2004 8:32 am
#7

I fought at Cartellis last night and this is what i found. I am a Master CM/Master DOC.


My 39m poisions worked at about 54m and so did my 39m diseases.


The delay was not unplayable. In fact, I liked it, it gave me a chance to focus on healling. While I had to closer to the battle then I like, the range limitation did make it more exciting. Poisoning a Jedi from 50m is a lot scarier than poisioning him from 80m. I think that generally I was more effective on the battle as a doc, but less powerfull as a CM. Last night, if i poison/diseased someone, they died alot slower then they did on monday. But, I was still a critical part of the battle and was in no useless.





Boson Commando/TKM ----- Aeuralis Combat Medic/Doc
Commando's motto: Devs....you ask us not to Rant, but Flames are all we have...
AldeonAvardulin
Wed Jul 14, 2004 8:44 am
#8

It wasnt a nerf at all.



The old 96m = 60m


The old 84m =56m


Your stats are verying do to lag. Not to mention you still have the 30m area, so it still hits people in the back. Havla still works to cap your speed. GG SOE on really not doing anything.





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Like you Only better
Aldeon/Chadn radiant
Morath360
Wed Jul 14, 2004 8:50 am
#9

This appears to be a vicious cycle. Im still not sure how this is fun for anyone. Ok so now you make it so a CM can be griefed easier, but the cycle is still there. Do they truly become suiciders? I mean if they are easier to kill, it is not as much fun to play CM, however the poisons are still overly powerful. Maybe people will get tired of it and there will be less CM's. That would be a good thing. I guess its a start..


I still don't understand why it is so difficult to see that CM's need to last longer in battle by being able to obtain defenses and at the same time have the poisons and diseases adjusted. It just seems like it would be funner for everyone.



----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
SmokemonSC
Wed Jul 14, 2004 9:05 am
#10






vortexala wrote:
The publish is supposed to go live today. So please post feedback here regarding our fixes.





the delay is an excellent idea, a food that is ment for healing should not affect our ability to throw combat medicines too, that's not what halva was intended for. the fixing of our ranged poisons is also a good fix. To the people crying that this is a nerf, why should we have been able to hit people from 65-96m? Seriously now. Vortexala this is a great fix. It makes CM harder to play, yes, but nowittakes some skill to do so



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MagicalHAt
Wed Jul 14, 2004 9:09 am
#11

So the food does not work if people are 4004????


With out the food at 4004


whats the throw time?



IGN: Magichat
Fzoul_Inost
Wed Jul 14, 2004 9:12 am
#12

Some results from my tests on live:

I'm MCM with no additional range modifiers.

Pack, Listed range, Actual Range
AE Health-C, 40, 54
AE Action-C, 39, 53
AE Mind-A, 36, 50
Mind-C, 36, 50

R.Stim-E, 23, 39
R.Stim-B, 18, 34
AE Stim-C, 26, 38(23)**

** Seems they screwed up area stims - at least for me. From 38-24m it started throw animation and i took a mind hit, but didnt heal anything and pack didnt lose a usage. At 23m it worked as normal, but thats less than the listed range!

Message Edited by Fzoul_Inost on 07-14-2004 06:13 PM



Fzoul Inost [Master Rifleman / Master Doctor / Imperial Pilot Ace]
Ariela Nassin [Master Merchant / Master Artisan / RSF Pilot 4444]
"nameless" [Jedi Padawan]

TsunamiKata
Wed Jul 14, 2004 9:54 am
#13






Morath360 wrote:

This appears to be a vicious cycle. Im still not sure how this is fun for anyone. Ok so now you make it so a CM can be griefed easier, but the cycle is still there. Do they truly become suiciders? I mean if they are easier to kill, it is not as much fun to play CM, however the poisons are still overly powerful. Maybe people will get tired of it and there will be less CM's. That would be a good thing. I guess its a start..




Why do people continuously claim that the damage on the poison is over powered? This is the part that really baffles me. How many time does your 700 damage T-21 headshot misses on a Combat Medic? 1 out of maybe 15-20 shots at most? And how much damage do you do in that spam of time vs a CM?


It really perplexes me why people are so ignorant about the damage output between the professions.







TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
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