Combat Medic Archive

Thread: Concern over combat changes on TC

roganemor
Fri Nov 28, 2003 8:48 am
#1

Since the new combat changes now cause specials to be removed from your absolute HAM total and not deal damage, how will this affect our poisons?


With the current system, at least I can keep a players pool down to the point where they cannot effectively use specials. This new combat systemreduces the effectiveness of poison even more considering the +1 rule.




Relf
ret. Master Bio Engineer/Doctor

Relj
ret. MDEF
WCod Mall, 1k from Mos Espa (-3891, 2763) now in ruins

Zarlor
Fri Nov 28, 2003 9:08 am
#2

Great point! That's friggin' huge, IMHO. Definitely something I think should be brought up so I'm supporting this if Pahdbacca wants to bring it up on the Corre forum.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
WildWildMaN
Fri Nov 28, 2003 11:17 am
#3

Hmm, maybe its only me, but if you're being hit in PvP - you lost already. Poisoning from beyond attack range and running away seems the only viable tactic for me. You wont stand agains BH.



Prett
Member of Dantooine Scouts Guild.
Militia member russian town Banir.
----
Master Swordsman
Master Pikeman
Elite Imperial Soldier
Imperial Pilot Ace
roganemor
Fri Nov 28, 2003 11:30 am
#4

Mix some good combat skills in with MCM and one on one is possible. However in group battles, poison can be very effective. I may die, but 1 well placed poison can win the day for the group.





Relf
ret. Master Bio Engineer/Doctor

Relj
ret. MDEF
WCod Mall, 1k from Mos Espa (-3891, 2763) now in ruins

Zarlor
Fri Nov 28, 2003 12:03 pm
#5






roganemor wrote:

Mix some good combat skills in with MCM and one on one is possible. However in group battles, poison can be very effective. I may die, but 1 well placed poison can win the day for the group.






I agree, but what he's talking about here is that the bouncy HAM bars that is being tried out and tested on Test Center at the moment means that poisons would lose an extra level of benefit. You see part of the reason the no-incap change was considered acceptable by the Dev team is that is stopped the incap dance from happening, but still was pretty viable in that it prevented the use of specials and, theoretically, only 1 shot would be enough to do the incap. That second part holds true fairly well for group PvP, but the first part would no longer apply if they changed to the new HAM system and/or eventaully to a seperate set of Specials bars.


In other words right now you could poison someone and that would prevent them, if they are at only 1 hp, from being able to use specials, only their standard attack. This should give a CM and/or the CM's side a distinct advantage in the combat when the poison ticks that far down. That advantage woud be completely lost if poison would no longer get to the point where it prevented specials use.


It's not something to worry about on Live, but it is something to take into consideration for testing out the HAM changes being looked at on Test Center right now. So this is just the kind of feedback the Devs probably need that points out some possibly unforseen consequences of such a sweeping change so they can take it into closer consideration or even just decide not to go that way at all (if the negatives outweight he positives.)




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
roganemor
Fri Nov 28, 2003 12:14 pm
#6

Zarlor,


I was actualy replying to WildMan. I was thinking the same thing as you, but trying to sum it all up in a sentence.


Roganemor




Relf
ret. Master Bio Engineer/Doctor

Relj
ret. MDEF
WCod Mall, 1k from Mos Espa (-3891, 2763) now in ruins

rhaspede
Fri Nov 28, 2003 12:20 pm
#7

Excellent point Zarlor. I was thinking the same thing. In PvP, I mainly use my posions to keep people from using their specials on me. Mostly action posion. With this new change, that's no longer a viable tactic and thus, reduces posion effectiveness in PvP even more.
Zarlor
Fri Nov 28, 2003 12:20 pm
#8

Oh. I never was good as summing stuff up so succinctly. Never mind.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
rhaspede
Fri Nov 28, 2003 3:16 pm
#9

Yes, this is another great idea! I threw a disease on a guy yesterday and it was almost 8-9 seconds before it started to tick! He had enough time to kill and db me, get his friend to duel and db him, (with a full health bar) and the disease only ticked off once. Talk about frustrating!
ZenTripper
Fri Nov 28, 2003 5:10 pm
#10

If I understand the new combat HAM system, I'm not sure the impact is that huge.


The specials timer is an independent timer that tics for each special utilized, so that the recovery of HAM exerted by combat energy recovers and is not treated as actual damage. This in my mind is an excellent way to make specials cost, but balance out the recovery. So if 5 speacials are used then 5 independent timers start with 25 second durations.


So that said poisons will still effect the base HAM values when a tic is scored, thus effectivly reducing HAM as a posion should. As the recovery of specials occures and the timers regen at the 1/25th rate they are set at that HAM becomes vulnerable to a poison tic and thus can either be removed from the overall amount or be used by another special. This seems to be a fair and accurate method for how the timers should work with energy exertion.


My understanding is that all specials take from the base HAM values and set them aside as unhealable and regen on a timer at a rate of 1/25 recovery. What this means is if I use a theroetical special that used100 health then within 10 seconds 40 points will have been recovered and available to use again for base HAM. This means a poison can tic this off.


The only problem CM has at this point is that its poisons and disease are bound to the +1 rule which now will not drop an opponent that has spent alot of thier HAM in specials. There are long delays between tics that will allow at least a 50% recovery and allow that to be reinvested into a special before it can be chewed away.


Has anyone been able to test this?

TheGreatOne00
Fri Nov 28, 2003 5:19 pm
#11






roganemor wrote:

Since the new combat changes now cause specials to be removed from your absolute HAM total and not deal damage, how will this affect our poisons?


With the current system, at least I can keep a players pool down to the point where they cannot effectively use specials. This new combat systemreduces the effectiveness of poison even more considering the +1 rule.







Hrmm, if this goes in, something definately needs to be done to help out CMs. I was ok with the +1 nerf because in my opnion we were way too powerful at that time. Now however, if this goes in and Im not able to stop people from using specials, it would stop me from using poisons a lot. We either need to get disease tick time lowered. Also with poisons/diseases getting shorter range, it makes us first to die when we toss that AE in. We were ment for support, and I often play a group support role, however with having to be in 64m range, my role goes away TONS.



Ovonn Ig'A
Master Doctor
Master Fencer
Niza
Sat Nov 29, 2003 1:09 am
#12

I think now would be the time to push for faster acting disease.




Ni'za Whira - Just another Bounty Hunter
Pahdbacca
Sat Nov 29, 2003 4:24 pm
#13






Zarlor wrote:
Great point! That's friggin' huge, IMHO. Definitely something I think should be brought up so I'm supporting this if Pahdbacca wants to bring it up on the Corre forum.





Gonna be on eclipse Sunday? Might start a character there just to chat a little.





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