Combat Medic Archive
Thread: VOTE BY 12/10 please CM balance/gameplay/wishlist LIST
Please try to vote on the followingexploit list ASAP. I would like to compile a list by 12/12 for TH and the Devs. I will count all votes until I make the final list but will try to start working on it on the 10th. Please vote for your top 5 items and I will apply 2 points to the top item, 1 point each for the rest on your list. Items listed more than once will only get counted at the highest spot that item is on your list.
I am delaying the top 5 issue list for a while as I am still waiting for a reply to the previous list. If any of us feels it has been too long before we get a reply and issues have changed enough, we can make a new one.
I am not exactly sure on where all of the issues fall as to balance and gameplay so I will group them together and sort them afterwards.
Please use the stickies to read up on arguments/statements for these issues.
Also, please feel free to add to the wishlist or the balance gameplay list. List all items on these lists. The voting is only to show which the CM comuntinty considers to be top priority.
Balance/gameplay
- DoT HAM cap IF you vote for this, please state if you feel it needs to be removed or modified (also known as +1HAM or no-incap issue)
- Faction points for DoT damage
- Faction points for healing
- Another examination of cure rate for poisons/diseases using different level packs (i.e. cure Bs vs poison Cs) for each
- Flamethrower cures
- Mind wound cost for /healmind
- Usefullness of disease needs to be examined.
- Poison damage in PvE needs to be examined.
- Healing on mounts
- DoT duration vs time between ticks examination
- Full CM experimentation on ranged stim components
- Increase range for /mindheal
- Money/ destroy mission difficulty for CM
- Damage mitigation for CM
- Resource availability
Wishlist:
- Bio-weapon cert (be aware about new combat changes TH is proposing and the fact that they will be adding certs) or perhaps a weapon cert in the ranged support branch of marksman (the required branch for CMs)
- damage mitigation
- poison/disease mitigation for CMs
- short term group resists for CMs
- area state effects
- Better method for inventory organization (little black doctor bags, etc)
- Do something with survey/medicalforage!
Edit: Added some wishlist stuff. This list is posted in the correspondent development forum for the Devs, TH, and my replacement.
my vote for my top4 are in order
8. Poison damage in PvE needs to be examined.
7. Usefullness of disease needs to be examined.
14. Damage mitigation for CM.
10. DoT duration vs time between ticks examination
wishlist item -
a better way to orginize meds/poisons/stims in inventory. i carry around 6 poisons/diseases, 1 stim, 1 range stim and 1 ae stim in addition to my 6 wound heals. They take up so much space in inventory.
Make it a master medic ability that you get a 'medical satchel' or something.
and what about some limited surveying skill? its not on the wishlist anymore. Maybe its askin too much, but hey its a wishlist =)
1
5
7
9
14
and please look at the lag/delay in throwing a med. I shouldn't get shot 4-6 times by one player before I get to react after throwing a poison.
Jester
hmm... my top five would be...
8. balance -poison pve damage
7. balance -disease utility
2. balance -faction points for dot damage
3. wishlist -poison/disease mitigation
5. wishlist -area state effects
1) DoT cap
2) cost of /healmind
3) DoT duration - state it clear on the packs
4) flamethrower cure
5) FP for DoT damage
we already get faction points for poisons.....they fixed it in the november publish
The new HAM cost system, and the complaints along with it are foolish in my opinion. If your effectiveness as a medic is based around healing ham costs, then something is wrong. 99% of the time, I'm healing damage taken in.
This has been gone over a thousand times, if not a million, medic is a support class, which means Combat Medic = support. You shouldn't be able to solo something with poisons.
The thing that seems to be breaking my effectiveness is the LOS checks on ranged heals. The Area of Effect on area stims, area poisons, and area diseases all goes thru walls, but I can't throw a ranged stim thru a wall. The AOE effect thru walls is not my only reason I should be able to do it, It's making me useless in caves and dungeons, what's the point of a combat medic's ranged heals if in a building or a cave we have to be in the same room as the person we're healing?
Balance/gameplay
3
2
8
11
1 (Remove)
Wishlist:
1
5
2
4
3
Balance
15
5
11
13
9
And my #1 wish for our wishlist would be a weapon cert for the combat medic. They could combine the Distance tree and the effectiveness tree and make a new tree for the bio weapon cert. Yeah I know I'm dreaming, but hey, it would be nice. ![]()