Combat Medic Archive
Thread: Guide to making Posions, and a few issues with the Combat medic class
Poison delivery C works for me.
I am using high quality fungi, (900+) radioactive 800+, reactive gas 600+, inert petrol cant remember, but all my resorces are at least 500+, I do not harvest them if they are not that high. Is it a pain to search for high quality resources? Yes it is. Right now, I have the resouces to make advanced infection aplifiers, but I do not make them, because the Titanium aluminium that is required, and currently available on the Ahazi server only has a quality of 58, where as the Aluminium that I was harvesting last week has a quality of 800+. This means that I can make higher quality normal infection amplifiers, then I can advanced. And even with the advanced name in the tittle, the quality of the resource used makes a huge difference on the final product.
If you want your poison C to not be resisted here is what you do. I place 5 expermentaion points in ease of use right off the bat. This give the poison 55 med use, and raises potency to 91. (yes ease of use raises potency) I have not been able to get potency past 91, even with ease of use at below 30 and using all of my experment points
I then put the remaining 5 Experment points into effectivness. This raises effectivness to about 184 on average.
So I end up with 21 stack poison C. 184 effectivness, 55 CM use, and 91 potency. This will drop most creatures that are white and blue. I get resisted maybe 1 in 5 now, as opposed to the posions I first made that had all the points in effectivness.
The way I use the poisons to run missions.
Goto the lair. target creature one and apply health poison. Target creature two and shoot with pistol. Both drop at about the same time. (So teh Health Damage over Time is about the equvilant to 5-6 body shot 2's)If teh poisoned creature is still alive, finish it off with a body shot. Rinse and repeat for any other mobs. Watch your HAM bar. if you get to below half DO NOT USE poison, as it resets the timer in which you can heal yourself. If your mind gets to 1/4 save it all for self heals. Once all teh critters are dead, start shooting the lair, poison any that pop out, and continue to shoot the lair. Since my pistol skill is topped out and I am using teh highest lvl pistol, I mainly get missions for Servorts (dont even bother with poison) Zucca boars, and bobcats on Tat. crazed Durnies and murna on Cor.
Now here are the problems that I have with Combat Medic crafting. When I make infection amplifiers, Dispersal mechs, and Ressil whatevers, they fall under teh catogory on regular Med crafting, so I do not get my 10 CM crafting experment points. These are CM components, and you have to be Cm to get teh schematic, they should fall under CM med crafting for expermentation.
With CM speed maxed, I can get off 1 ranged D stim every 2 seconds. The poisons take at least 10 seconds between applications, and if I use a poison, I cant heal for 5-10 seconds. The poisons should be under the same times as the CM stimpacks.
Posions in PvP. Mind poison is KING! Most combat types do not have enough mind to resist. Even if they kill me, they drop dead about 30 seconds afterwards. The drawback...Well mind poisonwill deathblow. there is no choice, it kills if it keeps ticking after the incap.
Now speaking of Mind poison. As a Combat Medic, I have the ability to make and use poisons and diseases that can effect the Mind, willpower, and focus. yet I do not have the ability to heal the Mind from damage. If I can make a poison that will kill the mind, I should be able to make a stim that can heal it. As I have said before, it should be a seperate stim. It should only heal mind damage, no other damage. Perhaps make this stim come only at Combat Medic Master, to make it a little more elite.
On a final note, please fix the obvious typo on the ranged stim pack E. 3 liquid, 3 Bios, and 13 chems??? They are not even worth it to make. And please fix area effect stims and poisons so they actually work.
Daxonte
Master Combat Medic on Ahazi
Thank you for this VERY well thought out post in regards to poisons, reliability, and effectiveness. I think this will answer a lot of the complaints in regards to the poisons' overall effectiveness. I assume this can also apply to disease as well.
In regards to the Mind Pool issue. I believe that medics should be able to heal all HAM pools. Entertainers are required to heal Battle Fatigue and Mind Wounds but no class in the game can heal the Mind Pool. This makes it a very weak spot for any character in PVP as there are mind shot skills that dmg the Mind Pool. I agree they should be a different schematic and most likely should be an elite profession skill. Maybe not a medic elite profession but SOME profession needs to be able to heal the mind pool.
You are right about the subcomponets, They are granted under medic. I just remember that. Thank you for pointing that out.
As for mind damage. This is the biggest killer in the game. The MOB and NPC AI will always target teh weakest stat. i have seen creatures that will stop doing health damage, and start doing mind damage when someone's mind pool gets low. I am supposed to belive that a Bantha is smart enough to know when to start targeting the mind? An NPC with a pistol will suddenly start using mind shot with thier pistol? This is so wrong. They have implemented a way for all players to die, without any way to heal them from that damage type. If combat medics and Doctors are not allowed to heal Mind, and you want it left to teh Entertainers, that is fine. Just allow Entertainers the ability to heal mind damage in the field. And make it come at a higher lvl entertainer proffession, not the novice level. That will prevent people from just learning novice to heal mind damage while fighting. Anyone that thinks that an unhealable damage typein the game is fine, is just using it to thier own advantage to kill players.
The only otehr class that I can see with ability to heal mind damge besides soem form of medic, or entertainer woudl be a Jedi. Since we have not seen any Jedi players in the game, and probably wont for a long time, we will never knwo if they reserved this ability to the jedi class. if the Jedi cannot at least heal thier own mind damage, wait till you see everyone complain about thier perma dead jedi, because I can guess that most of a Jedi's skill will require mind pool points to use. Oh did you use the Force to stop that mind shot from hiting you? Well you avoided the 1000 point mind shot, but it cost you 500 mind pool points to use the Force, and there are 10 other people with rifles aimed at your head...heh but now maybe we see why mind damage will never be healed. A Jedi with unlimited mind points would prolly be unstopable. Only time will tell on this one, once we find out what Jedi can and cannot do.
i'm a carbineer/cm, so mind damage is not an advantage i could use ,)
as to this all applying to diseases as well:
the biggest problem with diseases is, that there is no practical use for them in the current game environment.
in PvE diseases are pointless, because the wounds do not affect the action of mobs or if you can kill it or not.
in PvP wounds only affect how much downtime a player has afterwards but it does not impact any PvP battle itself. In other words, the only purpose for diseases is griefing. And don't tell me, that this would effect how fast People could re-enter PvP battles, because at a certain level, using 1-2 shot kills, no-one cares about wounds in pvp anymore. I have seen people with all black HAM sending pets back into battle or knocking down and finishing opponents.
did you know, that in beta it was possible to theoreticaly perma-incap people by applying a disease to one of there stats (f.i. willpower) and than get the appropriate pool to negative numbers (i.e. incapping him through mind damage) ?
if the regeneration stat was at 0 or 1, the player could not regenerate the damaged pool, making him incapped forever. They secretly fixed that by not allowing any stat to go below 150 as i discovered last night when i had 400 stamina wounds ,)
Great post i totally agree with what you put down...components are key in poison...all the more reason to link poison/disease components to CM not to doc crafting...
Problem is on my server, the radioactivehas constantly been below OQ 100 since i could remember...at least 2 weeks now...This has made it completely impossible to make effective poison...
Have yet to get C but from what I hear, C does work nicely. However thats unfortunate to say that anything under than is complete useless as a poison. I did a test and made a 2 Health Poisons B. One was pumped on effective, the other on ease of use for potency. all 6 experiment i had each case, great successes all the way. (I also have 9 points in experimentation for components.)
The one with increased effectiveness was resisted 7 of 10 times. But did decent damage when it stuck. The one with increased potency stuck 5 of 10 times and did absolutely horrendous damage.
There is a problem when a class defining ability like poison/disease is for the CM class has only 30-50% effectiveness. Considering B is 1/2 up the tree roughly, you would expect more out of it. A tree I might add has a lot of requirements, ranged 4 and master medic. If a BH got a special move 1/2 up the tree that missed 50% of the time, don't you think they complain. Or if Smugglers splices or spices failed to take effect 50% of the time, don't you find that to be majorly affecting playability?
granted Master medic and poison C should be the top of the line and most effective, you just cant nerf anything below that as A and Bs are.
Granted increasing potency is the key to making them stick, that would already nerf the low damage they already do for the resource investment they cost.
yeah, the obvious disparity here is we're a primarily combat class being foced to be primarily crafting oriented... if a skill already costs huge amounts of resources in a tree that is top teir, you'd EXPECT it to do something... the idea is that advancement through my tree should allow me to be a more viable combat character. fact of the matter is though that we have skills in our highest tree that are NOWHERE near as effective as top level skills in other trees. *cough* TKA *cough* pistoleer *cough* BH.
you guys bring up excellent points that the main issue is that too much time is necessary to craft something that doesnt do equivalent damage to other classes that are as high in their trees (relatively) that we are in ours... I have to go to exotic planets insearch of just the right resources to then craft something with it using a factory. and at the end of all that, I cant even do as much dmg as somebody can by doing a few destory missions and having body shot 3? therein lies a huge disparity to this class IMO
i disagree on the mind healing issue, for it creates more abusable situations than it is worth. the only people i see getting mind incapped are Combatants in full suits of Armor that takes away from their already low mindpool, which is both a fault of bad stat assignment and unwise armor use / bad armor.
on the sub-component experimentation: all subcomponent schematicsare granted in the Medic tree, which creates the issue of them using Medicine Assembly and Experimentation to make. They are not granted in the CM Tree.
i would like to ask the dev team to not only look into Diag (Speed) not affecting Poisons/Diseases but FA too, and FA affecting Ranged/Area Stims as well.
Good post.
In Regard to mind healing I was thinking that both CM's and Doctors could have available a mind stim that only works on incapped targets. That would clear out all exploits but still be able to atleast get someone back into the action.
As far as my experience with poisons and diseases in PvP. they are pretty much useless. Although they do work but its usually after you or your target has been incapped with how fast PvP is on an advanced level. To aliviate this the first tick should begin instantly, I believe that would make them more useful.
"There is a problem when a class defining ability like poison/disease is for the CM class has only 30-50% effectiveness. Considering B is 1/2 up the tree roughly, you would expect more out of it. A tree I might add has a lot of requirements, ranged 4 and master medic. If a BH got a special move 1/2 up the tree that missed 50% of the time, don't you think they complain. Or if Smugglers splices or spices failed to take effect 50% of the time, don't you find that to be majorly affecting playability? "
I don't know how to do the quote thing, so the above is a quote from Elenora. This is such a key point that people miss all the time: that combat medic is a very advanced hybrid class. Just because it doesnt take two full masters to get it, it is jsut as hard to get as many of the other advanced classes. Think about it this way: By the time you get ranged 4, you could have already mastered the 3 weapon specialists, i.e.you have qualified for Master Marksman. SOOOOO many people seem to forget this. They are suprised when my combat medic whoops out a 1500 dmg headshot. I'm like i have a few rifleman skills already. They are suprised that I do medic and rifleman sometimes. The funny thing is that doing only rifle and no other weapon, you are already a novice rifleman and halfway into ur first skill by the time u get ranged 4. And you could hardly say that medic exp is easier to get than scout exp. So theoretically Combat Medic is almost as hard to get as bounty hunter (besides the large combat exp requirement that a bounty hunter has).The difference between combat med and BH and Commandos and stuff is that the Combat medic is hardly a self contained class. It is a complete support class, a combat medic cannot run around and support his/her high maintenance crafting requirements without a decent fighting potential. So, i completely agree with you elenora, it's absolutely absurd that Combat medic skills fail so often. If a splicing failed as often, the whole universe would have a fit because they can't make their weapons stronger. Combat medics won't get the same recognition because sadly our skills are less appreciated and not enough people know how difficult it is to grind through all of novice medic and then continue to fight for days for ranged 4. It was so outrageous when someone told me that a combat medic isnot an impressive title, while he was a creature handleror something. If people only knew.
Leha Longshot - Flurry - Novice Rifleman, Novice Combat Medic
Well thats kind of the point of a combination profession, Combat Medics shouldnt be able deal the damage like a gunslinger nor heal likea pure doc. The novelty lies within being able to do both. These types of professions always are designed as a support role. And support roles are incredibly powerful acting as a member of a unit. It shouldnt be expected for a combat medic to stand toe to toe solo. But it should be expected that they can be a viable part of a team. Of of thefew timesI've teamed with CM's I thoght they were absolutely phemonenal. It's spurned my interest into becoming one. Want to destroy someone? Take the support role even further by supporting a primary profession of damage dealing. I'd hate to be at the recieving end ofa Combat Medic with an expertise in pistols chucking poisons at my carcass. But I guess thats just common sense. I do agree that you guys should be able to cure mind pools though. And the resources should be more readily available as well from what Ive gathered.
Just some thoughts
So you (as Combat Medic) will go into battle with 500 mind/focus wound ?
Or (as Carabiner/pistoler) with 500 quickness/action wound ?
Just so you will get killed as soon as someone looks cross-eyed at you?
> I have seen people with all black HAM sending pets back into battle or knocking down and finishing opponents.
The only time it's benefitial to renter the battle with that many wounds is when you have pet or severely outnumber your opponent, otherwise you'll just get ones-hoted right away (and if it takes someone less then 3 shots to kill you - you are not playing your character right, consider using buffs, spices and advance PvP techniques).
I've seen (both in beta and already on live servers) small forces overcoming 2-3x times their odds by using simple tactic of taking easy (wounded or already beaten) opponents first, the less time you spend killing someone the more people you will kill total.
I am VERY disspointed that diceases do not work (require different exp and I don't have doctor skills), I hope they would get fixed right away.
I dont use Disease at all. I mainly play PvE, and disease has no real use against NPC's and MOBS. When I play PvP I will not use disease, becuase I agree, it is mainly justa grief tactic, to cause another player more downtime after teh battle.
I am going to do some more testing with disease tho. I want to see if causing wounds to critter (which also damages them) will be more effective then poison. I am going to focus on health and action wounds against critters. I will let ya know teh results