Combat Medic Archive
Thread: Top 10 CM issues
let's keep up an old tradition from the beta boards and do a regular top-10-issue summary.
let me start off with the last top 10 from Beta III:
- CM subcomponents all base on Medicine Crafting but CM do not get any further Medicine Crafting Skills unlike Docs
- Area packs have no Area effect
- Lokkian Eggs and Endorian Herbivore Meat do not exist (supposedly fixed)
- Yavin_Fiberplast is not a valid resource name (i.e. it does not accept Fiberplast from Yavin)
- Resist Rates on Diseases and Poisons are screwed
- Ranged Healing Speed and Range skillshave no effect (old Diag/FA problem)
- CM basicly start over in Damage Healing Power due to new A-Level packs that even require as much resources as old Stim C's
- the effect on lower tier poisons/diseases is to small compared to the efford required to make them. with the current pace of combat and the high resist rates, they are just wasted time
- Master Medics are already Master of damage-healing, CM skills do not improve those skills. the carry-over of FA to CM packs is questionably (i.e. no one knows, if it works because it's impossible to test)
- Structures like to eat the Class 1 Radioactive that is not always available with no secure way to prevent it except leaving it in the bank (make power only auto-used for structure supply if it's not in a backpack)
-µ-
that's why i said that this is my last list from Beta III.
if that issue is solved, great ,)
Well jsut crafted my first area stim A and they do not work. I wanted to test them, so I went to the cantina. I targeted on of teh entertainers in the group and used the pack, no effect at all, I saw teh dazzling lights, but it not only did not heal all teh entertainers in teh group, it did not even heal the person I had targted. So I asked the band to invite me to the group, and gather a little closer together. I targeted one player, and used my area stim A. Well this time I did heal someone. One person, and it was not the person that I had targted, it was a dif person. So i targeted a different person, and guess what, it still healed the person that it had healed before. No matter who I targeted, it would always heal this one person in the group, and no one else. It was then that I realized that the one person that it was healing had a name that started with "A". So apparently the area effect stim pack heals alphabeta. Poor Zzek never got healed, but Aapu was dancing all night.
Please try this out,a nd see if its the same for all.
Just got my factory up tonight, so I will try area stim B tommorrow. if teh server ever loads...
That is exactly what was happening at the end of beta. Except I never paid attention to names, good catch.
One other thing we noticed was that area stims never seem to heal the person targetted, just people around your target.
Besides that, even if they were working, there'd be some gameplay issues- it'd be nice if we could target a non-injured person for the area stim (can't do this- get the message so-and-so has no damage to heal)
- No visual indication for heal commands in combat queue (would be nice it was like for other actions - kneel or throw grenade).
- You can't use most of the combat medicine granted at "Intermediate Combat Medicine" skill (for example Ranged Stimpack B) until you get "Advanced Combat Medic Support", it's interesting that in Medic profession it was the other way around (ie you could use Stimpack C before you could make them)
- If you are chasing a person to heal and get "Out of Range" message, when he gets incapped, no matter how close to body you are (can stay right on top of it) you'll get "Out of Range" message again.
Generic Medic issue:
Diagnostics I-IV decrease the time between heals on others from about 6 to 3 seconds. The problem is that it doesn't decrease the time to heal yourself (you get the "You must wait" message until the regular time is up). This timer isalsoscrewed up when you use /firstaid, it will count down from 3 seconds, but it still has to wait the full 6 seconds before you can heal or /firstaid again.
MycroftTHan wrote:
- Lokkian Eggs and Endorian Herbivore Meat do not exist (supposedly fixed)
That is indeed correct, it has been fixed...
Lokkian Eggs were replaced with Lokkian Wild Wheat
Naboo Molusk Meat (Not Endor) was replaced with any type of Herbivore Meat
One of the biggest issues i have is that the HAM bars do not always represent the actualy state of peoples HAM bars accurately.
i had that issue too on sunday.
zoning (i.e. using a shuttle) fixed it.
not sure, what caused it and i hope, i can't reproduce it ![]()
I've been a combat medic for about a week, and the main thing I can say, is that it is faster to make medic stuff to advance as a combat medic, and use regular medic stims and woundpacks then it is to actually use combat medic abilities to level up.
It's like i'm going up a bigger regular medic tree over and over, because The combat medic's abilites are somewhat hard to use.
At first level of comat medic crafting, the poisons and disease units i made required 20-30 combat medicine use to be able to use them. I could experiment to lower the cost, but the lowest i ever hit was 19. Because of this, I just use regular medic stims to get xp, and to heal, because even if you are 2 trees up in the combat medicine use tree, you still can't use some of these items you can make at the first combat medic crafting level.
Another Issue I had experience with was that the dots and poisons that i used were resisted a lot by the lowest and weakest creatures i could find. Now I know that A poisons are the first ones, but why even have these in an elite profession, when any other elite profession can do soooo much more dmg, and be so much more reliable in a battle.
To fix this, you could make combat medics start with already effective things ( at least for poison and disease), so they are actually helpful for all the time you put in.
Right now, I only see combat medic useful if you master it. If you go partially up any trees, or haven't gotten all the skill boxes yet, you are simply not going to be good.
For the prereqs for this profession, it is very very weak. Right now, I have 5 total boxes in combat medic, 2 in ranged, 2 in medicine use, and one in crafting. For all the work of getting master medic and getting ranged support 4, you should be much better in combat, similar to a commando or pistoleer, or something.
Basically I agree with all of your issues MycroftTHan. I should be doing combat medic stuff to get combat medic xp, or at least that should be the best way (poisons and disease should give way more xp).
Denmark~ from corbantis
Just a short note on healing in cantinas:
We can only use stimpacks in cantinas, nothing else. Healing wounds with a medic droid doesn't work in a cantina either, so get used to it and test ranged healing outside of a cantina. Because inside of one, it will never work.
Believe it or not, that is how they designed the game. Which makes sense to me. I already find it sometimes annoying to see fellow medics try to grind healing xp by healing entertainers, having them be able to group heal them would really be the limit for me. ![]()
Go out in the fields and test ranged healing there, it should work.
Ige