Combat Medic Archive

Thread: Combat Medic Issues

k1llen
Sat May 07, 2005 1:55 pm
#1

Ok, well maby Im just unlucky then.. or does the shock debuff not stack or get disabled by using warning shot? cause that one is also supposed to make targets more vulnerable for intimitadtion and other states, or doesnt poison and fire count as a state maby.

I have tried the shock debuff aswell and miss alot

I had to rethrow poison and fire just now hunting Krayts 2 times atleast every krayt. It's not that I absolutley want the poison and so on it's just a very nice addition for the regenerative abilities on bigger mobs and I get annoyed ashell as a master that I can miss that much.
eapers
Sat May 07, 2005 11:10 pm
#2

I have both warning and shock and they both show icons on the target, and I suspect they both work.

ISSUES:

1) CM experimentation and assembly suits/tapes. These are now useless. The solution would be to turn these into med experimentation.

2) The ability to heal incappacitated players. Medics cannot do this, jedi can. It would be good to see this ability returned to normals.






JOHNNY-JONES JACKSON

AFK
PsionicHawk
Sun May 08, 2005 12:36 am
#3

Experience

Combat Medics don't get medical XP for using non-healing abilities. It would be much welcomed if all CM abilities grant medical XP.

Healing:

It is felt by many that Combat Medics have a hard time fulfilling the role of healer while in a group.

1) The Heals themselves don't heal for enough damage. A small increase would be welcomed.

2) The ability to heal incapacitated players. Medics cannot do this, jedi can. It would be good to see this ability returned.

3) The Argo obtained for using heals is too high.

4) CM and Doctor Rez is buggy

Possible solutions, decrease the amount of argo that healing gets. Increase the effectiveness of taunt, decrease the cool down of taunt. Also a better visual indicator of what is current attacking you would be welcomed (The old HAM bars above the head worked and would do nicely)

Infect

Almost everyone agrees. This is a useless or broken skill. No wounds are generated or is generated so slowly as to be not be noticed. Please examine the usefulness of the skill.

Deuterium Toss / Neurotoxin

At Master level these skills work fine. At Novice the miss rate is well above what it should be. It should be possible to poison something at novice CM, right now that isn't the case.

Solution: Increase the hit/miss rate at Novice CM

It is also wished that an area neurotoxin be granted. It would deal less damage then neurotoxin and have the same AoE of Bacta Spray.

De-buffs
While debuffs like Paralyze and Shock seem to work as intended the debuffs that affect Action and Mind are useless in PE, and have a narrow usefulness in PP. Examine the Doc buff vs CM rebuff. Since Doctor buffs can be applied outside of combat and CM ode-buffs must be applied while in combat CM buffs should be able to out beat Doctor buffs.

A visual effect added for paralyze that way group members know which creature to avoid attacking.


Thoughts, comments, additions?

Message Edited by PsionicHawk on 05-17-2005 11:29 AM



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

k1llen
Sun May 08, 2005 12:47 am
#4

Just a little question. Im brand new to combat medic. I am master and you are saying the fire and poison spell hit ratio or stick ratio is acceptable?

I dont know if I might do something wrong or if theese enhancer stuffies provide better "accuracy" or something but I can easily throw 4 - 6 fire and still miss all of them even with that state debuff and warning shot as pistoleer. And that really doesnt feel very mastery . The healing capabilites is decent pretty much as it probably was intended in a world where the mobs doesnt hit you for 250 - 400 dmg every second nonstop.

Oh and template is master medic, master combat medic and master pistoleer.

Message Edited by k1llen on 05-07-2005 09:48 PM

PsionicHawk
Sun May 08, 2005 12:58 am
#5

misread.

At Master the hit-miss is about 70-30 with no buff or de-buffs on anyone. With shock applied it went up to 100% hit rate. You can view the results in a recent thread.

Clicky

Message Edited by PsionicHawk on 05-07-2005 04:03 PM



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

jedidesterrado
Sun May 08, 2005 6:27 am
#6

Infect just reduce the max health of the target for an amount of time. So if the target have a HAM of 3000 with infect it will lower to like 2950. The amount reduced it so small you will not even notice.



TURAE
Slaar
Mon May 09, 2005 1:16 pm
#7

Hi,


This is not really an issue, wasn't sure where else to post this, it's kind of a wishlist.


I'd like to see CM get wound healing, it's an elite medical profession like doctor we


can resuscitate like doctors can. Seems a little odd that we can't heal wounds.


Even if this is given in the master skill box. What do you think PsionicHawk any chance we might be able to wrangle this one?


KyeAshke
Mon May 09, 2005 2:56 pm
#8

I get xp for doing damage to an NPC, as if I had used 2 different types of weapon...the whole proportional thing.

Also, area bacta spray can heal incapped players (iirc).

Message Edited by KyeAshke on 05-09-2005 10:58 PM



-Kye
---------------------------------
"Mr. Vader is the daddy..."

"He who 'hah hahs' last, 'hah hahs' hardest." - Nelson

Balanced != Nerfed

IGN: Kye'Ashke: Mentat Master of Assasins; Naboo, Chimaera
NeoEcks
Mon May 09, 2005 3:26 pm
#9








PsionicHawk wrote:
Expirience

Combat Medics don't get medical XP for using non-healing abilities. It would be much welcomed if all CM abilities grant medical XP.


completely agreed. it would be nice to be able to gain a little med XP as a solo player...

Healing:

It is felt by many that Combat Medics have a hard time fufilling the role of healer while in a group.

1) The Heals themselves don't heal for enough damage. A small increase would be welcomed.

2) The ability to heal incappacitated players. Medics cannot do this, jedi can. It would be good to see this ability returned.

3) The Argo obtained for using heals is too high.

Possible solutions, decrease the amount of argo that healing gets. Increase the effectiveness of taunt, decrease the cooldown of taunt. Also a better visual indicator of what is current attacking you would be welcomed (The old HAM bars above the head worked and would do nicely)


again, agreed. these are some of the most important issues with CM imho.

Infect

Almost everyone agrees. This is a useless or broken skill. No wounds are generated or is generated so slowly as to be not be noticed. Please examine the usefulness of the skill.


agreed

Dueterium Toss / Neurotoxin

At Master level these skills work fine. At Novice the miss rate is well above what it should be. It should be possible to poison something at novice CM, right now that isn't the case.

Solution: Increase the hit/miss rate at Novice CM

It is also wished that an area neurotoxin be granted. It would deal less damage then neurotoxin and have the same AoE of Bacta Spray.


excelent suggestions

De-buffs
While debuffs like Paralyze and Shock seem to work as intented the debuffs that affect Action and Mind are useless in PvE, and have a narrow usefulness in PvP. Examine the Doc buff vs CM debuff. Since Doctor buffs can be applied outside of combat and CM de-buffs must be applied while in combat CM buffs should be able to outbeat Doctor buffs.


agreed

Enchancers

Enchancers that affect debuffs only affect duration by a small amount, making them not worth using by most people.


my coverted Enhancers with an effectiveness of 500 are worthess. even though they are "free" because i already have them in my inventory i NEVER use them

Conversion

CM experimentation and assembly suits/tapes. These are now useless. The solution would be to turn these into med experimentation.


Thoughts? Comments? Additions?


Message Edited by PsionicHawk on 05-08-200511:38 AM






an area neurotoxin would be quite welcome, as well as a ranged area heal (though that might be asking a bit much. i just got used to tossing area heals as an MCM for so long)


the effectiveness of healing in general really needs to be addressed.a group of 8 players should NOT have to have two MCMs in it to stay alive. even a MDoc and an MCM have to work thier little tails off to keep a group healed in the heat of batt.e. it would be nice to see the effectiveness of healing improved enough that a Combat Medic could participate in both combat AND medicine while in a group.


lastly (and this may be a Medic issue more than a Combat Medic issue) i would like to see WOUND healing placed back in Medic or at LEAST in CM as well as Doc. there was a time when one could be a Medic as a profession. in fact when i started the game i was a medic for nearly a month before i progessed to CM. NOW, with the CU medic is ONLY a stepping stone for Doc or CM. there is quite simply not enough benifit to being a medic to support the skill points.




In-game Name: Eclypse
Alt: BioTech
Fun Times
-= Boredome is the disease of the unimaginative =-


jonzi
Mon May 09, 2005 3:50 pm
#10

Finally a be on my server has started making dedent cm enhancers, tonight i got 1034 ef neuro toxin enhancers and 950 ef detrium enhancers, i only did a little testing on npcs but they seem to make very little difference, fire still ticks around 280ish and poison at 320, is the effect supposed to be this minimul?



Zypha () Dark Hoods - Bounty Hunter ()
noran_vaz
Mon May 09, 2005 5:12 pm
#11

Agree
1. debuffs in PVP & NPC
2. infect
3. heals
This is my order of priority.

As for the CA tapes. I didn't think BE's had CA's that would allow for better crafting? Having a crafting outfit of my own I still don't see this as a big issue.

As far as I understand it, crafted items won't increase the damage of a DOT but the time it remains on a target. There seems to be little gain in this. I don't think I've been in a group and used any DOT that's worn out in the time it takes to kill a creature.

Whats more is lets say everyone in your group gets incapped and you don't kill the creature.
The DOT goes away from the critter moments after combat has finished. That's actually something I'd like to comment on. Do you think it should? Then again. The creature doesnt attack me right when I "come to" so maybe it's a good thing. Since I can't heal myself well enough to counter the damage by a +2 (better than me) lvl creature I'll get incapped again and again.
darmokVtS
Tue May 10, 2005 1:05 am
#12


PsionicHawk wrote:
Infect

Almost everyone agrees. This is a useless or broken skill. No wounds are generated or is generated so slowly as to be not be noticed. Please examine the usefulness of the skill.


It generates no wounds? Good, as far as I read the description it's working as intended then, dots are NOT supposed to give wounds anymore (very, very good move, the blackbarring with DoT's was one of the major annoyances in the old system).

What it does and is supposed to do, it debuffs regeneration which is, and here I agree, mostly pointless.

Message Edited by darmokVtS on 05-10-2005 01:12 PM




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
hamhamthe3rd
Tue May 10, 2005 3:01 am
#13

some creatures regen rates are too high. you justwaste your time poisoning or flaming them making these guys basically cm-immune. yes i know thats why we get to use any weapon ofour combat level but isntcm is suppose to be a combat class thushis abilities should not be reduced to *nothing* due to something like crazy regen.
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