Combat Medic Archive
Thread: To the Combat Medic Correspondant : Is Havla functioning as intended?
Message Edited by jfang on 06-14-2004 02:01 PM
There is no further information available in regards to this issue at this time.
vortexala wrote:
This issue has been discussed and reported by me, with generous information and data provided by the Chef correspondent. It was presented to the devs as a 'hot issue'.
There is no further information available in regards to this issue at this time.
Oh cool, thanks for the feedback, Vortexala....
Templar1865 wrote:
Ya know, I'm pretty new here as a CM, but I'm already stunned at the number of non-CMs posting in this area. As a MBE, I saw my fair share of tailors, CHs, and chefs in the BE forums, but that made sense--we all were interdependent. Most of these "CM" issues need to be posted in the general gameplay forums or in the development forums dedicated to the combat rebalance. I feel like if you have a question for the correspondent, use the correspondent's e-mail/personal messaging system that SOE provides on this site. Using the general message board inherently asks the entire community to respond. If you have a question for one person, ask one person.
Secondly and more specifically, think about the mechanics behind Havla. It reduces, for lack of a better term, a generic "medical" timer that each character has. Anything that the game has tagged as a medicine is going to be affected by it (out of curiousity, has anyone used havla with pet stims?). I believe that buffs and poisons are considered medical supplies (in addition to the "healing" supplies like cures and heals), so when havla affects the generic timer, it affects all of these. Don't know how deep the coding is to make category changes like this, so not sure how high on the to-do list it might be (if the devs are entertaining any changes in the first place).
FWIW,it's probably a good idea to avoid sweeping, over-generalizing statements like, "Get rid of Combat Medic as a profession as all it ever does is grief players and break dynamics...." My primary use of the profession is to--gasp, shock--heal my teammates during combat. I personally find the PvP system in SWG broken and illogical to the point that I avoid it unless it is a guild/multi-guild battle event. Comments like the one above really don't do anything productive.
- If you want to ask a person a question, ask them directly (no need to use the public forum for it)
- I think Havla affects the medicine use timer (others have further clarified the concept, probably 3 (or 4 timers, if you include petstims) timers), and to eliminate its impact on poison might take some programming work or else you'll eliminate its benefit on true healing actions as well
- Avoid sweeping generalizations about any profession. There are going to be jerks no matter what profession you're talking about--from what I've seen so far, there are some great CM players out there and there are major griefers as well.
Happymob wrote:
This should be possible to change without huge code changes. I do not believe that there is a general medical timer. Instead, there appear to be 3 separate timers (healing, ranged healing, and wound), each with their own base time and each with their own skill mod that affects the timer. If skills can affect the different healng speeds differently (for example, notice as one advances in medic that wound healing speed stays the same even as regular damage healing speed improves), the food should be targeted as well.
Now, one problem might be that poisoning and ranged healng are on the same timer (I don't know this for afact, but I supsect it's true). We may lose fast area stim throwing if we lose fast poison throwing (while docs maintain fast regular stim throwing). Considering how damaging havla is with poisons, I can live with this.
I can confirm that poisoning is governed by the "ranged injury treatment speed" mod. I have +25 mods to that on my outfit, and it increases the speed at which I toss area stims, and my poisons/diseases.
The problem with Havla is that it increases all three of these mods. Perhaps if it was only used for Injury Treatment--no more insta-buffing. Perhaps make it less filling (maybe a use of 10), and only for Injury Treatment. Then Doctors could spam CurePoison/Cure Disease packs, and actually help manage the area poison/disease effects of the Combat Medics. Lowering the filling would allow a doctor to use it many times in a row, thus taking care of his group for long enough to potentially eliminate the CM.
I do think that allowing Poisons/Diseases to have no timer is game-breaking. I can toss one every 5 seconds (yes--one second after my animation ends) just with my +25 speed suit. That's plenty fast. The only time I would ever use Havla in this situation is to teach someone a lesson (i.e. grief a jerk). I could pop a havla and disease all 9 of his stats. ![]()
But in PvP situations, it is game-breaking. I hope they fix it soon...