Combat Medic Archive

Thread: If you could ask the devs one question...

jfang
Thu Apr 22, 2004 3:27 pm
#1




Apparently Thunderheart is planning one question per profession every other week. (19 questions answered each week, the professions to ask the question alternating.) This coming Monday is the Combat Medics turn, among other professions. Other professions have had some surveys as to which question to ask, so I thought it would be reasonable to try to get a consensus for the Combat Medics. I am not entirely sure about the process, but I imagine that our corrispondant Vortexala does, and probably knows some guidelines to the question we can ask (so feel free to step in to the conversation).


So, if you could ask the devs one question about combat medics, the future of combat medics, or something else, what would it be? I can think of several ones off-hand, such as:


1) Are there any plans on introducing new content for combat medics, such as a temporary schematic for area stim D's and poison D's?

2) Keeping in mind that future plans are always in change until the final publish, what is the current plan for the combat revamp. In particular, how do you envision mind healing will work, and what will become of the /healmind command? Will it vanish, be replaced with a different skill, or augment the new mind healing abilities. (I am also curious as to how specials will affect HAM, but that is a conversation for another board.)

3) Are poisons and diseases working as designed, in particular in PvP combat? (We heard the answer of "yes" a while ago, but that was several months ago.) Are there any plans to increase PvE damage, as many calculations show that combat medic damage is exceptionally low against NPCs in the current environment.

4) How do the devs envision combat medics. Are we more of a combat class, more of a support class, or some hybrid? If a hybrid, please explain, as frequently we hear "combat medics are a support class, they shouldn't be able to do A, B, or C" on our forums.

5) Are there any plans to introduce more forms of cures (in particular, area cures, or partial cures that non-doctors can use), or preventative measures (such as "gas masks" or "innoculations")? If so, what seems to be the most popular idea among the devs right now, and how do you envision it being implemented?

6) Do we have a timeline to fix (insert bug)? Bugs include: +65m, poison-disease incapping, throwing from water, etc...

7) Currently, combat medics are somewhat dependent on doctors for components, and have no real way of making money on their own (except from other poor combat medics). Are there any plans on giving combat medics a "marketable skill or commodity"?


I'm sure there are many more questions, but those are the seven which sprung to mind. If I had to pick exactly one, I would personally say 1. (I wager I am in the minority though.) I would guess 2 or 3 would be the most popular.


So, if you could ask the devs exactly one question, which would it be? One of the ones listed above, or another one? And while we can't really restrict who says what, I think it would be most productive and beneficial of only those who consider themselves combat medics commented to this thread.
vortexala
Thu Apr 22, 2004 3:46 pm
#2


Beat me to the punch here, so instead of starting the thread, I'll just sticky this.


Some quickie guidelines:



  • Don't ask a question related to our Top 5 Issues(those are already sent to the devs and will get dealt with)

  • Don't ask a general question(i.e. What is our role?) as these will probably not get a concrete answer and may in fact not get answered.

  • Take a look here and see what other Professions asked if you need an idea.

So if you have something you want asked, lemme know.

Message Edited by vortexala on 04-22-2004 04:02 PM



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Pappi
Thu Apr 22, 2004 4:18 pm
#3

When will our 64m range be fixed? Currently people can throw poisons further than 64m and that's suppose to be capped, but it isn't




stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
Gnuut
Thu Apr 22, 2004 9:56 pm
#4




jfang wrote:

5) Are there any plans to introduce more forms of cures (in particular, area cures, or partial cures that non-doctors can use), or preventative measures (such as "gas masks" or "innoculations")? If so, what seems to be the most popular idea among the devs right now, and how do you envision it being implemented?




That's the question I would like to see answered as it would help reduce the nerf cries. Unfortunately I see the DEVs answering it like this:

"We are currently working on some ideas and suggestions but you will need to wait till the combat revamp to see them"





Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

RhenGordon
Fri Apr 23, 2004 7:44 am
#5

HEre is the question I would like to ask:


As you mayor may not know. There have been a lot of questions about combat medics and their damage output in PvP. Many people feel that combat medics deserve a 75% reduction in their damage output in PvP to bring them more inline with the damage of other combat classes.


In your testing of the CM profession, what is the devs take on the amount of damage that combat medics deal out in Pvp and PvE?


I doubt that would get an answer either, but that is what I would like to see asked.





>~~~~~~~ Rhen Gordon Master Combat Medic / Master Doctor ~~~~~~~
Ahazi Server
Selling Doctor and Combat Medic Medicines.
I am located on Naboo in the city of Lake Destiny not far from Keren.
Look me up on the planetary map, or look for Lakeside General on the map.
NOW ALSO ON CORELLIA NEAR CORONET, LOOK FOR ME ON THE MAP!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Zurck
Fri Apr 23, 2004 8:32 am
#6

Any questions about the amount of damage we do will only be answered with the all too familiar "this will be evaluated during the combat rebalance". We know nothing is going to change until then. Since questions have already been asked about the combat rebalance and we are not getting answers to our satisfaction, we should focus on other issues. I would like to askabout ourissues with earning a living and the level of missions we get from terminals but since that is on our top 10 ten issues list we should come up with something else. I would like to know if they plan on adding any new tailor schematic reward/lootfor a CM clothing item that perhaps boosts our healing speed or range along with our experimentation.

Message Edited by Zurck on 04-23-2004 11:33 AM



Sall M'on
AoD
Black Sands, Tatooine
jfang
Fri Apr 23, 2004 8:42 am
#7


Twocomment I had about the question we can ask:


1) Don't be exceptionally cynical in your question. In looking at last weeks, the devs seemed to have put a good faith effort into answering the question as it was meant, not as it was literally stated. The could have just said "yes" or "no" to several of them, but they didn't. While it would not be useful ask an exceptionally vague question, or try to get them to commit to something they are not prepared to commit to, if the only reason you don't want to ask a question is that you are afraid of getting a "we're working on it and it will be done 'soon'" or "yes" non-answer, I don't think that is as large a risk as we might fear.


2) Despite the fact that we have an issue in the top 5 issues, if a question is burning enough, it might be worth it to ask the devs anyway, to get a clearanswer or timeline (even tentitive one) now rather than the "we are working in it, wait a few weeks or months" stock answer we currently have. This is a decision for theforum and our corispondent to make though, if one question is pressing enough.
Zurck
Fri Apr 23, 2004 9:21 am
#8

I guess I see it a bit different. I see it as a way to ask about things that might not make our top 10 but are still issues. Time will tell if we get better respone from thisnew discussion threadthen it will be a better option for our most burning questions.



Sall M'on
AoD
Black Sands, Tatooine
Omass
Fri Apr 23, 2004 9:59 am
#9

Would there ever be a chance of CM only taking 4004 Medic, or something along those lines, instead of Master?



--------------------------------------------------------------------------------------------



Koaso, President of -Kosas- Hunting & Weaponry.
Rikilii
Fri Apr 23, 2004 10:58 am
#10

It will be very difficult to come up with a question that won't get the standard "Combat Rebalance" answer. With that in mind, I suggest one of the following:


1.Are you goingto limit the range on our attacks to 64m or less, either as part of the Combat Rebalance or otherwise?


2. The current Chef food does not provide an effective counter to our attacks. On that note, are you going to provide better new means to resist or deal with our attacks, either as part of the Combat Rebalance or otherwise, and if so what are they?



---------------------------------------------------

Ahazi: Tekhap Ybrae--Former CM and Homeless Nublar Extraordinaire.

TC: Avaro Tribec--Co-founder of the TC-GCW, and Self Proclaimed Leader of the Imperial Legions
BigZak
Fri Apr 23, 2004 2:03 pm
#11

Could they see fit to delete any NERF CM threads that show up, as soon as they show up. I am sick of the constant Nerf Callers.

Violet Vette, Radiant
MCM
vortexala
Mon Apr 26, 2004 10:51 am
#12

Question Asked:

It has been seen in past patch notes that Combat Medic range was to have been capped. Currently, Combat Medics have the ability to throw up to 96m, farther then any ranged profession. Will our range be decreased to max 64m, and if so, will the fact we are rooted for the entire throw animation be removed?



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
AvaroT
Mon Apr 26, 2004 2:10 pm
#13

Interesting -- notice how the first week had NO combat professions in it? I wonder if they did that to buy time?


I'm guessing our answer will be something like this:


"As part of the Combat rebalance, we will be evaluating the effectiveness of each profession. The team will be assessing all the combat specials and working to tweak and balance them so they are fun and useful. This assessment will include revisiting the current abilities of Combat Medics and their overall influence on combat."



Week 1:


Architect, Armorsmith, Artisan, Bio-Engineer, Chef, Core Systems, Dancer, Doctor, Droid Engineer, Entertainer, Image Designer, Medic, Merchant, Musician, Player Associations, Politician, Tailor, Test Center, Weaponsmith


Week 2:


Bounty Hunter, Brawler, Carbineer, Combat Medic, Commando, Creature Handler, Fencer, Galactic Civil War, Jedi, Marksman, Pikeman, Pistoleer, Ranger, Rifleman, Scout, Smuggler, Squad Leader, Swordsman, Teras Kasi ArtistWeek 1:




____________________________________________________
Tekhap Ybrae: RIP
Avaro Trimihow: Back For More

"Our enemies are innovative and resourceful, and so are we. They never stop thinking about new ways to harm our country and our people, and neither do we."
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