Combat Medic Archive

Thread: Dev Feedback on medical DoTs...

Kavedawg
Sat Jan 31, 2004 2:26 am
#118






KJFett wrote:






Gnuut wrote:






KJFett wrote:A smart CM would be raising the roof to get the healing abilities fixed ASAP. If you want to kill, get a combat profession. Combat medics don't kill. Medics that kill are called murderers. It goes against the very code that created them.


Actually medics do not take the Hippocrattic Oath but by no means are exempt. Like I have posted before in other threads, having medical knowledge makes you a more efficient killer.





And yes RL is all we have to work with here since unlike every other profeesion in the game, there are no Combat Medics in Star Wars like we see in galaxies to compare against.
"No Combat Medics in Star Wars like we see in galaxies to compare against"?!?
Just w t f does that mean? I don't speak Yoda so may have to translate that part...



STAR WARS BOOKS, MOVIES and RPGs = NO CMs THROWING POISONS


GALAXIES = CMs THROWING POISONS


= there are no Combat Medics in Star Wars like we see in galaxies to compare against


= only CMs to compare the profession to are in RL


= only using a Gun in self defense etc.


If you can't figure that out then..........sorry, I can't make it any easier.
















IT'S A **edit**ING GAME WHY DOES RL HAVE ANYTHING TO DO WITH CM OR ANY PROFESSION



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Kavedawg
Sat Jan 31, 2004 3:57 am
#119






Sethech wrote:





Pahdbacca wrote:

Let me get this straight.... you are upset cuz we can dish out 70 damage a second?


You want to reduce that to 18 damage a second...You really think that is fair?


This is rediculous. Ther is no way that medical DoTs are going to get a 75% damage reduction.







...what kind of sucky poisons are you using? All the combat medics I've fought do 300-400 damage a tick, to my mind pool, which cannot be healed. Nothing can really stop this, armor doesn't protect against it. Don't you think this is the least bit overpowered?







umm...need another 8th grade math lesson


poison ticks every 10 seconds for lets say 700 damage


700 divided by 10 is 70


so that is 70 damage every second


with the PvP reduction of 75% only 25% of the damage is applied


25% of 70 is.....


70 divided by 4


4 goes into 7 one time with a remainder of 3


4 will go into 30 seven times with a remainder of 2(had to carry the 3 over to the 0)


4 will go into 20 five times ( 70 is also equal to 70.0 and I carried the 2 over the decimal place)


so our final answer is 17.5 which rounded up is...18 damage applied every second under the PvP reduction





________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Rupture101
Sat Jan 31, 2004 5:40 am
#120

joke! ...



let me be, and i am a doc/cm, and i cant throw it over 62m ....and i cant heal dizzy while kd....



also you want to balance something, remove that dizzy from the game altogether ...from all classes ...make the kd timer shorter or something, but dizzy is just wrong ...



(death by a fabbua, my poor jedi, ....dizzy and then made me kneel) ....game over


roymitchel1
Sat Jan 31, 2004 5:57 am
#121

so i guess combat medics throwing area poisons and diseases well past the range that people can shoot in pvp is ok?






ROCK AND ROLL!
brian9v
Sat Jan 31, 2004 6:24 am
#122

Rupture, you're not SUPPOSED to be able to do those two things ( I guess I wasn't clear enough about the fact that those are bugs that should be fixed ), but you can, and with those two advantages you can last almost indefinately in pvp, until you rack up too many wounds with CM mind heal, which takes a LONG time. Definately a lot longer than poison/disease takes to put anyone's mind (be it 3.5k or 600) at 1.



About dizzy...although its a whole different subject, I'll share my opinion. I think it shouldn't be effectively nerfed to oblivion to where its utterly useless, but it does need a makeover. When I think of "dizzy" I don't think of an uncontrolably drunken state. First off, raise the chance that someone has to stand while dizzy, and to take it a step further, you could perhaps make it go in steps. For example: PlayerA gets dizzied and knocked downby PlayerB. PlayerA has a 30% chance of recovering to a kneeling position, 50% chance of falling back down, and a 20% chance to recover to standing. While at say kneeling PlayerA has a 60% chance to recover to a standing position, 30% chance to remain kneeling, and a 10% chance to fall down.



I just threw in some random numbers but you get the idea.


[/end off topic rant]




Grodin Tierce -- Lowca
Ape -- Bloodfin
Zarlor
Sat Jan 31, 2004 6:38 am
#123

Kave: Actually the game rounds things down, so it;s only 17 per seoncd. No the fact that I can do more unarmed damage per second without having any brawler skills than either of those numbers makes no real difference, though. The nerf-cries would still think it's worth spending enough points to be a Commando.


Thankfully the Devs don't agree with that particular position and do seem to understand this profession a LOT better then that and udnerstand where it falls into the overall balance of gameplay.





roymitchel1 wrote:

so i guess combat medics throwing area poisons and diseases well past the range that people can shoot in pvp is ok?





Where did you get that idea? Like I said in the post at the very top of this page of this thread, that's a bug. It's being looked into. So let's move on past it.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Pahdbacca
Sat Jan 31, 2004 2:59 pm
#124






roymitchel1 wrote:

so i guess combat medics throwing area poisons and diseases well past the range that people can shoot in pvp is ok?









Read the second sentance printed in red on the very first post of this thread. Twice if you have to.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Grozurr
Sat Jan 31, 2004 4:39 pm
#125

Zalor-


congrat's on the Corro change - you really ARE the medic corro now =D


Grozzer
DSB
Master Combat Medic


"Health, Action, or Mind, it's still your ass..."
-Adopted Combat Medic

LazyAmy
Sun Feb 01, 2004 6:06 am
#126

I have found that most of the problem I have with CMs is not nessisarily the damage they do, but that when attacking a base near a cloning facility, a Single CM Overt can defend that base so long as they have poison to throw because when they are killed, they can clone and run right back out tossing a new AoE Mind poison onto a numericly superior force.


In a short amount of time. A CM who may have been killed 5 or 10 times has effectivly disabled a whole attack force.


This is not just true of CMs, but the CM gets the most benifit from being able to do this as they can almost allways get off one mind poison on a group before getting killed. So it'sa like fighting Jason, Micheal Meyers or Freddy Kruger. They just keep comming back into the same battle no matter how many times they are killed.


If the Developers simply made it so youbecome Covert and are treated as Nuetral for 30 minutes after being killed in PvP and cloning then someone killed in a battle who chooses to clone instead of waiting for a rez will be effectivly out of that battle. Thus CMs effectiveness becomes more balance. They get to toss thier poison, then they die and then you just make sure to plug any Doctors that try to Rez the CM and your golden.







LazyAmy Indigo
Resource Merchant, Thorn in the Imperial backside.
Owner/operator of The Lazy AT-AT Cantina
Proud member of The Crecent Order (TCO) Resource Division
Chilastra Galaxy
Talus
-2400 x -2200
PvP+, Combat+, RP+
Rupture101
Sun Feb 01, 2004 4:15 pm
#127

2 hours ....


I will die as many times as needed ....remove armor place in my house, buff and throw away ....
Cibila
Sun Feb 01, 2004 7:07 pm
#128

I dont mind the tick on the poisons, but it should take into account accuracy and ranged defenses, I get hit by poison every single time, as opposed to when somone throws a grenade at me, or I get shot at, I dont get hit every time. Yes I know there is a stat called potency which affects the chance it has to stick, but this should be taken after hit/miss equation and not as an absolute. Much like FlameDOT that hits you even if the special misses. This is my 1 and only complaint. Damage and ticks are fine, if you get hit, you get hit.


Cibila
RhenGordon
Mon Feb 02, 2004 2:48 am
#129






Cibila wrote:
I dont mind the tick on the poisons, but it should take into account accuracy and ranged defenses, I get hit by poison every single time, as opposed to when somone throws a grenade at me, or I get shot at, I dont get hit every time. Yes I know there is a stat called potency which affects the chance it has to stick, but this should be taken after hit/miss equation and not as an absolute. Much like FlameDOT that hits you even if the special misses. This is my 1 and only complaint. Damage and ticks are fine, if you get hit, you get hit.


Cibila




As much as I fear to do this, you have to think about this in terms of the delivery of this type of attack. A grenade, flame cone or any other physical form of attack actually has a chance that if you are within a certain area you will not be hit.


This is not the same thing when you look at poison / disease. Poisons have an almost 100% casualty radius to them. Why? because everyone has to breathe. A nerve gas attack will effect almost every single person in combat unless you are wearing your gas mask, and even then it is known to be absorbed through the skin so a gas mask only prolongs the agony.


Again I hate to bring in real world solutions to a game, but that is why you are probably seeing the 100% effectiveness within a range. I think you will be able to get some items to raise your resistance though and then it will become even more important for us CMs to expirement our potency up. Of course this kills effectiveness.






>~~~~~~~ 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!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
wildcard1973
Mon Feb 02, 2004 3:01 am
#130






RhenGordon wrote:






Cibila wrote:
I dont mind the tick on the poisons, but it should take into account accuracy and ranged defenses, I get hit by poison every single time, as opposed to when somone throws a grenade at me, or I get shot at, I dont get hit every time. Yes I know there is a stat called potency which affects the chance it has to stick, but this should be taken after hit/miss equation and not as an absolute. Much like FlameDOT that hits you even if the special misses. This is my 1 and only complaint. Damage and ticks are fine, if you get hit, you get hit.


Cibila




As much as I fear to do this, you have to think about this in terms of the delivery of this type of attack. A grenade, flame cone or any other physical form of attack actually has a chance that if you are within a certain area you will not be hit.


This is not the same thing when you look at poison / disease. Poisons have an almost 100% casualty radius to them. Why? because everyone has to breathe. A nerve gas attack will effect almost every single person in combat unless you are wearing your gas mask, and even then it is known to be absorbed through the skin so a gas mask only prolongs the agony.


Again I hate to bring in real world solutions to a game, but that is why you are probably seeing the 100% effectiveness within a range. I think you will be able to get some items to raise your resistance though and then it will become even more important for us CMs to expirement our potency up. Of course this kills effectiveness.







Then by allowing artisan to make gas-masks Poison/disease would be 100% neutralized.




Wildcard
Retired Tactical Commander - Ghosts of the Republic


I strike from the shadows, I do not exist.


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