Combat Medic Archive

Thread: What is the main problem you have with the +1 change

Kavedawg
Wed Oct 29, 2003 4:18 pm
#131






jexra wrote:

You do realize that basically we'll be getting 2 nerfs right? You get the +1 ham nerf but you get the components fixed but then again our resources get shifted to DR OQ which in my opinion will lower our poisen damage bacause we won't be able to make the quote "Ubber stuff" anymore due to most of the Crappy dr on the resources we use.


Am I incorrect in this assumption?







I was able to make an advanced infection amplifier under the current component change on TC before getting my toon locked on a CTD loop ( crash to desktop as soon as I log in )



  • eleton reactive gas


    • DR = 134

    • OQ = 478

  • Titanium AL


    • OQ = 834

    • DR= 20

    • Contuctivity = 346

    • UT = 395

using these resources my advanced infection amplifier after 10 great successes came out as



  • experimented 48%

  • power 38

i am not sure what the norm is on live for this component


there have been some changes to how the experimentation is handled on TC for all crafting, it was said that before people were getting results that did not correctly reflect the attributes of the resources used


our dev has also said that he made an " adjustment " to the decay resistance of reactive gasses so that a decent value could be found on new spawns.




________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Kavedawg
Wed Oct 29, 2003 4:27 pm
#132






Heltain wrote:
So Kave what's your status now ? You aren't actively opposing our nerf but rather only informing the Devs that there are some who don't like it - is that a correct summary ?
Just wanted to be clear on that.




I have always been posting the concerns voiced on this change, and I pointed out that this change would cause problems with PvP when I was brought in as a correspondent but the dev still went with it. What I needed from you were other ways of fixing the incap dance which have been suggested and I passed thoes Ideas on as well. I can't make the dev's mind up for him, and unlike many of you believe I have no sway in the matter, I can only make the argument that this is an overall bad way to go about things based on facts,and another way should be implemented.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Kavedawg
Wed Oct 29, 2003 4:39 pm
#133






Kullervobolg wrote:

First, I don't solo PvP. Ever.


Second: for those saying CM's shouldn't be able to solo PvP, then why should everyone else be able to? If we have to hang around heavy damage-dealers, why don't the heavy damage-dealers hang around with Doctors?


According to the dev's, if I remember correctly, Doctor is the third-most-common profession in the entire game. Yet somehow nobody ever seems to have one around to heal the CM's poison. Why is this? Maybe because nobody treats doctors with any respect, never pays them to compensate for their meds, etc.?


If people treated doctors decently, there wouldn't be as much crying about CM's.







I don't have a problem with a MCM being able to solo one or two people in a PvP conflict, It's the situations where a MCM can take out a group of 4 or more, clone, and go back for the DB. I do understand that this can be done by many professions and the main problem here is the fact that death has no sting. The change on TC for item decay on death will cut some of this, but since the CM poisons are not counted for decay everyone will just strip to their skinnies.


the sting of death option I liked, where a person would need to insure their skills to prevent a long down time to "download" your skill and abilities into the new clone, got brushed aside.




________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Pahdbacca
Wed Oct 29, 2003 6:15 pm
#134




jexra wrote:

You do realize that basically we'll be getting 2 nerfs right? You get the +1 ham nerf but you get the components fixed but then again our resources get shifted to DR OQ which in my opinion will lower our poisen damage bacause we won't be able to make the quote "Ubber stuff" anymore due to most of the Crappy dr on the resources we use.


Am I incorrect in this assumption?





Take an advanced infection amplifier with the following resources.....


Eleton gas.....OQ 600 DR 100 PE: none


Titanium aluminum....... OQ 600 DR 300 PE: none


Current schematic......


Exp Effectiveness:


Power:


OQ...66%


PE...33%


To determine the rating that the eleton gas provides for power in the advanced infection amplifier we use the equation (OQx0.66 + PEx0.33)= (600x.66 + none x .33)= 400


For the titanium aluminum.... (600x.66 + nonex.33)= 400.



Now...suppose we make the schematic to read as follows...


Exp Effectiveness:


Power


OQ............66%


DR..........33%


The new equation would be (OQx.66 + DRx.33)


Using the same materials with the new schematic - eleton gas...(600x.66 + 100x.33)= 433


Titanium aluminum (600x.66 + 300x.33)= 500



As you can see, using the exact same resources with the new schematic utilizing DR, the adv inf amp is going to be A LOT more powerful because the resources now have 2 values that can contribute in the new schematic, where in the old schematic, zero was used as the value for PE because gasses and aluminum do not have a PE value. The only materials this will change in our component crafting are radioactive and liquid petrochem fuel, which have both PE and DR. I think the overall changes though, will cause us to have better components.





-----------------------------------------
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
Zarlor
Wed Oct 29, 2003 7:13 pm
#135





Heltain wrote:
So Kave what's your status now ? You aren't actively opposing our nerf but rather only informing the Devs that there are some who don't like it - is that a correct summary ?
Just wanted to be clear on that.




I'd like to interject, if I may, that in fact what Kave has presented on the Corre forum is not that "there are some who don't like it", but that the vast majority (I believe he used vast, but certainly majority was used) are against the no-incap change. Does that help to clear it up any?


As sson as he had reported this change to you guys, he was getting that feedback from all of you and his very first posting to the Dev on the matter reflected that wording. At no point in time was he ever "pushing" for the change with our Dev. (Again, feel free to ask another Corre about the situation if there are folks who don't want to believe me about this.)




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
BenderTheGreat
Wed Oct 29, 2003 8:33 pm
#136






Kavedawg wrote:



I don't have a problem with a MCM being able to solo one or two people in a PvP conflict, It's the situations where a MCM can take out a group of 4 or more, clone, and go back for the DB.







Not sure if you are aware of it Kave (you said you PvP very little) but what you are describing there sounds more like the revenge TEF problem. Which I agree made CM's VERY overpowered in PvP. Revenge TEF was recently eliminated, putting an end to that situation.


Currently, If you take a group of 4 with your poison but die and clone the only way to go back and DB them is to redeclare your faction (go overt) and then go db them (but only if they are also overt I believe). Once you die and clone you no longer have tef against them, and if they are incapped before you redeclare then there is no tef on them to give you the opportunity to db.


Just a minor issue, but one I thought worth clarifying for you.




::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Ailix Fry - assassin/doc/jedi
"What you must know is how man reacts.
Weapons change, but man who uses them changes not at all.
To win battles you do not beat weapons - You beat the soul of the enemy."

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Lexy
Wed Oct 29, 2003 9:05 pm
#137

I'm an avid PvPer, and you know what? As soon as the last big patch was introduced, and the servers were actually online and working, people already found workarounds for the Revenge tef.

In group pvp battle, you get tef's by anyone in your group being in battle. So as long as someone in your group is still in battle when you die, you come back covert and have tef's on the opposing faction. Thus Commandos will come up and simply 1 shot you as before.

In solo pvp, the opposing fighter will simply group a low level pet, so when they die, the pet keeps the tef active. They come back and 1 shot again.

Nothing has changed, the Clone Wars rage on. I'm actually warming up to the +1 change, now I'll be able to get them diseased on all stats, and when they die they get 1% decay if insured, 5% if not. This will hopefully stop the petty pvp'ers once and for all.
Melampus
Wed Oct 29, 2003 9:53 pm
#138






Lexy wrote:
I'm an avid PvPer, and you know what? As soon as the last big patch was introduced, and the servers were actually online and working, people already found workarounds for the Revenge tef.

In group pvp battle, you get tef's by anyone in your group being in battle. So as long as someone in your group is still in battle when you die, you come back covert and have tef's on the opposing faction. Thus Commandos will come up and simply 1 shot you as before.

In solo pvp, the opposing fighter will simply group a low level pet, so when they die, the pet keeps the tef active. They come back and 1 shot again.

Nothing has changed, the Clone Wars rage on. I'm actually warming up to the +1 change, now I'll be able to get them diseased on all stats, and when they die they get 1% decay if insured, 5% if not. This will hopefully stop the petty pvp'ers once and for all.





I'm opposed.


I agreed that the multi incaps should have been removed.


but if I hit a group with an AE poison...it's going to be a death sentance for me now. Before I could AE a group/guild/party and get the /healself to work just fast enuf that I didn't die from all the autotarget fire I got then I could tactically evade/kd them and, as they were Incapped, I had less and less of them attacking me and hence could kill a group with my carbine skills backing me up.


now that will be next to impossible, I will have 10 ppl spamming specials on me till their mind gets to 1 point then i'll have 10 ppl autofiring at me (no ham to spam specials) till I die or use something like /scattershot to hit the mind pool and that's hitting 10 ppl individually with that shot....there will be no way to do that.



Apollo

Lexy
Wed Oct 29, 2003 10:16 pm
#139


Melampus wrote:

"now that will be next to impossible, I will have 10 ppl spamming specials on me till their mind gets to 1 point then i'll have 10 ppl autofiring at me (no ham to spam specials) till I die or use something like /scattershot to hit the mind pool and that's hitting 10 ppl individually with that shot....there will be no way to do that."



That's why I currently use, and most likely will use, 80 meter poisons. As soon as all our components and resources work to the fullest when crafting, I hope to get 100m poisons. But we will see how it works out in the next patch I hope to drop health, action, and mind area poisons on a group, get them all to 1 point on each pool. Then drop the AOE diseases....

If they can't get in range and hit you, you won't die
Heltain
Wed Oct 29, 2003 11:02 pm
#140



Kavedawg wrote:


Heltain wrote:
So Kave what's your status now ? You aren't actively opposing our nerf but rather only informing the Devs that there are some who don't like it - is that a correct summary ?
Just wanted to be clear on that.


I have always been posting the concerns voiced on this change, and I pointed out that this change would cause problems with PvP when I was brought in as a correspondent but the dev still went with it. What I needed from you were other ways of fixing the incap dance which have been suggested and I passed thoes Ideas on as well. I can't make the dev's mind up for him, and unlike many of you believe I have no sway in the matter, I can only make the argument that this is an overall bad way to go about things based on facts,and another way should be implemented.




Thx for the answer Kave. Please don't understand this as a personal attack, i really just wanted to be clear on the status.
Maybe it's time to say it, your working your ass off for us and although i don't agree with you on this one your work is very much appreciated
Austrian
Thu Oct 30, 2003 9:44 am
#141

God, if I see another post complaining about a commando one shotting them, I think my head will explode.

All this whining about one shots from commandos is just stupid. GET SOME BUFFS AND COMPOSITE ARMOR!

I guarantee you, you'll never be one shot again. And you'll eventually outlive the commando with a mind poison ticking on him.

Learn your enemy. The only time you STAND still vs a commando is when you apply your person (which should happen at 65+m). Then you always keep moving and poof, he wont be able to hit you that often and you can heal away the dmg he does easily.


/rant off



Austrian Avenger

Master Combat Medic, Master Doctor
411 uR w0und5 4r3 b3l0ng t0 u5 !
Austrian
Thu Oct 30, 2003 9:46 am
#142

person = poison

**edit** the non existing edit function!



Austrian Avenger

Master Combat Medic, Master Doctor
411 uR w0und5 4r3 b3l0ng t0 u5 !
bcasey03
Thu Oct 30, 2003 9:58 am
#143

I'll assume you were responding to me since you didn't specify.


Did you know that there are mind buffs now??? Did you know that I can get my mind buffed to over 8000? Did you know that I'm not the only person that can do this? Do you know how long a poison takes to do 8000 damage?


I wasn't complaining about getting killed by anyone, I just don't want us getting weakened while others stay so strong.




O'peth
Dark JediKnight
Starsider
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