Combat Medic Archive

Thread: Dev Feedback on medical DoTs...

RhenGordon
Tue Feb 03, 2004 10:38 pm
#157






TheGragg wrote:




Diggner wrote:

Hey idiot you do realize that the experiment is on CHARGES. Go troll somewhere else


The problem isnt all with the rangen in the experimentation as it is with the bonus range we get as master CM. I think the 97m range poisons/disease DO NOT SAY 97M they say 43M. SO in all honesty you need to get a bloody clue.



FORMER CM


Now BH












Well gee wiz, I wanted to move on but then you had to call me an idiot So your saying there's no way to experiment on range? I already understand that distance is increased for being a master CM. You can't make a dot with a range of 32 and spend the experiment points on damage? If the range is 32 and master combat medic doubles it then that would be 64meters. But I don't have a clue what I'm talking about, seeing that I'm an idiot and all, so pay me no attention!






Dude, you are just trolling here looking for a fight, you lost on the merits of your arguments and you had to break out the personal attacks.


The point of this poster is that there is no specific expirimentation on range. Plain and simple, it is a by product of expirementing charges. Just like potency is a by-product of experimenting ease of use. So by the nature of the program if I want to have more charges to my poison I am making it with more range, if I want to have more potency I am making it easier to use. That is the point of the poster, though calling you an idiot would be wrong. I would have to say it is more like you are ignorant, and there is nothing wrong with being ignorant as long as you are willing to be informed.


The point of range is that most of us agree that we should not be able to throw past 64 meters. But for you to say that we are exploiting is wrong as well. If we want more charges to our poisons, then our range gets increased, that is the design of the game. Is it an exploit if I want to have 50 charges to my poison instead of 35 if the by-product is that I can throw 75 meters?




>~~~~~~~ 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!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TheGragg
Tue Feb 03, 2004 11:16 pm
#158

Rhen Gordon, I'm willing to be enlightened. Are there aspects of this game that I'm ingorant of? Yes. And thanks for the explanation. But saying I lost my argument is a little rash.. You can shoot turrets at 74 meters. Does that mean its ok to do that? No, thats exploiting. You can throw dots past 64 meters. Since the dev's have already tried to fix it and appranetly failed, throwing past 64 meters could be interepeted as exploiting. I acknowledge that I was confused about CM crafting, but my argument is still valid. Well if you can't help but craft meds with that range, the solutions easy enough. Don't throw dots at people unless your roughly 64 meters from them, add 10 or so for lag. I know that takes self control and its comparitivly easier to just take advantage of the system. It's your choice guys. Ok, now that I'm off my high horse, please continue the name calling, it makes me laugh!



____________________________________________________________________________________

"People are sheep. If your not going to be a shepard, at least be a wolf."

Gatton - Ex-Captain of the WidowMakers
TheGragg
Tue Feb 03, 2004 11:18 pm
#159

By the way, i'm not calling for a nerf. According to your corrospondents this "range bug" is most likely going to be fixed. I'm just asking you guys to try and exert some self control and not take advantage of the bug.



____________________________________________________________________________________

"People are sheep. If your not going to be a shepard, at least be a wolf."

Gatton - Ex-Captain of the WidowMakers
PanzerGR
Wed Feb 04, 2004 12:02 am
#160






Zarlor wrote:





PanzerGR wrote:

all i can say is this:


Anyway... Most of the time, if oyut hink about it...if there IS a huge debate over something then there IS an underlying problem somewhere along the line and it needs to be addressed, a solution made, and a fix implemented.





Likely true, but when it comes down to it I think we have pretty heavily uncovered what the underlying problems really are (and they aren't CM Damage rate) and that most, if not all, of those actual problems are being addressed. THAT'S what we want folks to read, but they don't seem to want to. Instead the same, tired old arguments keep getting brought up.


Mind Damage, Range, etc... all of the acknowledged and going to be addressed in some manner. So cries for nerfs, at this point, are simply rather futile because while there are underlying problems, those problems are already acknowledged and being addressed, in general. So continuing to bring those arguments up are just a waste of time until the fixes go in and until we wee what the Combat Revamp has in store for us. Continuing the debate just feeds fuel to a fire that is about to go out on it's own.









it still wouldnt be fixed even if you did fix the mind pool or range.


Look it in large battles multiple CM's will have more of an effect on the outcome of the battle than ANY OTHER CLASS BAR NONE.....Including Squad Leaders who should, ya know, give bonuses to groups of people.


Just 2 CM's poisoning peopel could EASILY stack a huge numbe rof DoT's on a HUGE number of people.


Either give doctors an area cure, or take away poison/disease Area Attack. We are talking about 1 persons ability to inflict damage on large numbers of people.


No pistoleer, Commando, melee user, or anyone else can effect as many people as swiftly nor effectively as a CM. And the CM has the LOWEST COMBAT XP REQ's of ANY PROFESSION THAT IS COMBAT ORIENTED.


you have no justification for a powerful AoE attack, none. It's that simple.





"Honor is a virtue of the truly strong"

~~BLACKHART: FURY GM / Elite and kicka$$ Privateer Pilot. Master Shipwright.~~
******Mos Furiosis, tatooine. -323 3779*******

~~Check out Aly's Loot vendor behind my shop!~~

Asbalon
Wed Feb 04, 2004 12:40 am
#161

PanzerGr could we all wait and see how effective cheff foods will be in defending against our poisons? There will be foods to boost you defense against Medical dots.


Hell if I look at one of the new foods... it gives you +40 Knockdown defense for 10 minutes. And you can eat two of these. If the same thing exists (in that strenght) against poison you can easyly reduce your chances by 40%. That would mean we would only hit to a 60% (or lower!) chance if we don't drasticaly increase our potency (thus drasticaly decreaseing our damage).


I am not saying that you don't have a point. Belive me. I also would rather see that our Area poisons don't hit at a 100% score. But if we nerf now... and then defenses against dots come in.. we might just go overbord with nerfing us, and isn't that exactly what we all critizise about the devs? Nerf to much... make powerfull again.. nerf again... resotre again.. nerf.. All I'm asking is that everyone waits this next publish... if things still are not right we can still discuss about it.



Jaylin Redstar, Gorath Galaxy
Doing wierd experiments on wookies since October 2003
Master Rifelman, Master Doctor
Former Master Combat Medic

Gnuut
Wed Feb 04, 2004 1:23 am
#162




Diggner wrote:

Hey idiot you do realize that the experiment is on CHARGES. Go troll somewhere else


The problem isnt all with the rangen in the experimentation as it is with the bonus range we get as master CM. I think the 97m range poisons/disease DO NOT SAY 97M they say 43M. SO in all honesty you need to get a bloody clue.




43m base range would be 86m at Master. Current max experimented range no matter how many points you try to put into it is 48m or 96m at Master. This is what the Devs actually nerfed, the MAX EXPERIMENTED range of 48m.






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....

Diggner
Wed Feb 04, 2004 1:42 am
#163

Well I tested mine at 41 or 43 and it was hitting at 97m. That was old school though.



**Lliam ORE TRAC** ~Lliam's Drop off -123, -5684 ~ ~ORE TRAC 2 Locations in South Coronet Mall -100 -5760 ~

Zarlor
Wed Feb 04, 2004 11:27 am
#164

Panzer: I guess you aren;t reading the rest of my posts or what is meant by that "etc." part of my list above. AoE is NOT a problem with damage, it's a problem with AoE. And that is what needs to be addressed (something I agree with, and have for a very long time now, not to mention it has a decent ranking on the Doctor Issues list as well.) So arguing that somehow CM damage is too high is not really arguing the problem, and that's what we've seen a lot of in this thread. It's batter to get to the root of all of those seperate problems and address those. But when it comes to damage, CM DoT damage is actually quite low. But that means viewing damage on its own, ignoring or realizing that fixes are likely in the works for the issues surrounding this that others keep bringing up.


Do you see where I'm coming from yet?


Ifthere isa problem with Mind Damge, then address Mind Damage (which is occuring with the Combat Revamp.)


If there is a problem with range, fix the range (being looked into).


If there is a problem with AoE, address AoE (option have been put on the table for things like AoE cures and "immunizations" or resistances.)


Those are different and seperate issues from CM Damage. I thinkthe Devs understand the profession's skills well enough to not be making a stupid statment when they say they think it is already balanced. Because I also agree that the damage portion of the total equation is balanced (well, too low for PvE, actually, IMHO) it is other parts of the equation that are being or need to be addressed to bring THOSE things into balance.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
RhenGordon
Wed Feb 04, 2004 2:20 pm
#165






TheGragg wrote:
By the way, i'm not calling for a nerf. According to your corrospondents this "range bug" is most likely going to be fixed. I'm just asking you guys to try and exert some self control and not take advantage of the bug.





It is not an issue with me then, as I do not craft my poisons with any concern to range. I am after the potency and the knockdown effect. Getting close enough to my target's has never been an issue for me since I rely on my tanks shield me and I approach incognito. You would never know there was a combat medic on the field until you got poisoned and by then it is too late. I do not craft for range.


I will say that I might start crafting for range because as they change the way combat works it is likely going to be harder for me to get into range with my shorter range poisons. I still think that it should not exceed the 64 meters though.


Then again though, while you can ask us to have some self control and not throw past that range, the truth is even if I had poisons that went past 64 meters and even if I wanted to not throw past that, the chances of me doing it is still going to be high because there is simply nothing keeping me from it.


If you attack me and then run, I target you and throw, you might be beyond the 64 meters, but in the heat of combat I am not going to stop and take the time to check and say" Hey Gnuut is at 63 meters if I throw this he is likely to be hit from 70 meters maybe I better not throw it" To take that time would be foolish and impossible to do.


Are there CMS out there looking for that advantage? Yes, Does this need to be fixed? Yes. Can we explect the players to police themselves? No. It has been well proven that almost every other profession that has bugs like this have had players that exploit it, it does not make it right, but you cannot blame the players.



>~~~~~~~ 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!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TheGragg
Wed Feb 04, 2004 10:28 pm
#166


RhenGordon wrote:


It is not an issue with me then, as I do not craft my poisons with any concern to range. I am after the potency and the knockdown effect. Getting close enough to my target's has never been an issue for me since I rely on my tanks shield me and I approach incognito. You would never know there was a combat medic on the field until you got poisoned and by then it is too late. I do not craft for range.
I will say that I might start crafting for range because as they change the way combat works it is likely going to be harder for me to get into range with my shorter range poisons. I still think that it should not exceed the 64 meters though.
Then again though, while you can ask us to have some self control and not throw past that range, the truth is even if I had poisons that went past 64 meters and even if I wanted to not throw past that, the chances of me doing it is still going to be high because there is simply nothing keeping me from it.
If you attack me and then run, I target you and throw, you might be beyond the 64 meters, but in the heat of combat I am not going to stop and take the time to check and say" Hey Gnuut is at 63 meters if I throw this he is likely to be hit from 70 meters maybe I better not throw it" To take that time would be foolish and impossible to do.
Are there CMS out there looking for that advantage? Yes, Does this need to be fixed? Yes. Can we explect the players to police themselves? No. It has been well proven that almost every other profession that has bugs like this have had players that exploit it, it does not make it right, but you cannot blame the players.





Good points Rhen. But I still disagree. I know its hard for players to police themselves in a game full of bugs, but I see it happen all the time. I see players refuse to to use the group tef because they find it dishonerable and cheap. I see players refuse to use the 74 meter exploit because they think its wrong. Players can police them selves. THose guys shooting at the turrets might hit it from 70+ meters once in a while, but they still atempt to engage it at a legit range. Aye, in the heat of battle its hard to keep track of whats going on, but what counts is that you're making an effort.

When I see a couple CM's blatently and consistantly throw dots at some base defenders from 80+ meters its apparent that they first, have no self control, second they have no sence of honar. They have an overpowered toy (being able to throw dots past 64) and they know they can get away with using it. Yes other professions have bugs they take advantage of too. THey can still take steps to not take advantage of it. Its obvious that CM's don't need a nerf. They only thing that needs to be taken care of is the AOE bug and the range bug. Until these bugs get fixed we can only hope that players attempt to stand up to the challange and do whats right. If you don't agree with me then please, keep throwing those superman dots. I can tell you this though, if it weren't for the guys who routinly throw dots at extreme meters there'd be significantly less attention on the CM profession and less calls for nerfs.



____________________________________________________________________________________

"People are sheep. If your not going to be a shepard, at least be a wolf."

Gatton - Ex-Captain of the WidowMakers
RhenGordon
Sat Feb 07, 2004 4:04 am
#167


Someone posted something about the resources needed to make poisons and weapons.


CMs have been saying for a long time that when you consider the resources we have to collect, the fact that we have no skills to find them and collect them ourselves and the rarity of our resources, we are well balanced in combat. I decided to run some numbers just for comparison.


I took the best resource counts I could find for the FWG5 pistol schematic, since I am not a weaponsmith I don't know for sure if my numbers are correct I got these from Allakhazam's Website. http://swg.allakhazam.com/db/abilities.html?swgability=249


An FWG5 takes:



  • 30 Iron

  • 15 Ferrous Metal

  • 6 Metal

  • 29 DuraAlloy Steel

  • 17 Plumbum Iron

  • 12 Axidite Iron

  • 20 Quadranum Iron

  • 8 Phrik Aluminum

  • 5 Diatu Copper

  • 5 Ostrine Ore

  • 16 Irolunn Reactive Gas

  • 10x Polymer

  • Total = 173 Resources

This is to make the best FWG5 in the game. There are some optional components which I did not count here.


For a combat Medic AoE poison



  • 12 Non Ferrous

  • 20 Fungi

  • 25 Liquid Petrochem

  • 50 Class 2 Liquid Petrochem

  • 50 Yavinian Fiberplast

  • 56 Titanium Aluminum

  • 56 Eleton Reactive Gas

  • 48 Tolium Reactive Gas

  • 48 Class 1 Radioactive

  • Total 365 Units.

That is more than twice the amount to make a single FWG5. Now it could be argued that we have a lot more bang for the buck for that amount of resources and I would tend to agree with you. That is how it should be. These poisons are used up. There is no repairing them, when we use them up, they are gone and we have to do it all over again. It could be argued that a single FWG5 that is well maintained could last a player forever. Depending on how many charges we expirement on our poisons we will eventually run out.


Just for comparisons sake though, lets take a look at one on one poison



  • 8 Non Ferrous Metal

  • 20 Fungus

  • 20 Liquid Petrochem

  • 25 Class 2 Petrochem

  • 25 Yavinian Fiberplast

  • 56 Eleton Reactive Gas

  • 56 Titanium Aluminum

  • 48 Tolium Reactive Gas

  • 48 Class 1 Radioactive

  • Total 306 resources

This poison will effect one person. The poisons I make like this have 26 charges on them. 26 uses and it is over. Now that effectively says that if my target does not resist I can get 26 combats out of this poison and it is gone forever. How many combats can you get from your FWG5?


Now consider that many of these resources are very very rare. I have not seen Tolium gas on Ahazi for over a month now, and what I saw before that was very poor quality. Weaponsmiths are effected by the same thing of course but let us consider that a weaponsmith will sell his best FWG5 for over 100K. A combat medic has no way to sell these wares to anyone else. We have to pay for resources, either by getting them ourselves or paying others to get them for us, and we have no way to recup those costs.


SO I thought this might shed a little light for those of you who are screaming to nerf the CMs. It probably will not change your opinion.




>~~~~~~~ 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!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
RhenGordon
Sat Feb 07, 2004 4:13 am
#168

OH and let me say this too, the one on one poison thatam using right now ticks for 470 points every ten seconds.


My wife as a Novice Pistoleer can do on average 250 points ever 1.5 seconds. Now compare that out.


10 seconds / 1.5 seconds per attack = 6.666 attacks per 10 seconds.


For this purpose lets say she gets 6 attacks at 250 points per attack. She can do 1500 points in that ten seconds compared to my whopping 470.


Many pistoleers would look at that damage output and scoff. She is not a hardcore player and is quite happy with that weapon. So go figure.





>~~~~~~~ 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!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ahakdo
Tue Feb 10, 2004 4:46 pm
#169

Only thing I can say.


Play the CM class. See how difficult it is finding a competent vendor to supply you with AoE's or try to harvest the materials yourself. It is not easy.


A doc can easily counter a CM. Find 2 docs with mind buffs and have a squad dedicated to dropping the cm's when you see him and you will rarely lose someone to a CM. I know this for a fact since as a doc I have helped out in countless raids.





Jeht posting with ahkado cuz im gone to wow...horde for teh win.
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