Combat Medic Archive

Thread: Terrain Negotiation

Tamour
Wed Sep 17, 2003 8:12 am
#14

I believe its +10. I run slow on hillsbut the team does wait for me



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Tamour - Doctor/Combat Medic - Theed, Naboo (Chilastra)
Flaming Monkey Prophecy
wynlyndd
Wed Sep 17, 2003 3:31 pm
#15






Kirillian_NaJax wrote:
The trade-off is you need a doctor to make everything but the end product for you. :\




Work out a deal with your friendly neighborhood doctor. I know i haven't been running my factories 24/7 lately as much. I'm sure if you gave a doctor the resources you wanted him/her to use and some credits for making the schematic (more if you use their factories), it could be the start of a beautiful business relationship.


If they are combo MD/MCM like me, offer them some of the subcomponents =)




Nashara Navaboda
Master Doctor - Healer of Hangnails
Master Combat Medic - M.A.S.H
("You Know You Want Me on Your Side")
Lowca - Naboo - Inside of BABELON (near 0,0)
--------------------------------------------
DoD - Dealers of Death
BlackSpiralDancer
Thu Sep 18, 2003 12:09 am
#16

I agree that +10 to TN is nothing useful. Really miss myexpoloration skills.
Kirillian_NaJax
Thu Sep 18, 2003 12:10 am
#17

Sadly, it sucks. I'm now at a very difficult place with my character. I can keep scout/explore, or dump it and get artisan/Survey back (neither of which I actually have the points on,but I choose to be mediocre with a weapon if I absolutely must).


The problem being that CM-specific resources are unimportant to the "cash cowprofessions" in a miner's eyes, so I have to rely on one or two medic miners or rely on my already overloaded crafting buddies to look for me.




Kirill NaJax
"Back from the dead."
Braindoc
Thu Sep 18, 2003 12:16 am
#18

Master combat medic = + 10 terrain negotiation


Exploration I = + 20 terrain negatiation


Longspoon
Thu Sep 18, 2003 12:51 am
#19

My current templates allows for both Explore4 and survey4...


Master Medic, Master Combat Medic


Pistol 4, Ranged 4, Survey 4, Explore 4


Novice Pistoleer


3 points left over and more than enough xp to take any one of the tier 1 skills that are available to me...




Therfore bihoveth hire a ful long spoon that shal ete with a feend. -Geoffrey Chaucer, from The Canterbury Tales, "the Squire's Tale"
Kirillian_NaJax
Thu Sep 18, 2003 12:54 am
#20

The trade-off is you need a doctor to make everything but the end product for you. :\



Kirill NaJax
"Back from the dead."
Wolf_Scout
Tue Sep 30, 2003 4:48 pm
#21

I know a lot of us are asking the rangers terrain negotiation to be the best in the game period. I agree, but we have not heard much on it except that Nraas has it on our list. Could it be that due to vehicles/mounts that this skill will not be as important as it was prior to vehicles/mounts? If so then what would be the big deal about having it? Unless somehow it worked with the vehicles/mounts now that would be cool!Maybe the devs are just dropping this issue in light of the vehicles and mounts, Nraas could you look into how these changes are going to effect a large portion of our wayfarer skill tree?



"Weapons are made to kill, but it is the human mind that decides the amount of pain they will inflict"

Bladepoint Bounty Hunter

Wraiith Commando
Wolf_Scout
Tue Sep 30, 2003 6:40 pm
#22

any input/ideas here?



"Weapons are made to kill, but it is the human mind that decides the amount of pain they will inflict"

Bladepoint Bounty Hunter

Wraiith Commando
NRaas
Tue Sep 30, 2003 9:00 pm
#23

"Maybe the devs are just dropping this issue in light of the vehicles and mounts"


I doubt the developers are dropping any issue... It simply isn't a very high priority.


Terrain Negotiation does actually work (Scouts do climb faster, and Rangers do crawl faster), as compared to other skills which don't work.


I'm sure we can push for improved usefulness with the skill, after wesee how vehicles and mounts pan out.





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Cameo79
Thu Oct 02, 2003 8:13 am
#24

A friend of mine just told me yesterday that the patch on TC has a change in it for Combat Medics to get +40 terrain negotiation in one of their lines (+10 for each box) and also +10 burst run efficiency at master. One question comes to mind....WHY?

Now all a CM has to do is get scout with explore 1 and they will be moving as fast as a Master Scout or Ranger, even without ANY scout skills they will be moving pretty fast. If they want terrain negotiation they should have to pay for it in the scout line like everyone else. I know they had +10 at master before, that wasn't a bad bonus, but +40? When the running uphill caps at 50(0-50 is running up hills, 51-100 is crawling)? They can get 80% effectiveness running up hills without even taking novice scout?

Now what if the CM took novice scout and Explore 4, they would have 80 Terrain Negotiation...now they are almost as good as a Ranger. Ok I think I vented enough, now where is my +40 medicine use in the Wayfaring line?



Cameo
Master Ranger/Master Rifleman
Cameo79
Thu Oct 02, 2003 1:10 pm
#25

I see no one else is concerned by this, or maybe they don't believe me since a friend told me about it. So I went to the CM forums and found this post by the correspondent.

http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=10184

The part I am concerned about is in this section:

Current Fixes on TC

Required CRDM's for the ranged stim E changed from 13 to 3

Terrain Negotiation increased +10 for each level in the Combat Medic Support Line

Burst Run efficiency increased +10 at Master Combat Medic



Cameo
Master Ranger/Master Rifleman
Arcus
Thu Oct 02, 2003 2:09 pm
#26

So..... does that mean a Ranger/Combat medic can really run faaast? or does it top out?






SNAGGLE
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Crafter
Bah, I'm old and ugly.

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