Combat Medic Archive

Thread: CM Bug Report 11/24/03

TheGreatOne00
Tue Dec 02, 2003 1:19 am
#14

Another bug, heal mind will use up mind and give wounds even if you have a corpse targeted. This has happenned several times to me when a person just dies short of you healing them, then it goes off after they die.




Ovonn Ig'A
Master Doctor
Master Fencer
awthtem-xour
Tue Dec 02, 2003 12:11 pm
#15

would be nice to have another way to effectively use different types of poisons/diseases. meaning, u can only use whatever poison u have in your main inventory - trying to use different poisons while in battle is a total pain... is there anything that can be done ??


awthtem-xour


lowca


Master CM, Master Pistoleer




Awthtem-Xour
Lowca Rebel Jedi
MataHairy
Wed Dec 03, 2003 8:49 am
#16

I'll add one, although I don't know if you call it a bug. It takes around 2-3 seconds from when you throw a poison to when the animation happens. So, when I sneak up to non-agro NPC's, throw a poison (while standing still) and then run away, I find that I stop running seconds after the actual poisoning. Meanwhile, I am taking extra damage because I can't get away. If I throw a poison while standing still I should be able to run away uninterupted!



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
WildWildMaN
Wed Dec 03, 2003 1:53 pm
#17

Didmassive testing, it seems a lag issue, bug not confirmed.



Prett
Member of Dantooine Scouts Guild.
Militia member russian town Banir.
----
Master Swordsman
Master Pikeman
Elite Imperial Soldier
Imperial Pilot Ace
Kavedawg
Thu Dec 04, 2003 5:55 am
#18

If a AoE poison is tossed at a group of non aggro creatures, only the creature targeted will give chase. Any other creature caught in the AoE will sit around and allow the poison to tic away. This was fixed for a while but has resurfaced on TC again.




________________________________________
The sky hasn't fallen yet but dreams have already been shattered
awthtem-xour
Thu Dec 04, 2003 11:53 am
#19

ok.. figured out u can use poisons in the hotbar now... but, now have noticed that area stims dont do a thing to faction npc's... ?? is this on the list ??



Awthtem-Xour
Lowca Rebel Jedi
Sandman56
Thu Dec 04, 2003 2:02 pm
#20

I have noticed in PvP that if I throw an AoE poison then an AoE disease, both mind...the poison will only tick and the disease wont until the poison is removed. I have tried this multiple times.



Glerk - Element Zero
Pahdbacca
Thu Dec 04, 2003 4:56 pm
#21

AHA! Finally took me a while (about 35 stims) but I duplicated the experimentation failure changing other stats bug.



That is kinda freaky





-----------------------------------------
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
Kavedawg
Thu Dec 04, 2003 8:24 pm
#22






Pahdbacca wrote:

AHA! Finally took me a while (about 35 stims) but I duplicated the experimentation failure changing other stats bug.



That is kinda freaky







okie cool, so it's not just me then



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
SpinalInjury
Mon Dec 08, 2003 8:14 am
#23

I don't know if this was addressed yet or not:

/mindheal should not be able to incap the combat medic. It should not take them below 1 mind

/mindheal should not be spammable. There should be a re-use timer on it just like everything else



Kijan Darkblade
The Regulators -TR
Master Combat Medic
www.bloodfinpvp.com

The Regulators build empires...
Fight builds clubs
Pappi
Mon Dec 08, 2003 8:26 am
#24




SpinalInjury wrote:
I don't know if this was addressed yet or not:

/mindheal should not be able to incap the combat medic. It should not take them below 1 mind

/mindheal should not be spammable. There should be a re-use timer on it just like everything else




i've tried to grab the devs' attention on the first one ever since the ability was available, however i never got a response


as for the second, i find /healmind not very spam-friendly, unless you're in a cantina powering entertainers. it fits into the combat queue along with regular heals, which isn't too bad... i'm more concerned with how much BF affects the amount of wounds for each application. with less than 100 BF the number of wounds i get double from 0 BF, and the increase is a bit steep





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
SpinalInjury
Mon Dec 08, 2003 8:34 am
#25

Try this. Go on a raid, have a few mind buffed people that are low on mind. When you break away to heal up, and run back in. You can healmind as fast as you can type it basically.

I was hitting people with 2 each (since they were mind buffed) and there is no delay what so ever.



Kijan Darkblade
The Regulators -TR
Master Combat Medic
www.bloodfinpvp.com

The Regulators build empires...
Fight builds clubs
Yesh
Mon Dec 08, 2003 4:39 pm
#26

Experimentation:


Experimatation that results in a moderate success actually REDUCES stats, even when the experiment is performed on only one stat. Highly frustrating.


TEF:


I didn't think they could screwTEF'sup again, but... While inside city structures such as City halls, covert players that heal overt players gain a TEF and are booted. I know that this function is needed to prevent the house exploit, but really, should this TEF rule apply to stationary city structures?

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