Combat Medic Archive
Thread: Current list of CM bugs and issues (08/20/03)
Anyway, i dropped a mind poison on some imp and we got to speaking after he killed me with his mind shot. He said that after he got incapped by the poison and "woke up" the system let him gain all his mind back before it started ticking away again. I don't know if this is a feature or bug.
i also think duration on dots doesnt run in that 5 min period....
im starting to think that dots arent based on time but # of ticks it does...
i was been hit with a level A mind poison that did less than i could regenerate and the poison lasted like less then 2 mins...
O have used Cs that have incapped looped people for 20 mins...
so im thinking duration of a dot isnt based on absolute time like 5 mins or 20 mins...but more like # of tics....
so if u manage to keep alive and not incap, the dot will continue to tick and thus run out faster but if u incap...thats 5 mins after the incap that the dot doesnt tick...hence teh poison timer doesnt "run"
any thoughts?
Shoi wrote:
Don't forget fixing the flora harvestors so medium and heavy ones can be built!
This was just fixed in today's patch, or so I was told
Great list, Mycroft. I have afew questions/comments.
- applying a poison does only yield the exp for applying, not for damage dealt
- killing a mob purely with the use of poisons does not yield any further exp
What kind of xp do you want? Combat? I don't have any objection to that but it won't be very useful for CMs.
- no practical use for diseases in PvE
Does anyone know how effective top-of-the line diseases are? This is just curiousity, I agree that they are pretty much useless in PvE.
- rarenes of some resources: CM craft consumables and the availability of resources directly impacts in our strength in combat. f.i. i have yet to see Class 4 Liquid Fuel, Class 1 Radioactive on Gorath. that is 1 subcomponent less for each: healingand damage potential
This is more of a feature than a bug for me. I like the fact that all resources types aren't always available making certain craftables available only intermittently. Now, when something doesn't show up for almost two months, that's a little worrying. Maybe as the servers mature this will become less of a problem, people will develop resource stockpiles to last them through the dry times.
- factories: stop after producing 100 items and stop working from thereon,patch notes from 08/20/03 indicate that 100 is the supposed limit whichwould bea pain for every profession that crafts consumables. at least my factory stops as well, if subcomponents taken from 1 crate run out, it ignores the other identical crate present in the hopper, even if restarted (all multiple crates made in continuous factory runs)
Wait, you mean you can get your factory to take stuff out of crates? As of yesterday I still had to take components out by hand. Am I missing something?
Hydrotricithline wrote:
1/2 the idea of combat medic is it doesn't allow much dabbling.. A and B's are fine as they are.. Get master Combat medic and it works out well.. in the meanwhile .. ranged heals will tie you thru and CM .. crafting grinding aside.. is a breeze to level up
i strongly disagree on it beeing the idea. the skillsystem in SWG actualy is supposed to encourage dabbling or at least it's supposed to.this statement (mine)is true for all combat professions and false for all crafting classes due to schematic revocation beeing taken out.
the idea of schematic revocation was to allow lower level crafter to supply the higher level crafter with the basic components he needs but as it turned out, almost everyone wants to master his profession leaving little to no not-high-end tools to be made while beeing sought after (including gating Masters due to unavailability of subcomponents)
what i am proposing is either a re-introduction of schematic revocation to the CM class, to be able to balance the lower level packs that are currently.. well.. a joke (unless crafted by a Master) or to get rid of the current Experimentation/Assembly Skill-System. If everyone can make the best Health Poison A(given the best resources) when he get's the schematic it would be possible to balance the schematics without breaking the progression with increasing crafting skills.
-µ-
"neither heals nor applying of DoT's shows up in the combat queue despite the fact that they obviously take a combat action. we need to be able to see both in the queue. beeing able to queue them up is something that would improve us as well but pretty much impossible without counting them fully asweapon and disabling other combat specials/default attacks for that period."
am i the only person that thinks that healing should not be put int he que but should be issued the immediatly. sort of how posture changes already are where you can kneel and you do that without having to wait.this would make the most since for the healing profession since it is reactionary and not something that you do on a specific interval as the que but something you do when you see it needs to be done.
you are basicaly asking to be able to heal while you are using a fireknockdown/torsoshot combo on your opponent? yes i think, that is a bad idea.
changing a posture is a simple motion while healing someone is a special action like every combat move (including default attacks)
You stop running when you apply a ranged stim.
You remain standing if you apply a ranged stim in the sitting position.
**Not a bug but a difficulty** There is no way to cycle through freindly targets unless you are grouped with them.
MycroftTHan wrote:you are basicaly asking to be able to heal while you are using a fireknockdown/torsoshot combo on your opponent? yes i think, that is a bad idea.
changing a posture is a simple motion while healing someone is a special action like every combat move (including default attacks)
Maybe heals could optionally be inserted into the front of the queue instead of the end? This could make target management alot simpler for us. Queue up some special attacks against the bad guy, let a few go off, insert a heal on your friend, you do the heal and then automatically go back to special attacking the bad guy.
Are you sure posture change doesn't cost an attack? I thought the point of rollshot and such was that you change posture without losing an attack.
the tumble line is different from just posture change because the tumble line gives u defensive bonuses...you also cannot special but u can heal while tumbling...
posture changing doesnt take a action....but tumbling to different postures does...but just kneeling or stadning doesnt