Combat Medic Archive

Thread: Big List of CM Issues for September (Discussion)

Zarlor
Fri Sep 12, 2003 12:24 am
#14

Here is the reordered list of issues based on all the voting.


Items in parenthesis are either new items or commentary about changes to existing items.


It is quite likely that you will have a new correspondent before we get the responses back to the Top 5 I will be sending in shortly (and will post for you here shortly as well). As such this list will hopefully provide that person with a decent starting point from which to gather issues from. With that in mind, please feel free to comment, discuss or just rip to shreds this list, particular issues or even just the formatting of it if you like. You comments and criticisms may be useful to the new correspondent and whatever methods they will be using to create a Top 5 list for us. So don't be shy. And if you feel like ripping me to shreds for whatever reason, go right ahead, I got plenty of thick skin so it won't bother me none.


For those interested in a few tidbits of math and statistics, here are a few things of interest about the voting as they came in (and actually a good illustration, in some ways, of why I like preference voting over more standard voting methods).


The number 1 Issue, CM Crafting/Schematics, had 58 people voting for it, and also got the top preference voting spot by a 33% margin. The Average vote for positioning of this issue was to put it at the #2 spot, while the Mean placed it at #3.


PvE viability was voted on by 50 people, making it the third most voted on issue, but preferentially for position it was voted into the #5 spot. The average vote also placed it into #5, although the Mean would have put it at #4 (that's among the folks who voted for that issue, so does not take into account the number of non-votes on the issue.) So preferentially this issue ended up right about where people wanted it to be, despite the majority vote positioning which would have put it into the #3 spot.


Those are the two most interesting figures out of the whole thing, but I just felt the need to share.


At any rate, on with the list!




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Kiera_Zan
Fri Sep 12, 2003 12:48 am
#15

My apologies if this has been looked at before of it this is the wrong thread to put it in, but here is a very big issue I have.


Stopping to throw a ranged anything and how long it takes to do it.


We shouldn't have to stop and the animation should be much quicker.


Whats the point of having ranged(thrown) stims if I have to stop to throw it and the person is then out of my range?


Thanks.




Kiera Zan
Kiera Zan Enterprises
Gun for Hire, Combat Medic, Doctor
Coronet, Correllia

http://swg.allakhazam.com/db/userinfo.html?char_id=15251
Zarlor
Fri Sep 12, 2003 12:54 am
#16

Sounds like the right thred to put it in to me. Post away with everything you think is an issue! That's what that (Discussion) in the title is all about.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Redfyree
Fri Sep 12, 2003 3:52 am
#17


"· A request to check the status of a factory has also been made. Being able to open the input and/or output hoppers during the factory run (to add resources if needed, or remove crates or at least see how many have been made even if the window is only made viewable, but inaccessible) would be a big help and provide some ease of mind that things are working as they should be."


It is possible to access the output hopper and see how many things have been made and even to remove them midway through the manufacturing run if you wish to do so. I often times, while having a run of 200 stims going, remove a crate when it hits 10 or 25 items since some of my customers only want to buy a crate of 10 or 25 stims and not a full crate of 50.


It's not possible to add ingrediants mid way through a run, but I don't see this as a big issue. After all if you are making 100 or 200 items, you already know how many you want, and just put in the appropriate amount of resources to produce that number.


Now you may ask "HOW do I remove stuff before the factory has run all the way through the whole run of items"


When you click on your factory, on the radial dial on the lower right is "Options". You may think that the only option is to "stop manufacturing" since that is the only option listed, BUT if you move your move just to "Options" and then release the mouse, the output hopper opens and you can see how many items have been made, and you can remove the crates also.


I suspect this might be unintended on the part of SOE, but with all the "hampering" bugs with factories, I'm not about to "bug" this ONE benefit




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
h Red's Meds h
Located in the lovely city of Imperium, Naboo. In the Cantina right beside the Shuttleport
** Warning: Rebels please send a neutral alt **
Also Featuring: Master Weaponsmith Kilrathi's Weapons
Master Armoursmith Domonk's Armour & Lesters Architectural Items
Master Chef Lero's Fine Take-Out & Khyron's Resources

ShadowoftheVoid
Fri Sep 12, 2003 4:37 am
#18

zalor -


i can do it on any planet...doesnt matter which one. as long as im not near theed (my home town) i can pull my med droid or pets. Whereas my one friend has to be in town to pull his droid no matter what planet he's on...the only difference we've found is that i'v declared residence and he hasnt...there seems to be about a 5-8k range from theed/house that requires a camp...when im htere next i test the boundries a bit and see...cause when i leave kaadara i can call anytime and the same with de'ja peak...but that may bedue to some flag that gets set when you enter via shuttle...




Haydir Ter-Luceyn TKM/mBrawler
Tyranny Jedi
Krys Ter-Luceyn Dancer/Doctor
Tomas Ter-Luceyn Artisan/Architech/Musician
Luceyn l60 NE Hunter - WoW
Zarlor
Fri Sep 12, 2003 6:10 am
#19

Redfyree: Doh! Thanks! I completely forgot to fix the wording on that issue (and since all of that is direct from the Doc's Issue list, that's where I need to get it fixed). Thanks for the reminder since out list over there is so big it's sometimes a bit unwield to keep uo with the little changes an/or discoveries of what's in the game.


Shadow: Hmm... you sound like a rare case, then. Something about your character must be bugged. Nobody else I know is able to do that. Only on certain planets, declared residence or not.


I will say, though, that it is supposed to be a bug. We are not supposed to be abel to pull out in those places, despite the current behavior of the game. So I guess that's why it's still an issue for folks, because there are places where the standard behavior does work.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
MycroftTHan
Fri Sep 12, 2003 12:26 pm
#20

Pulpp, those weapons you are talking about are so rare that they do not make a huge difference. a Market flooded with CM made stuff would.


on Gorath they stopped dropping at all except for the Lances.

MentolTipps
Fri Sep 12, 2003 9:16 pm
#21

I don't usually read non-server posts; in this case I am glad that I did. Getting to Master CM Level is very easy. The good thing for all of us masters out there is that we still have plenty of points to become a master in a weaponskill.


Pistol


Carbine


Rifle


Take your pick. We do not need bio-weapons. That is a skill, that if granted, would be better in line with the bio-engineer anyway.


Medics should NOT have the ability to resus./raise/envoke life/whatever. You are medics - you have a drag option. Evacuate your patients to doctors.


Besides those issues I agree with most of the big list. I also don't see any of it getting fixed anytime soon. Last time I sent in a bug report it was numbered 998,145. It is just nice of the Dev to let me know that it goes unread every couple of days.


I am upset at the whole crafting issue. News for all of you out there I did manage to experiment a disease C down to about 230 required cm use. If we ever get the adv. resil. comps that may be the fix to those packs.


I hope that some of you scroll down to read this. I am all for us being powerful but we were not designed to take on bounty hunters and Jedi solo.


(Disease is pretty terrible anyway - don't know if any of you noticed but even if you inflict good wounds with it before enemy dies - If they are cloned all the wounds go away. --- Therefore the only way to make it work is to area disease the clone zerg and not db any of them)





Sengran Fauxt

"Hey guys, they don't take Imperial credits out in the sandbox"
Gnuut
Sat Sep 13, 2003 3:08 am
#22

"Medics should NOT have the ability to resus./raise/envoke life/whatever. You are medics - you have a drag option. "


I mastered both CM first and then Doc. As a Master CM my max /dragincapacitatedplayer range was 24.5m. When I got Master Doc this was increased to 30m. Seems like CMs should have the longer drag range imho.


I wouldn't mind having some type of /applystate ability. Slowing down a mobs attacks, blinding, making it sick/dizzy/throwup would go well with our class I think. Giving CMs nasty slow would really make them wanted in groups when hunting. Hell, I'd love to give an Imp diarrhea just for looking at me cross-eyed.


As far as power of poisons I'd say mobs should incur more poison damage when they run, ala hearts racing pumping blood faster throughout the body should make the poisons work faster. I don't think disease has any real use in combat other than greifing or fighting mobs that self heal.


As far as a direct damage bio weapon, I don't think we need it as our poisons do enough.


I really wish there was a way to turn off autodefend.



Doc Graudin


Master Doctor, Master Combat Medic


Kauri Galaxy




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....

ShadowoftheVoid
Sat Sep 13, 2003 4:36 am
#23

hmm...what would be real fun is if diseases worked on lairs...would be nice way to keep those bigass 60k lairs on endor or the 42k hurrton stalker lairs on dant from being healed to max even if it was a special pack...id definitely carry it on those places.



Haydir Ter-Luceyn TKM/mBrawler
Tyranny Jedi
Krys Ter-Luceyn Dancer/Doctor
Tomas Ter-Luceyn Artisan/Architech/Musician
Luceyn l60 NE Hunter - WoW
Darth_Sushi
Sat Sep 13, 2003 6:18 am
#24






MentolTipps wrote:

Medics should NOT have the ability to resus./raise/envoke life/whatever. You are medics - you have a drag option. Evacuate your patients to doctors.





Well, first off, DragIncapacitatedPlayer is a skill of dubious or marginal use (at best) that isgiven to regular Medics, not to Combat Medics -- which are the focus of this particular forum. Ifyour assertion is that therole of the Combat Medic isto dragunconscious players to a Doctor, then we may as well abandon the entire profession because we have already lost the battle.


Second,I wasn't actually asking for RevivePlayer to be given to "Medics" -- I was asking for it to be given to "Combat Medics" which are (allegedly) an elite / hybrid class ostensiblymeant to keep players alive while on the battlefield. And with RevivePlayer solely in the domain of the Doctor,aCombatMedic comparatively has little or no defensive healingvalue whatsoever when grouped with a Doctor. FWIW, Idon't view RevivePlayer as some kind of "resurrection-from-the-dead" -- rather, I think a better analogy is to think of it more like using a defibrilator to "bring back" a flat-lined victim. This is done in the field all the time. For crying out loud, they even give this training to flight attendants.


Here's my spin on it (and apologies in advance forseeming disjointed):


Regular old Medics should be considered your run-of-the-mill civilian EMT, paramedicor ambulance driver. The "elite" Combat Medicclass should be viewed more asa real-world Navy Corpsman or -- even better -- Air Force Pararescueman, with highly advanced medical skills, tools and knowledgeto keep players alive under fireuntil they can be healed by Doctors after the battle. Doctors should be about healing wounds, buffing stats,and making cool drugs -- not keeping players alive under fire.


The way it's set up right now, the Combat Medic is nothing more than a glorified germ & toxin slinger. While poison & disease DoT's are great for offense (when they work) we pale in comparison to the combat healing power a Doctor wields. Sure we get ranged stims, but, as has been pointed out elsewhere --since Combat Medics have to start all over again learning a whole new medical skill, butMedic carries over to Doctor-- any Doctor using a "/follow; /healDamage" macro beats the crap out of any Combat Medic (at least until thehigher levels of ranged AoE healing kick in).


So, given thatany Doctor / Pistoleer brings morecombat healing ability to the battlefield than most Combat Medics can hope to, in the absence of some uber-adjustmentto ourefficacy, we might as well chuck the whole "healing" aspect of the Combat Medic and rename / retool the class to be just a Bio-Chemical Warfare Engineer.






UNAGI__N__[ONE TOUGH SQUID]
Officer Senator Insurgent

I play on Bria because Hell was full.


Zarlor
Sat Sep 13, 2003 8:45 am
#25

Personally I'm not too sure about the bio-weapons idea either, but just because you have points to take a combat skill is not really an excuse fornot giveing COmbat Medics some better combat skills, wether they are defenses or attacks or whatever. THe ide being, here, that CM does branch off of the Marksman tree, and off of the hardest line to go up, at that, Ranged Weapon Support.


That give us some cambat skills, but unlike all of the other professions that do branch off of that tree CMs have no further cmobat increases. Our poisons and disease do count as a form of weapon, but not really anything like the abilities given in the other combat lines.


So sure I CAN get one of those other profession, but should I HAVE to? Especially when you consider that as it stands I also HAVE to get Artisan if I want to be able to make the best possible packs I can. Scout wouldn't hurt either, for that matter, but at least scouts and rangers are more often easier to contract for the few meats we do use that it is of much less consequence to not have that skill. I don't think CMs should be combat gods, by any means. We do have healing skills under our betls, but I do think that considering the point cost simply to get CM alone they should be more than comparable to a Master Pistoleer, for example. After all Master Pistoleer also branches off of the Marksman tree and they are not required to Master Medic to get it, either.


To me it is ridiculous to compare one Master Profession to another without taking into account the cost to obtain that Mastery. Only once all skill points are taken into account, as in that of a completed template, should the real balance be found. In other words a character with only Master BH should always defeat, easily, a character with only Master Pistoleer. But a Master BH with their other skills spent sensibly, -v- a Master Pistoleer/Master-whatever/sensibly-spent-skill-points shuld be an even match, and that is where the balance should lie. In that respect CM currently is not really up to the par of where they should be for the skill points spent simply to obtain CM Mastery, IMHO.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
rlivings
Sat Sep 13, 2003 10:05 am
#26

great job zarlor
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