Combat Medic Archive
Thread: What would you like next
I agree with most of what you have on your list there.
I also must voice my support that they not allow you to disease or poison a corpse. It is a griefing tool that the rest of the player base is rightly up in arms about. We also can not exclude accidently hitting a corpse if we have launched an area poison or disease.
If we can get these problems fixed, I propose some defensive additions to our class that will improve our usefulness to a group. Like the Drs buffs, these would also improve the amount of time a group could function in the field. There are several ideas that have been discussed in the following thread:
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=6948
I have light misgivings about giving MD/MCM more than 10 exp points.
Sure it gives pure healers an advantage over a CM/Pistoleer which is good, but it also arguably puts a MD/Architect who wants to be a non-combat healer/businessman at a business disadvantage in the stim/buff market to someone who takes picks up battle healing. I'm not sure this is a good thing.
This then becomes the exact opposite of CM's either feeling compelled to go doc or get schematics from a doc. The non-CM doc is then compelled to pick up CM training or buy their specs for things like BECs and final assemblies from a MD/MCM. I have to think they'd have the same feeling that we have now: foul.
Further, one must presume that at the margin, balance must be struck off of MD/MCM craft specs as money transfers will make it the norm.
I'm all for giving a slight edge in some fashion to a MD/CM, but I don't think this way is it. I should think on this more, to be fair. One example of a synergistic fairness would be a passive resists to poison/disease based off a combined Med Use, Combat Med Use. Each get passive resists along their speed line, in some variant of a multiplicative fashion, such that MD/MCM is better at warding these things off than either an MD or MCM alone. Such an example I think provides a desired advantage without disrupting the crafting economy.
Jacore
Sounds really great to me. I dont think that I can wait for the next full release for some of these issues and updates to be resolved.
Basic things like getting points for are poison kills and the ability to loot.
Firespyer
Expert Combat Medic 4/4/3/4
Per Zarlor's post theese issues are being worked on and not on the TC yet, although I am uncertain of the changes in First Aid, Quick Heal, and Cure Poison
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+Fixed a problem with area diseases where the skillModRequired and the duration attribute ranges were switched.
+Increased the experience given for crafting advanced biological effect controllers so that it falls in line with other medicine craftables.
+Increased the power of quickHeal and reduced its mind cost.
+Increased the power of firstAid. It now reduces bleeding at a rate of 3 times the medic's injury treatment.
+Increased the power of cure poison and cure disease dots to make them more competitive with the strength of high level dots.
+Fixed some problems with advanced resilence compounds. They should now be craftable.
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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
this is the currenttop five Iwill submit depending on Feedback from you
- Change the experimental effectiveness of CM componentsso they are notbased on Conductivity / potential energy when the resources used do not have these properties
- Targets killed with a poison only attack give no xp or faction and can not be looted. Damage caused by poisons should be considered for proper dispersal of xp andfaction when solo or grouped in a PVE or PVP battle
- CM's dont get to carry over experimentation points into the CM crafting line and can not use CM experimentation on themedical sub components used for CM only products. Some suggestions have been to drop Combat Medicine Crafting and use a General Medical Crafting for Doctor, CM, and Medic (although this would give an extra experimentation points for those who have a master CM/Doctor) and Give the CM only component schematics to the novice CM.
- Depending on the server, some Combat Medics express a difficulty in finding the resources required for the advanced components. The main area of concern is with the Class 1 Radioactives and the Class 2 Liquid petrochem fuel.Two suggestions have beenthat the Class requirement be dropped and changethe resources requiredto a planet specific resource (although most CM's probablywould not like any more travel expenses).
- Uselessness of the "A" and "B" levels of CM poisons and diseases should be investigated.
Thanks for the update
.
I'mreally looking forward to this patch hitting the live servers.
Master Combat Medic / Rifleman 4443
Thanks Kavedawg,
"CM's dont get to carry over experimentation points into the CM crafting line and can not use CM experimentation on themedical sub components used for CM only products. Some suggestions have been to drop Combat Medicine Crafting and use a General Medical Crafting for Doctor, CM, and Medic (although this would give an extra experimentation points for those who have a master CM/Doctor) and Give the CM only component schematics to the novice CM."
I think that because we need all the componets to make our stims, poisons and disease, we should have 10 pts of experimentation at Master. Wouldn't that be simple?
They all look good to me. (Well, maybe not #4, but that's just me. I know it's more of a concern for other folks, though)
One note, though. The way you worded those fix notes kind of implies those fixes will likely be coming in this next publish. Ben stated that SOME of them MIGHT make it into this publish, but that we couldn't count on any of them until next publish (likely the beginning or mid-November, at the current publish rate.)
Well, all this is nice and dandy, but it'll all be a moot point when your harvester have 1/10 of the existing hopper size.
If you want further details, review the message under the development forum regarding to stealth nerf.
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Tsu
In my not so humble opinion the number one reason is not on that list. Reduce the grief potential of CM. Incaps should no longer be able to be posioned or diseased. Cloning should clear all posion and disease.
Voss
MCM
Man. I agree with all of these.
Although I feel that we should be careful on #3 and on #2 poisons and possibly diseases should give combat experience. They're damage aren't they?
Allah_Killed_My_Kitten wrote:
In my not so humble opinion the number one reason is not on that list. Reduce the grief potential of CM. Incaps should no longer be able to be posioned or diseased. Cloning should clear all posion and disease.
Voss
MCM
Diseasing a DEAD player should go, but being able to disease an incapped player should stay, IMHO. I've been in WAAAAAY too many revenge TEF wars where NO ONE is overt but we can all shoot each other because of Revenge TEFs. Commandos regularly toast people with MASSIVE wounds and, quite frankly, wounds/disease are about the only way to stop the stupid Revenge TEF wars when one faction invade another factions base/town.
Personally I think must of the aggrevation is being incapped in a decent size battle for 90-120 seconds just to get up and get incapped immediately for another 90-120 seconds.. That's 4 mins of just watching your character lay there--wow what fun.