Combat Medic Archive
Thread: Updated CM issue list
ok...theese are the issues to go with the last item on the list, as well as the "AoE not going off when a CM targets himself with a AoE stim"
Kirillian_NaJax wrote:
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=11145
grrr forums bugged on me. Here. explains it in as much detail as I could find.
Also, to be perfectly fair, /dragIncapacitatedPlayer should incur a TEF.
Kirillian_NaJax wrote:
Ok, this may have been talked about elsewhere, but I've been running into this more and more lately (gone from never to almost always now).
Mind you, none of these are faction pets. I see these errors mostly when targetting PCs in my group.
Getting "out of range" errors for targets that aren't.
Getting Invalid target errors for targets that aren't.
AOE Stims healing everything but the target itself.
"Out of Range" error but stim still goes off. This REALLY sucks when I'm low on mind.
God knows how many times I've had to reply to a call for help with "I'M TRYING DAMMIT"...
Here you go:
“We are considering putting some sort of limited mind healing ability in the game. We're still hammering out the specifics so as to not make it overpowering. Suggestions are welcome.”
So it looks like that should be an Orange issue for you.
#23 is a little off.. My AoE stims can't heal ANY faction pet. i encountered a weird bug one night where I couldn't heal ANY faction pet with ranged and non-ranged stims, however after close testing for a few days I cannot heal any faction pet with an AoE stim.
-If I have a faction pet targetted and try to use an AoE stim nothing happens-no charge is used and no message comes up
-If I have my non-CH pet targeted and fire the AoE stim only myself and the non-CH pet are healed, no heals on the faction pets
-If I target myself and try to use an AoE stim I only heal myself, no one else, not my non-CH pet and certainly not my faction pets
-Single target stims do, indeed, work on faction pets
-Thrown AoE stims work fine and will heal all CH pets, non-CH pets and PCs in its radius but will bypyass all faction pets
I would also like to see a longer range put on /dragincapasitatedplayer (**edit** i'm glad there is a macro for that). Maybe +5m for each level up the support line and maxes at 41m at level 4.
Kavedawg wrote:
Items fixed and in game will be Green
Items that are fixed / adjusted but not yet on TC will be yellow
Items still under disscussion or in the works but noton the internal serverare Orange
Items that still need attention are blue
13 CRDM's needed for the ranged stim E
This should be Orange for the reason that it was made 3 when it should be 1.
Timers on heals need to be looked at to get rid of the 6 second "you must wait" message
This still happens after you throw a area poison and after you get the message "You can now heal more damage" if you try and throw a area heal next you will be delayed with "you must wait" for 6 seconds. But if you throw the same type (ie poison the posion or heal then heal) then you do not see this message.
A better spread of skills through the CM tree to provide usefull skills outside the master CM box
I think this is completed viz the addition to the TN throughout the levels.
The usefullness of disease needs to be examined
I think this should be bumped up further in the list. Since it is about 1/4 of what are class can do and it's not worth the resources as it is now.
- AoE stims won't heal faction pets unless targeted.
I haven't tried these since the last patch but AOEs wouldn't even work if the pet was targeted the only ones that did work were the single ranged heals.
Resuscitate is requested for CM's, perhaps a bad clone version would be in line
This is another one I would bump up in the list. We are the Doctors in the field we should have some way of getting our teammates back into the battle. I do like VERY much that it not being the same strength as the Doctor. We aren't the main revive medics we should be given a way to get them up and to the doctor for healing though.
This is just a rough draft, please post anything that I missed or you would like seen added to the list
AOE stims are buggy as crap. I'll need to go look up the thread I posted on it. LOTS of problems with them that are costing lives.
Hopefully resist rates across the servers will be looked at soon. I receive more resists being a Master Combat Medic using disease or poison than I do being a Novice Marksman using Health Shot 1... =(
Master Doctor/Master Combat Medic
Kavedawg, please run this by the devs in responce to adv. componants.
Would it be possible to require materials more along the lines of what doctors require. Only 2 of 6 need resource specific while 4 of 6 are planet specific. Could CM adv componants run along the same lines, 2 componants using planet specific while the other one uses resource specific.
PsionicHawk wrote:
Kavedawg, please run this by the devs in responce to adv. componants.
Would it be possible to require materials more along the lines of what doctors require. Only 2 of 6 need resource specific while 4 of 6 are planet specific. Could CM adv componants run along the same lines, 2 componants using planet specific while the other one uses resource specific.
already did...the answer was no, I think it was the #3 response on the list of replies from the dev that's stickied above this post.
a full email message system would be nice for harvisters not just when running low on maint.
How about messages for:
- Harv stopped because hopper full
- Harv stopped because resource not available (resource shift occured)
- Harv stopped because out of power
- Harv stopped because out of maint
- Harv low on maint
- Harv low on power
- Harv destroyed from neglect
Of course all these possible messages might put a demand on the servers that isn't currently there. But they sure would be nice. After all there is a email in place for factory info and bazaar info. Harvs would be nice as well. Why stop and just a maint warning?
Kavedawg wrote:
PsionicHawk wrote:
Kavedawg, please run this by the devs in responce to adv. componants.
Would it be possible to require materials more along the lines of what doctors require. Only 2 of 6 need resource specific while 4 of 6 are planet specific. Could CM adv componants run along the same lines, 2 componants using planet specific while the other one uses resource specific.
already did...the answer was no, I think it was the #3 response on the list of replies from the dev that's stickied above this post.
my bad...It was number 4
the questions and answers are not the exact quotes of what I asked, they are paraphrased, I did ask if the resources could be changed to something that the other professions use but there is no current market for since they are not needed too often (dathmir leathery hides, dantooine fiberplast, etc) but it was shot down.