Combat Medic Archive
Thread: -Combat Medic Issues List: Discussion-
Bamboozle
Tue Aug 17, 2004 5:55 am
#14
Ellenore wrote:
Issue: Despite DOC/CM being so focused on crafting and taking up much sp we get no acess to vendors.
Fix: Give one vendor to either novice or master box for cm/doc wich can hold 100-200 items
Very good point.
Johaan
Tue Aug 17, 2004 6:13 am
#15
Issue: Usefulness in a group after combat balance.
Fix: Give us a group modifier.
Example: Soldiers are reassured by the presence of a combat medic. Let us reduce the action part of the HAM cost generated by combat actions when we are in a group.
Johaan,
Master of Bandaids and WoMD's
Eternal Flame
Starsider
drjeckyl
Tue Aug 17, 2004 9:19 am
#16
I am glad that I now have the time to read and keep up with this forum. These ideas sound great and if any of them are taken to heart by the devs it will make keeping MCM.
Great input from those that have taken the time to think and post.
DoctorGriggs
Tue Aug 17, 2004 9:31 am
#17
Texxie -
Another issue we need to discuss is the TEF bugs that sometimes occur when using area stims and/or poisons and diseases.
I somehow had TEF to fellow rebels the other day when throwing an area heal on them. Not sure what causes it and I have not been able to consistently reproduce it, but there is a glitch somewhere in the TEF system.
I am sure others here may have more details on this than I do.
Another issue we need to discuss is the TEF bugs that sometimes occur when using area stims and/or poisons and diseases.
I somehow had TEF to fellow rebels the other day when throwing an area heal on them. Not sure what causes it and I have not been able to consistently reproduce it, but there is a glitch somewhere in the TEF system.
I am sure others here may have more details on this than I do.
DoctorGriggs
Tue Aug 17, 2004 11:40 am
#19
Momoku wrote:
Problem 19 happens to many melee professions
Happens to all professions it seems. Used to happen to pistoleer when dodging, but they fixed that.
vortexala
Tue Aug 17, 2004 1:43 pm
#20
DoctorGriggs wrote:
Momoku wrote:
Problem 19 happens to many melee professions
Happens to all professions it seems. Used to happen to pistoleer when dodging, but they fixed that.
But all other combat professions have OTHER specials that they can use that don't root them. We don't.
We have /applydisease, /applypoison and area/ranged stims which all use the one and only animation in our profession.
We have no other specials to fall back on to avoid rooting...
eapers
Tue Aug 17, 2004 1:52 pm
#21
A quick one:
Issue: Broken Area Stims. Area stims giving "out of range" message when target clearly has damage and is within range, usually only in laggy situations. This makes area stims not worth using, as your groupmembers can be killed in the time it takes to find our your area stims are not functioning and start using single target stims.
Fix: N/A, its a bug, but a major issue as area stims are one of the fewthings that combat medics do.
somerandomuser
Tue Aug 17, 2004 3:33 pm
#22
DoctorGriggs wrote:
Texxie -
Another issue we need to discuss is the TEF bugs that sometimes occur when using area stims and/or poisons and diseases.
I somehow had TEF to fellow rebels the other day when throwing an area heal on them. Not sure what causes it and I have not been able to consistently reproduce it, but there is a glitch somewhere in the TEF system.
I am sure others here may have more details on this than I do.
out of curiosity.. could this possibly have been a BH/Jedi related issue??
from my understanding that's the only way you can catch tef's to allied faction players.. or is this some weird TEF bug that just exists under 'normal' circumstances?
somerandomuser
Tue Aug 17, 2004 3:44 pm
#23
just saw this gem.. adding it:
Mmaxx wrote:
If mobs now have resistances to our toys, can they be displayed in the examine window?
New Issue w/fix in 1 line.. Mmaxx.. you rock 8)
Mmaxx wrote:
If mobs now have resistances to our toys, can they be displayed in the examine window?
New Issue w/fix in 1 line.. Mmaxx.. you rock 8)
somerandomuser
Tue Aug 17, 2004 3:48 pm
#24
ok.. off topic.. where is the 'EDIT' button??
this example should go along with my previous reply to this post.. but i can't seem to find edit post controls anywhere 8/
Mild-Breeze-Trooper wrote:
Darktroopers and Novatroopers count as droids and are thus unpoisonable.
this example should go along with my previous reply to this post.. but i can't seem to find edit post controls anywhere 8/
Mild-Breeze-Trooper wrote:
Darktroopers and Novatroopers count as droids and are thus unpoisonable.
Momoku
Tue Aug 17, 2004 4:56 pm
#25
vortexala wrote:
DoctorGriggs wrote:
Momoku wrote:
Problem 19 happens to many melee professions
Happens to all professions it seems. Used to happen to pistoleer when dodging, but they fixed that.
But all other combat professions have OTHER specials that they can use that don't root them. We don't.
We have /applydisease, /applypoison and area/ranged stims which all use the one and only animation in our profession.
We have no other specials to fall back on to avoid rooting...
Yes, but we're the only non scout proffesion to get Burst Run and Terrain Negotiation bonuses
vortexala
Tue Aug 17, 2004 4:58 pm
#26
Momoku wrote:
vortexala wrote:
DoctorGriggs wrote:
Momoku wrote:
Problem 19 happens to many melee professions
Happens to all professions it seems. Used to happen to pistoleer when dodging, but they fixed that.
But all other combat professions have OTHER specials that they can use that don't root them. We don't.
We have /applydisease, /applypoison and area/ranged stims which all use the one and only animation in our profession.
We have no other specials to fall back on to avoid rooting...
Yes, but we're the only non scout proffesion to get Burst Run and Terrain Negotiation bonuses
Can't burst run when you're rooted though 
ok, ok, no more hijacking my own thread 