Combat Medic Archive
Thread: Publish 9.1: Feedback Thread
silentbob100
Wed Jul 14, 2004 10:25 am
#14
why compare one overpowered class with another?
btw I am a rifleman
btw I am a rifleman
jkray8472
Wed Jul 14, 2004 10:31 am
#15
This isa frequent bug with AoE stims. However, it seems to happen randomly. Bug it whenever it happens so the Devs can gather as much info as they can. It's been around a long time...
Fzoul_Inost wrote:
Some results from my tests on live:
I'm MCM with no additional range modifiers.
AE Stim-C, 26, 38(23)**
** Seems they screwed up area stims - at least for me. From 38-24m it started throw animation and i took a mind hit, but didnt heal anything and pack didnt lose a usage. At 23m it worked as normal, but thats less than the listed range!
silentbob100
Wed Jul 14, 2004 10:33 am
#16
Rifleman and CM's have the biggest advantage over other players (other than jedi) they need to be fixed, I would rather pvp and have an actual challenge.
jkray8472
Wed Jul 14, 2004 10:37 am
#17
TKA and Swordsmen also have a great advantage. it's the same advantage that CMs and Riflemen have--the ability to target the mind pool.
Wait until 2006 for the Combat Revamp (approximating based on the current delays)
Canadianjoo
Wed Jul 14, 2004 1:26 pm
#19
Im sorry, If Cm is going to be nerfed, or 'fixed' because i do acknowledge the double range was a bug, PLEASE PLEASE PUH LEAZE DO NOT call it a "profession enhancement"
jkray8472
Wed Jul 14, 2004 1:35 pm
#20
Double Range was NOT a bug. Letting the range go over 64m WASa bug. They phrased it very poorly.
(still waiting to go home so I can do tests)
dragonsky001
Wed Jul 14, 2004 1:38 pm
#21
is it just me or is mind damage heal broke. i tried over and over in a pvp battle to heal someones mind and it never took. we were standing still and i tried for like 2 minutes. anyone else find this to happen or was it just me.
legend stormrider
Geo-Pride
Wed Jul 14, 2004 2:54 pm
#22
All seems fair to me, CM is meant to be a support proffesion and poisons are not over powered, no more so than a strong weapon, they cost alot to make and they run out. People dont seem to realise we are constantly forking out for poisons where as their 1mil weapon will last for ages. The fact you could throw about a poison a second needed fixing as it was unfair in major pvp battles all around its not a major problem and a good fix. Still need to fix the fact that some lame CM's abused teffing, stop bitching and get on with it.
Geo-
Master CM rifleman
CM shop opening soon
IvoTosroe
Wed Jul 14, 2004 3:14 pm
#23
Thank you SOE, for once, you've done something that I actually appreciate. And further this patch as well. I dont have a problem with getting poisoned, it's just, I don't appreciate my mind becoming incapacitated in a matter of a seconds when a CM decides to poisons me.Minutes, sure, but seconds, no.
But I'd also like to comment on DoT's in general. Lately, melee loot drops with weapons carrying INTENSE DoT's have been dropping like flies left and right. Last night, I got incapped in a matter of a seconds because a pikeman decided to hit me with his lance while managing to poision, disease, and light my mind on fire all simultaneously. You can imagine how this turned out. Now, before you jump out of your chair screaming OMFG **edit** NERFER, read carefully. I think if that these loot drops are going to be so sparatic so that melees will be able to carry a DoT weapon that has a 200 effectiveness with 90% potency, I think we need to give ranged professions DoT weapons as well. And I don't mean those crappy tusken rifles with 400 effectiveness and 3% potency, those are quite worthless. Just a thought. And yes, I am a rifleman, and when that pikeman hit me last night, I had made a severe tactical mistake of coming into close range of him along with many other mistakes. But granted, melees can kick the crap out of us (rifleman) at close range anyways, so why give them DoT's if you're not going to spread the wealth.
Quemine
Wed Jul 14, 2004 4:25 pm
#24
I think something should be done about the way experimenting on the range is done, to get max range on my packs (starts at 40)I have to put in something like8 points. That doesn't leave much for effectiveness. Having great resources and components should let you reach 48m poisons without halfing their power...
jkray8472
Wed Jul 14, 2004 4:39 pm
#25
I'm a Master CM.
Pack Range Actual Throwing Distance
18m 31m
20m 34m
22m 36m
31m 45m
39m 52m
41m 55m
48m (max) 62m (max)
This was against a guildmate doctor of mine. We were both standing still, as I slowly moved forward meter by meter, to test--this was to remove lag as a consideration for messing with the distance.
I will crunch these numbers right now and look for an equation. 
jkray8472
Wed Jul 14, 2004 4:50 pm
#26
According to Excel, it has a linear progression.
Actual Range = 1.0068(Listed Range) + 13.503
Given decimels etc....I'd call it Range + 13.5...but it occasionally slips a digit and rounds upwards for us. 
Edit: Ok, the equation came from a trendline that more or less hit all the dots. The actual graph itself was a little shaky, probably due to only integer input. 
Message Edited by jkray8472 on 07-14-2004 04:54 PM