Combat Medic Archive

Thread: Combat Medic State of the Profession

MasterSatyr
Thu Oct 30, 2003 10:19 am
#14

i vote 3 seems to be a solution to all those concerned




S'atyr




Colonel S'atyr
SkipDikman
Thu Oct 30, 2003 11:24 am
#15

I vote #3 and #1. It is poison after all, they should be woosy(sp?) or something. I don't know about you but the last time I drank some floor cleaner....


What about a downer like Spices giveya?




Kavasiae
LorenZo'Andrews
Jedi
Combat Medic
Jacore
Thu Oct 30, 2003 11:42 am
#16

Kave,


Thanks for the list. When the time comes under balance or just as a preface, I think most of the profession here is in agreement that one of our top issues is the need for a dev or Thunderheart to get in here and state their vision for our class.


My guess would be if that were one of the issues to vote on...it'd definitely make the top 5.


Jacore

Kyller_Relic
Thu Oct 30, 2003 11:48 am
#17

#3 for me would work great. They would be insane to do #6.



------------------------------------------------------------
Master Medic; Master Combat Medic; Doctor
Medic FAQ: http://www.iootnega.com/medic/medicfaq.asp
Life is far too serious to be taken seriously...
Zarlor
Thu Oct 30, 2003 11:52 am
#18

Well if this is going to be a voting thread I guess I'll go for #3, but I think I'm also of the mind to prefer #3 along WITH #1.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Combat-Medic
Thu Oct 30, 2003 11:52 am
#19

i like option 3 with the only 1 incap. though i prefer the dot DB but if that happened poison imo would need a reduction in damage for pvp. this is ONLY if dots caused DB.




Tasha -====MASTER CM; Pistoleer 0/1/4/1; Doctor 0/4/3/0====- Corbantis Server

Salin'a -====MASTER Dancer; CH 1/1/0/0; Unarmed III====- Chilastra Server
Lihpson
Thu Oct 30, 2003 12:37 pm
#20

I think either 1 or 3 would work well


-Lihpson




********************************************
Gihpson
Master of Polearms
Personal Motto: "The more the better!"
Theme Song: "Burnin Ring of (mind) Fire"!
Kavedawg
Thu Oct 30, 2003 1:13 pm
#21

Under the direction of Thunderheart, there will be a format change on how our issues are brought to the dev's. Under the new plan our list of issues will be divided into three catagories



  1. Gameplay Issues

  2. Bug Issues

  3. Balance Issues

for each catagory there will be a top 5 list of the most pressing issues for us. I will set up a thread for each of these catagories and allow you to vote for which issues are the greatest concern. Currently the following fixes have been made to the profession and are on live or on TC waiting to be pushed to live. Please note there may be other changes on TC which I have not been able to find that directly affect the CM profession.



  1. The 13 CRDM requirment has been changed to 3 for the ranged E stim (there has been suggestions that this should be changed to 1 )

  2. Terrian Negotiation has been added to the CM tree to allow them to keep up with the group

  3. Corpses are immune to poison and disease now

  4. the medicine use requirement for the AoE C diseases has been fixed ( TC )

  5. the Advanced Resilliance Compound now loads ( TC )

  6. The Components only used for CM poisons have been moved to the CM tree allowing the full 10 experimentation points ( TC )

  7. Resource attributes used for CM components now have been changed to DR and OQ ( TC )

  8. CM medicine effectivness has been boosted from 90 to 100 ( TC )

  9. Faction and xp are awarded to a CMin NPC faction missions when the only attack used by a CM was poison. ( TC )

  10. Reactive gas decay resistance has been modified ( TC )

  11. CM's can heal mind ( TC )

  12. All DoT's have been changed so as not to cause a incap to " Fix " the incap dance

There is a Public outcry on the Combat Medic board regarding the change to DoT's which would stop a poison from doing any more damage when a PC or NPC reaches 1 point on their HAM. This would stop a PC or NPC from becomming incapacited when they are inflicted with a poison or a bleed. Some of the reasons why this would not be an overall good way to fix the incap dance are



  1. A combat medic's main weapon is poison. With this change poisons will become a non killer and Combat Medics will no longer have a " Real " weapon to defend themselves from an aggressor

  2. People inflicted with a poison will no longer require a doctor, the poison can just be waited out

  3. Combat Medics will become an even bigger target in PvP since the main weapon used by a CM can no longer cause an incap

  4. In many cases ( PvP or PvE ) a person has been saved from a deathblow because the last tick of damage caused the enemy to become incaped

  5. The base CM tree has no special attack to target a HAM pool with any other weapon. Therefor a CM would need avery lucky shot to bring down his enemy if the regen rates of a buffed individual are factored in

  6. This is a major change for ALL DoT's and changes the structure of PvP too much to be applied for just a fix to the incap dance

here is a list of possible changes / alterations to the fix . my thanks goes to Deltanor9 for making a list



  1. Apply Dizzy or another state when the person is at the +1 cap

  2. removethe DoTafter the second incap

  3. The DoT will cause one incap after which the +1 cap is applied

  4. Damage done by the DoT is reduced after the first incap

  5. Allow DoT's to DB

  6. A person remains incapped for the duration of the poison

  7. any other Ideas

choice # 3 has been recieved the most favorably over the current change on TC.




________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Loonytic
Thu Oct 30, 2003 1:19 pm
#22

Agree I think Choice 3 is the best option..


Oh any news on the the Advanced Res Compound? as in how does it effects the poison stats

TsunamiKata
Thu Oct 30, 2003 1:30 pm
#23




Kavedawg wrote:


  1. Apply Dizzy or another state when the person is at the +1 cap

  2. removethe DoTafter the second incap

  3. The DoT will cause one incap after which the +1 cap is applied

  4. Damage done by the DoT is reduced after the first incap

  5. Allow DoT's to DB

  6. A person remains incapped for the duration of the poison

  7. any other Ideas

choice # 3 has been recieved the most favorably over the current change on TC.




Hey speak for yourself! I like the 6th one!


With the new Advanced Resilience Component comes into effect, I'll be cranking up the duration, andhe/she will be taking a dirt nap for a few hours!!



Yeah baby!!




TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Kavedawg
Thu Oct 30, 2003 1:35 pm
#24

I agree that # 6 would make the doctor profession extremly appreciated and they might even get tips at the med center, but I don't think it would go over well with the way things work now. Maybe in the future when all the kinks are worked out it may be considered. I figured I would throw it in there just in case



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Kavedawg
Thu Oct 30, 2003 1:36 pm
#25






Loonytic wrote:

Agree I think Choice 3 is the best option..


Oh any news on the the Advanced Res Compound? as in how does it effects the poison stats






no news, sorry. My toon is stuck in a crash to desktop loop on TC so I can't test the changes untill they patch it up.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Covu
Thu Oct 30, 2003 2:16 pm
#26

#3 Works for me, but will we get credit for the kill in PvE?



-Covu

Tusken's Bane, Tatooine - Chilastra
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