Combat Medic Archive
Thread: Publish 9.4 Info: The Tweaks
vortexala wrote:
What I meant was that the effectiveness on the rating of a poison pack, doubled,is what you compare to a cures effectiveness. And yeah, there were the 4 times that the cure managed to 1-shot clear a stronger poison... still not sure how that worked out.
Most likely, that won't be looked at until 9.4, unless it was just a fluke occurance.
If anyone sees it happen on Live this week, let me know
Cures used by master doctors, maybe just master medic with doc cure skill, have always cleared poisons 2x the cure packs strength, for example my cures are 445 so i can clear any poison up to about 900 per tick or 450 effect thrown by a master combat medic in one shot
Anyway, probably a max theoretical area of 20m would be more in-line for a point blank cure, and not 30.
With Innoculation we won't be able to boost our Area so much, instead of docs that will surely reach the the theoretical area quite fast.
vortexala wrote:
- Reduced the maxarea on the Area Cure medicines by 10 meters. This makes the max theoreticalarea 30m.
- AlteredPotency resistance formula. Low resistance value buffs will not have as significant an impact on the resistance rate. High potency values will be more meaningful and can better counter the resistances. In short, poisons and diseases will be harder to resist.
- Added a 3 second minimum time limit to the healing and cure timer.
I'm glad the area got a bit of a tweak and the timer is good news but really this isn't enough. They are going to lower the value of the innoculation? I actually thought that was fine. If someone is to be innoculated from poisons and diseases then having a 5% chance for them to stick is more then acceptable. So now innoculations are going to be less effective and still be about 40 minutes in duration..... Yeah I'll jump in that buff line and pay for that. The area cures needed more tweaking then making a max of 100 feet and putting the timer back.
If Docs are still going to cure stacked poisons and diseases everytime then they didn't really addressthe biggest issue. How did area cures come out stronger then single cures?
Sorry for the rant, good work Texie getting something out of them, just a little disapointed I guess. Do youknow if any of the devs actually play the game? I'm sure they all made a character or three but do they actually play the game like we do or are they just driving around making sure theflowers looks pretty and the Pickets moan correctly?
Pirrg-Freemoon wrote:
Combat medics should just be removed from the game. They have no place in swg.
SolSpur wrote:
. . .Now if we can only get docs to root in place for the 3 seconds
Boy does this hurt when running from a Jedi . . .
Good Job and great news! That area is still pretty larger but it gives us hope. . .hopefully not everyone will drop CM now
Inat
RBN
vortexala wrote:
Got the go ahead to give you the info on the tweaks we'll see in publish 9.4. When will it come out? No concrete time. But, as I said in the other thread, my guess is next sometime next week.
This is straight from the devs:
- Reduced the maxarea on the Area Cure medicines by 10 meters. This makes the max theoreticalarea 30m.
- AlteredPotency resistance formula. Low resistance value buffs will not have as significant an impact on the resistance rate. High potency values will be more meaningful and can better counter the resistances. In short, poisons and diseases will be harder to resist.
- Added a 3 second minimum time limit to the healing and cure timer.
So there y'go...
for real, the stopping need to go, you can't run heal when you are stuck to the ground.
-Hoodlum- wrote:
Now if you could just get them to remove our root when we toss.... or higher melee defense then 2.
VTmoon wrote:for real, the stopping need to go, you can't run heal when you are stuck to the ground.
-Hoodlum- wrote:Now if you could just get them to remove our root when we toss.... or higher melee defense then 2.
Yeah, I know. And I've asked a few times for some things they can give to CMs as a trade-off. Nothing yet, though *shrug*