Combat Medic Archive

Thread: Publish 9.4 Info: The Tweaks

SolSpur
Mon Aug 09, 2004 11:06 pm
#14

Leave stim Bs at novice medic, doesn't hurt anyone.....




The ability to heal is probably the most important in all of swg. All that power at novice is overpowered. This has been suggested on the doc forums, one of which was stim certifications. We can talk about the stim B, doesnt mean were the ones changing it.



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
SolSpur
Mon Aug 09, 2004 11:12 pm
#15

They say too much of a good thing can kill you. 90% armors, 3k buffs, 450 strength stim Bs. As much as they appear to be good theyre a cancer.



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
Humormenick
Tue Aug 10, 2004 1:11 am
#16






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



H8 jedi.... ILcoz
eapers
Tue Aug 10, 2004 3:24 am
#17

Thank you.






JOHNNY-JONES JACKSON

AFK
Tinozza
Tue Aug 10, 2004 4:23 am
#18

These are really good news, thanks Texxie

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.



Ragphen Robec, Master CM of the Starsider Galaxy since launch
Dextline
Tue Aug 10, 2004 4:30 am
#19

Good changes. Should counter the issue that which ever team with most CM's almost win regardless of all other profs in the group and yet not totally making CM useless.
Mmaxx
Tue Aug 10, 2004 4:49 am
#20






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
Tue Aug 10, 2004 5:26 am
#21

Combat medics should just be removed from the game. They have no place in swg.



________________________________________________________________________________________

Your opinions are stunning in their brazen pandering to the lowest intellectual denominators available. they are worse than sloppy and wrong, they are violently retarded.
Mmaxx
Tue Aug 10, 2004 5:46 am
#22






Pirrg-Freemoon wrote:

Combat medics should just be removed from the game. They have no place in swg.






You have no place on this forum..... or any forum for that matter if that if all you are going to do post crap like that.


If we have a profession in SWG that's purpose is do change your hair style then having another combat profession to compliment the already hugevariety of fighting styles has a place.
trajen2
Tue Aug 10, 2004 5:48 am
#23






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







Inat Mivea - Elder Jedi
"
It ain't braggin' if you can do it . . ."

-Hoodlum-
Tue Aug 10, 2004 10:21 am
#24






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...







Now if you could just get them to remove our root when we toss.... or higher melee defense then 2.



-----
Mithious Banthafodder


Master Combat Medic - Master Doctor - Scylla
Meds and Smuggler Goods! -4291 -2132 Imperial Outpost, Dantooine
Strongest poisons and diseases for custom orders only - Email In-game

VTmoon
Tue Aug 10, 2004 10:47 am
#25






-Hoodlum- wrote:


Now if you could just get them to remove our root when we toss.... or higher melee defense then 2.




for real, the stopping need to go, you can't run heal when you are stuck to the ground.





Mono Noke
.......:::: Proud ex-Leader of Oasis ::::.......
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- Bike Repair, Perfect LS Tools @ Crystal Oasis Dantooine, -4295 6915
vortexala
Tue Aug 10, 2004 10:57 am
#26



VTmoon wrote:


-Hoodlum- wrote:

Now if you could just get them to remove our root when we toss.... or higher melee defense then 2.


for real, the stopping need to go, you can't run heal when you are stuck to the ground.





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*



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
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