Combat Medic Archive

Thread: Top 10 CM issues

MycroftTHan
Wed Jul 16, 2003 3:51 pm
#14

if ranged / area stims don't work in cantinas, it's been a hot-fix tothis issue: i was crashing the Anchorhead Tavern regularly with my Ranged and Area Packs in Beta. sorry


on the other hand, there is no point in using those packs in there anyway.


Cruseydr
Wed Jul 16, 2003 5:45 pm
#15






Believe it or not, that is how they designed the game. Which makes sense to me. I already find it sometimes annoying to see fellow medics try to grind healing xp by healing entertainers, having them be able to group heal them would really be the limit for me.


what is the difference between healing a brawler's damage and a musician's damage? healing either will make them able to contine fighting or playing music longer. If you weren't "meant" to heal entertainers they wouldn't take action damage.



__________cruseydr________________________________________
Blademaster - 1433 Doctor on Chilastra (Currently Active)
3143 Dancer - Aspiring Smugger on Intrepid (When I'm Bored)
Combat Medic - Pistoleer on Bria (Retired since July)
MycroftTHan
Wed Jul 16, 2003 11:36 pm
#16

true, Cru. but using Stimpacks on Entertainer is wasting resources.


1.) you only get half the exp because you only heal one bar (action)


2.) using /tend gives the entertainer something to heal on you which means he gets entertainer healing exp at the same time


3.) it's slow. rather geta group somewhere if you want the best exp.

MycroftTHan
Wed Jul 16, 2003 11:37 pm
#17

so i can still crash anchorhead?
FearTheGoats
Sat Jul 19, 2003 6:48 pm
#18

Here is my 1 and only issue. If all I get to use are ranged stims as a CM I'll be happy. AoE would a nice bonus, disease and poisons too,but I'm willing to let thatnot work at all in stay in total ruinif this 1 issue is fixed ...


1) No freaky deaky components and no factory made componenets. Let me be a medic ....don't force me to be a harvester/factory tending micormanaging sit on my butt for days artisan. Make the meds cost 100 inorganic for all I care, make it 250 inorganic and 500 organic and 300 water, I don't care! That's much more desirable to me, at least I'm in the fight healing ...not being the 1 profession I want nothing to do with, artisan. We're not selling what we're making like artisans are, don't make us pay the overhead. Seriously, who in beta didn't swear up and downa dark blue streak to get this changed? And if not ...what were you thinking?




__________________________________________________


A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself.

-John Stuart Mill
MycroftTHan
Sun Jul 20, 2003 6:20 am
#19

actualy we were all swimming in resources due to harvester putting out 6k a day and factories finishing stuff in 30 minutes instead of 12 hours. later they changed harvester and factories but we all had tons of crates and didn't realy need them anymore ,)


ok seriously: i actualy have no problem currently, running my harvester and waiting on a friend to finish my factory. i run a lot of missions anyway to get carbine exp and my only problem is, that i am way to far ahead on crafting exp because i heal myself so much when i run around solo.


don't bother about the few points crafting exp the factory gives. you get the same amount handcrafting 4 stimpacks as for 1 crate in a factory. use it as a fire and forget thing to produce the high quality stims you want to use for healing and get the crafting exp by hand.


the real issue there is the lack of crafting skill for the subcomponents. it's like a 1 in 4 chance to get a failure, meaning you are about guaranteed to fail on either assembling or experimenting for one of the subs on every single stim you make. that is what freaks me out.

Haakes
Sun Jul 20, 2003 2:17 pm
#20

Back to the top 10, I agree with all of these and with FearTheGoats comment about the components being too much work. Right now I'm an artisan who can't sell goods because no one can use them unless they can make them themselves. Hell, I can't even use them with the skill requirements being through the roof. Basically, I feel like a master medic with medical furniture spec, because mycombat medsare giving me a lot more enjoyment as abstract artwork around my house. Fix the class please, it's painful to play in its current state.

NefariusForlorn
Sun Jul 20, 2003 3:57 pm
#21

I got anotehr big issue


Ranged stim E seems to require 13 CRDM by my schematic....this has ot be a bug as it should probaly take 3 like it does for BC and LS, and ranged stim D takes 1 CRDM


Korvein Kianeek
Master CM, Ahazi
TwilightScout
Mon Jul 21, 2003 4:48 am
#22

"2.) using /tend gives the entertainer something to heal on you which means he gets entertainer healing exp at the same time"

Didn't they close this loop? You don't get xp for healing with tenddamage if I recall correctly.

Anyway, the point of ranged stims is to put on a light show inside the cantina.
MycroftTHan
Mon Jul 21, 2003 4:52 am
#23

well the light show on area stims is much better though /cough


MycroftTHan
Mon Jul 21, 2003 12:26 pm
#24

anything above Stim D was considered overkill when i made up that list, that's why the 13 CRDM's didn't make the top 10. I guess the amount of 10k HAM pets running around changed that.
MichaelF77
Tue Jul 22, 2003 6:06 pm
#25

Bump for our correspondent (though I doubt he reads this forum)
At least he is from DAoC



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
filthy_mcnasty
Tue Jul 22, 2003 6:52 pm
#26

actually I do read them



I don't post very often however. If you have any specific concerns about the class that are still unaddressed please email them to me with the subject: COMBAT MEDIC ISSUES to [email protected]


Please don't send things like personal issues there, and include evidence of the problem, screenshots, logs, etc will help me greatly when I put together my weekly report.



I will take note of all the posts on the forums (valid ones, not whining) and the emails sent to me and figure out what issues are real, what issues are not, and which are the most crucial to the overall effectiveness and balance of the class.


I thank you all for your feedback and hope we can make the Combat Medic profession fun and a worthwhile proffession to pursue.



I also welcome any combat medics on Ahazi to contact me in-game if they wish to test out anything they are concerned with.




Fark - Full-Time Pharmacist
Ahazi - Corellia
Owner of FarkMed Pharmaceuticals -155 -5844 South of Coronet, Corellia
On the planetary map under Components (till they add medical as an option)
Want a character sketch at an affordable rate? I do custom artwork, mostly character drawings/paintings! head to http://www.equinox-designs.com for more info!
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