Combat Medic Archive

Thread: Combat Medic Fixes!

jfang
Thu Jul 08, 2004 3:13 pm
#14






JeremiahD wrote:



Now Jedi complain since the last publish that CMs can warcry/havla them and look what happens, the devs work on it right away and there is alreay a TC update going on, while our issues get ignored once again.


Message Edited by JeremiahD on 07-08-2004 03:07 PM





That is not the full story. I can't speak for the change in range, but the issue with Halva is a new one. About 4 to 6 weeks, I think. As such, it is reasonable for the devs to not have been able toaddress it until now. And I imagine that many of these problems which Jedi are "whining about so the devs are fixing them" are much more game breaking for them than most others, as they become perma-overt after joining the FRS.


For a random imperial who is area poisoned, it's very annoying, but only a single death. For a jedi who will clone overt, this has huge griefing potential (to the point of potentially being game breaking). I am not in a position to reallyjudge whether the dev's priority list is well set or not (although I do have my own opinions), but don't be so quick to criticize their decisions...
Ackis
Thu Jul 08, 2004 3:22 pm
#15






Thunderheart wrote:





vortexala wrote:

are you trying to get rid of my job?!



Exactly







OMG RUN!



Imperial Captain Ackis Losackego - Über f335h

jfang
Thu Jul 08, 2004 3:26 pm
#16


KindredUK, range and effectiveness are two different skill mods. If they reduce range by affecting the skill in the manner you suggest, this will have no direct affect on damage per tick.


I also very much doubt they will change the range formula as you suggested. The reason is the formula "base * (1 + (stat / 100))" is found throughout the game. (In fact, I think this is the only formula used with skills, except for accuracy/defense calculations.) It would be strange for them to make an exception for this one skill.


Regardless of how they fix it, so long as a master combat medic can throw noticeably farther than a novice (read: no hard caps), and a master who wants to can throw a decent poison more than 50m, I think it will be okay.
Utess
Thu Jul 08, 2004 3:27 pm
#17

It really comes down to this. Jedi, after the revamp, are now a combat balanced profession on the whole. They can compensate for this over the next couple of months due to the fact that they are so crazily powerful, but, it has really thrown the whole combat system for a loop.


there were a lot of bugs that were there that were not fixed simply because before they had minimal impact. Take the "combo attacks ignoring defenses" bug. Because everyone had crazy armor, and the combo attacks were still affected by that, it was simply a fix that could wait until the combat balance.


The same goes with BH changes, and, to a lesser extent, the changes here to CMs. It is worth noting though that they already meant to fix our range issue once before but it didn't happen properly, and the Havla issue, as mentioned up above, only started cropping up while the devs were knee deep in E3 and Jedi publish stuff, so this is the first chance they really have had to focus on it.


But a lot of these small changes we are seeing right now are just, as TH said, temporary quick fixes until the combat balance hits. And all of them are either just because Jedi being revamped has changed things or simply because its the first free moment in awhile the devs have had so they are squeezing in little stuff to help tide us over until Publish 11 and the major group of fixes.



________________________________

'Tess

- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor
RamhornSWG
Thu Jul 08, 2004 3:27 pm
#18


stratch that post I didnt realize the combat rebalance nerf was pub 11 which is over 2 months from now.

Message Edited by RamhornSWG on 07-08-2004 03:31 PM

SolSpur
Thu Jul 08, 2004 3:28 pm
#19

The changes are made with good intent but I see them only as a bandaid fix.


At master cm we get a 2x range modifier. With the modifier being 1x how will that effect lower lvl cm? Also will the max range be 48m or is the cap 64m.


And on adding a timer here where I see the biggest bandaid fix of them all. Instead of removing havla which is a known bug they give cms a timer. This means docs can still cure a second while cms have to wait 4 seconds.


The fixes will calm the linch mob but I had expected the devs put more thought into this



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
dwoshor
Thu Jul 08, 2004 3:29 pm
#20

Oh, no, i hope its not that way.. otherwise i will quit CM and go back to CH or some other stuff



Dewoshor
Master Combat medic
Master Creature Handler (retired)
Master Sharpshooter
Master Medic
KindredUK
Thu Jul 08, 2004 3:29 pm
#21

jfang - do you mean Healing Range is the skill mod for poison/disease range? If it is then point taken, it wouldn't have an affect on the effectiveness skill. I always thought Healing Range was for Ranged/Area Stims (Healing), but being in the same tree I could easily have got them confused.






Kindred
Unlocked 2004-05-12
Maxanto
Thu Jul 08, 2004 3:36 pm
#22






JeremiahD wrote:



from a GCW thread on the same issue as this one....




"Hate to be cynical on a such a positive thread but it must be said.



We complained abotu CMs for how long now? At least 4 months and what were ppl told at the Fan Fest? "CM are working as intended, we might add a area cure for docs"- devs



Now Jedi complain since the last publish that CMs can warcry/havla them and look what happens, the devs work on it right away and there is alreay a TC update going on, while our issues get ignored once again.



Anyone else see the unjustice here? It is bad enough that jedi get enclaves before the GCW participants do(umm shouldnt there be some sort of rebel/imperial councils set up for us?), among other things in the full 2 publishes geared towards them, but now if any problem arises they get it fixed for them while we get left in the dark.


Sad Sad Sad "





Jeremiah Dee



Message Edited by JeremiahD on 07-08-2004 03:07 PM





ok unjustice? lol good one. I think you meant injustice right? maybe im wrong. what is funny is not the jedi that complained about your exploited profession. an injustice is being able to throw something with your arm further that I can shoot something with a rifle intended to destroy low flying planes. the reason you are getting nerfed is because your profession is not what they ever intended. way over powered. no I ammend that, way way over powered. I am glad the devs are finally doing something about it. I hope you enjoyed your exploits. in my humble opinion every mcm that was throwing for 94m should have been banned.


flame away boys you are finaly getting your JUST deserts.




Atiro - Atreyu
Two Sides of the Same Coin
Happymob
Thu Jul 08, 2004 3:38 pm
#23






SolSpur wrote:


And on adding a timer here where I see the biggest bandaid fix of them all. Instead of removing havla which is a known bug they give cms a timer. This means docs can still cure a second while cms have to wait 4 seconds.





But it's still an area poison vs. a single target cure. I know some people want doctor to have an equal counter to poisons. This would be ruinous to combat medics (it would effectively make us stim throwers only). But doctors do need to be able to better handle poisons. We all agree that doctors should be part of a PvP group, but right now you need 1 doc for every 2 combatants. This puts it closer to 1 doc for every 4 or 5 combatants, which sees far more reasonable.





The fixes will calm the linch mob but I had expected the devs put more thought into this



Unfortunately, no. If you read TH's thread, basically everyone is coming out asking for more. Some potentially reasonable (remove multi-stacking on a single stat) and some completely unreasonable (75% damage reduction).


Overall, I like this. But the devil is in the details.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


XAND0R
Thu Jul 08, 2004 3:40 pm
#24






SolSpur wrote:


And on adding a timer here where I see the biggest bandaid fix of them all. Instead of removing havla which is a known bug they give cms a timer. This means docs can still cure a second while cms have to wait 4 seconds.




That is my question... Will doctors still be able to use Havla to cure poisons at the 1 second rate?




Xandor - R.I.P.
(Contact Skooby with questions regarding any auctions)
vortexala
Thu Jul 08, 2004 3:41 pm
#25






XAND0R wrote:





SolSpur wrote:


And on adding a timer here where I see the biggest bandaid fix of them all. Instead of removing havla which is a known bug they give cms a timer. This means docs can still cure a second while cms have to wait 4 seconds.




That is my question... Will doctors still be able to use Havla to cure poisons at the 1 second rate?





Havla is not being removed, folks. It'll still be around in-game and effect healing the same as it has been. The change is that a minimum timer is being placed on /applypoison and /applydisease abilities, a timer that Havla won't be able to lower.




~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...
Maxanto
Thu Jul 08, 2004 3:42 pm
#26








Happymob wrote:


Unfortunately, no. If you read TH's thread, basically everyone is coming out asking for more. Some potentially reasonable (remove multi-stacking on a single stat) and some completely unreasonable (75% damage reduction).


Overall, I like this. But the devil is in the details.







Ok I was waiting for him to say "joke" but he never did.

Explain this to me and all the others who have been killed in pvp so many times by your professions, why should cm's not be affected by PVP (not pve) damage reduction? To me and every other person in the game (yea even some cm's) it is perfectly logical. Even Jedi Lightsabers (which cut through bulkheads) are affected by the pvp reduction.

It makes sense and you are upset about it cause you will no longer be, what was never intended, pvp gods. Yea you will need strategy to play instead of just hotkeying your poisens from 90+ meters away.

BOOHOO, I feel so bad for you lol




Atiro - Atreyu
Two Sides of the Same Coin
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