Combat Medic Archive

Thread: Top 5 issues for CM this week

Gambit2357
Sun Aug 03, 2003 11:46 am
#14

First off great job Elenora its good to know that someone is looking out for us. Second on the issue of med crafting, I agree that it is too slow. I am spending more time now crafting, and I should be out healing my fellow players.


I agree an armorsmiths craft xp is slower but he is a crafter and thats what he does, on the other hand slow xp for us means I am stuck crafting and my friends are not getting healed. I am a Combat Medic and I am starting to feel like a crafter cause i am spending more time in front of my crafting station than I am in the field.


Now the crafting is not all that bad but it needs some tweaks, so we can be in the field more.




Tage Vialant/
Master Combat Medic/
Power of Hope
Elenora
Sun Aug 03, 2003 2:57 pm
#15

Like I said this isnt my list this is our list...it may not be an issue to some, but its a issue for many...if you read the doctor/medic/CM threads this is a huge issue...



--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Stimaddict
Sun Aug 03, 2003 4:26 pm
#16

It would be a good idea to feed the Devs issues they would consider relevant, meaning actual gameplay non-working stuff, i find it very hard to believe the Devs would give the issue of crafting expany priority at all since leveling to master in this skill can be acomplished in 1-2 days by anyone willing to grind. dont ruin the credability of relevant issues by posting something asrudimentary as this. a lot of people whining doesent nessecarily mean the issue isimportant, it just means crafting is boring.If we are to get any love I would suggest not posting stuff like this, we will be last in line for a fix - just compare this exp-thing to the list of bugs on the commando forums, guess what will be fixed first?



- Jubilee -
Master Combat Medic 4444 / Expert Gunfighter 0041 / Novice Doctor 0210 / working on Novice Rifleman
Sunrunner

Account active untill September 3rd.
See you in WoW
Stimaddict
Sun Aug 03, 2003 5:11 pm
#17

Conserning the other issues in this post:


Number 1:


"Disease/Poison - too high resists compared to crafting difficulty. Too low effect to warrant use. Effectiveness and Resists based on Master Combat Medic using personally crafted medicines. Use of very high quality resources and very well experimented componentsand experimenting on Ease of Use stat seems to help the packs get resisted less but still many believe they are not working as intended. Apply Poison/Disease, using these skills does not intitiate combat with an NPC or Creature."


this was posted by Filthy_Mcnasty in his official problems list, Id saylast weeks reportpretty much covered your #1 issue.


What would be a nice idea for a correspondant would be to actually test and log combat chat for different poisons, crafted from different materials so we could present some facts to the devs and not just complaint about it in a vauge manner like now. Trying different resources of high/low OQ, different crafting/experimentation results, advanced and regular components and then stating the facts. Also it would be good if we could somehow agree on a range of effectiveness of poisons, whats good and balanced damage? 300/15 secs? 400/20secs? 100/1sec? noone is proposing anythingsolid, all we do so far is complaint. Do we even knowwhat the actualdamage is we get from great/great crafts with OQ900+ resources? how about amazing/amazing?Before we clairify stuff like this we have nothing to offer the Devs and nothing solid tobase our complaints on.


Number 2: This is a subject of much debate, it should be proposed to the devs, but the way you put it doesent make it a CMissue at all (as you mention yourself i know) I believe unless we come up with a solution that seems reasonable and ingame examples of how this is ruining the gameplay we will be shouting in vain. if mind healing is made too powerfull noone will drop in combat anymore, anything like the H/A healing capacity of D-stims would be ridiculus. (next thing you know docs are complaining their Rez line is useless because noone gets incapped anymore)


Number 3: good and relevant point! make this no1 priority!


Number 5: as for the Dots this was already covered, as for getting more skills out of the support line in the marksmantree i very much doubt this will ever happen, remember these skills are not exclusively combat medic skills, but available to anybody using a ranged weapon. It seems the way SOE consider the "combat" in combat medic,is a medic who is good at healing in combat, witch is very much what we are now given our greatly improved range (fixing the AOE heals would help tho but we still do very good). There is enough points available to CMs to master rifle/carbine/pistol if you want more combat this is what you need to do, the same goes for any other profession and hybrid not aimed exclusively at combat.


In issue 5 you state:" There have also been calls for improvements to the combat support tree. Some of the suggestions are training in the support tree wouldgrant a number of specialmove to enhance support abilities like a delay shot similar to panic shot or a point blank range knockdown soCMs could escape"


These skills are already in the game, you need nothing more than a level 1 pistoleer skillto get a point blank knockdown (pistolmelee defence 1)if thats what you want and i believe, there is enough points to get to panicshot in the smuggler tree if you want to as well (not both, butnoonecan get all skills), you cant get everything but you can pick and mix from whats already in the game. This issue is absolutely irrelevant as it is only a mutter of frustration from people who havent reached max level in the 1st few weeks of playing, as i suggested in my other post please tryto not make a big thing of the issues that arent really important at all. dont tell meanyone made mastercombat support in the marksman tree without mastering at least one of the 3 weapons in the treeas well. A little more xp and you got the attacks youre asking for.





- Jubilee -
Master Combat Medic 4444 / Expert Gunfighter 0041 / Novice Doctor 0210 / working on Novice Rifleman
Sunrunner

Account active untill September 3rd.
See you in WoW
Elenora
Sun Aug 03, 2003 5:52 pm
#18

I'd have to disagree with you on the issue of putting more combat into the combat medic.


Fact is we are the only class that has to master a tree in marksmans and then recieves absolutely no skills or bonuses that build upon on the this tree...as i have listed in the thread Putting the Combat back into Combat medic, this is pretty obvious. Asking us to take a advanced weapon skill to be effective in combat would be like telling commandos andsmugglers that they need to spec in a weapon skill to be effective in combat as as we can see this is not the case...


and its not a matter of people not having enuff xp or skill points for getting a weapon specialization. Its the fact that we currently have a ineffective prerequisite for or class...something we have to get but then is not really built on. and although it isnt an big issue for you, it is a big issue for others. Hence why its on the list...


furthermore, I have made this list in the similar fashion the other two medical correspondants have made theirs...they have decided that list isnt about just bugs or what could be fixed or needed to fix this instant. This would be an entirely different list and not just of bugs. This list is a list of concerns that CMs have talked about and made a hot issue. If you feel there is a hot issue thats not adressed, I suggest that you start a thread on said issue and get a discussion about it going...




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Stimaddict
Sun Aug 03, 2003 7:15 pm
#19




Elenora wrote:

I'd have to disagree with you on the issue of putting more combat into the combat medic.


Fact is we are the only class that has to master a tree in marksmans and then recieves absolutely no skills or bonuses that build upon on the this tree...as i have listed in the thread Putting the Combat back into Combat medic, this is pretty obvious. Asking us to take a advanced weapon skill to be effective in combat would be like telling commandos andsmugglers that they need to spec in a weapon skill to be effective in combat as as we can see this is not the case...


This is not the case? Smugglers have to be specialist in pistol, and unarmed, Commandos have to be master marksman and unarmed specialist to even qualify for the profession! what are you talking about? How much use do you think Commandos have of the carbine skills they get in the marksman tree?


Absolutely no skills or bonuses? Aim, threaten shot, tumbles, warningshot, suppression fire... all look like skills to me... I suggest you try out warningshot if youre looking for a way to get mobs off you in combat. pretty nice skill right there, again try getting specialist support without making specialist in one weapon there is your bonus, the fact we dont have to choose a specific weapon, say pistol or carbine just makes our class more flexible, im sure you woulden't want to change that.


and its not a matter of people not having enuff xp or skill points for getting a weapon specialization. Its the fact that we currently have a ineffective prerequisite for or class...something we have to get but then is not really built on. and although it isnt an big issue for you, it is a big issue for others. Hence why its on the list...


Ineffective? please explain how the skills listed above are ineffective, and try convincing me that skills in the support line of the marksman tree (starting profession) should be equally strong compared to level 2+ skills from hybrid or master-requirement professions.


furthermore, I have made this list in the similar fashion the other two medical correspondants have made theirs...they have decided that list isnt about just bugs or what could be fixed or needed to fix this instant. This would be an entirely different list and not just of bugs. This list is a list of concerns that CMs have talked about and made a hot issue. If you feel there is a hot issue thats not adressed, I suggest that you start a thread on said issue and get a discussion about it going...


Quoting Q-3POs post on correspondants:


· Are you knowledgeable about the Combat Medic profession?


· Can you objectively identify relevant issues and distinguish them from simply passionate arguments?


· Do you like organizing information and corresponding with other members of a community?


No matter what the correspondantsdecide to do, this is the job they are supposed to do, this is what the devs will use them for. They get one month each to accomplish something, some will do good because they will: objectively identify relevant issues about the combat medic profession, not the latest chit-chat about how spending 2 days on crafting is too much of a bore.




I really care a lot about getting our profession fixed, I feel Iamquite realistic about what a correspondant can accomplish. Wasting the devs time by not doing what youre supposed to (read the above) or not doing anything at all, is not the way to get anything fixed. In fact its the perfect way to end up last in line for a fix. If you do not consider this a HOT issue then what is?



- Jubilee -
Master Combat Medic 4444 / Expert Gunfighter 0041 / Novice Doctor 0210 / working on Novice Rifleman
Sunrunner

Account active untill September 3rd.
See you in WoW
Elenora
Mon Aug 04, 2003 2:32 am
#20

im not even the correspondant...im just trying to help out the correspondant..


now u are ripping me for making my list? make ur own list then...


personally i felt that the list was fair and unbias considering my attitude on a number of those issues.


So if u feel you can make a better list please step up and take a swing so we can all flame u about things that we dont agree with you on...


omg u obviously miss the point i was making about skills for CM that build up


here is a clear list that proves that every other profession that has to spec in marksmans trees gets combat bonuses and/or special moves...





Commando (not even including the various bonuses to WEAPON skillthat they get for each level trained)


Field Tactics 2 +5 Defense vs. Knockdown


Field Tactics 3 +5 Ranged Defense


Field Tactics 4 +5 Melee Defense


On top of that bonuses to each specific weapon tree including special moves to increase damage.



Squad Leader (Not including the various skills that they attain that raise defense, remove states and allow for almost instant retreat)


Leadership 2+ 10 Group Melee Defense


Leadership 3 +15 Group Melee Defense


Tactics II +10 Group Ranged Defense


Tactics IV +15 Group Ranger Defense


On top of that bonuses to group terrain negotiation and burst run.



Smuggler


Dirty Fighting II Panicshot Cone AoE special attack. Basically if spammed it can prevent a opponent from ever attacking back. Last patch was supposed to make it so you couldnt spam it, but all they did was raise the cost from 50ish Action to 150 action. This is nothing considering that the smuggler is a class that can self buff its HAMs and recover 150 action in no time at all. This has been verified by a number of master smugglers on my server. The still spam Panic shot without nany HAM problems whatsoever.


Dirty Fightinbg III Low blow special move


Dirty Fighting IV last ditch effort


CM


Master Cm +10 Terrain Negotiation








--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Elenora
Mon Aug 04, 2003 3:01 am
#21

Btw the crafting issue isnt chit chat over how boring it is...


its a serious play issue that effects alot of players CM medics and doctors...


its obviously on the mind of people, its a major source of frustration to people even making some give up the advanced medical classes. And its obviously not scaled to the medical xp. And last time i checked there were more people having problems with it then people who thought that it wasn't a problem.


So, while it may not be an issue to some its a issue to most...


thats the part that comes with corresponding with the community and organizing information in a way that presents to the developers waht teh problems with the class are...


and i definately havent been bias and un able to seperate my personal feeling about some of the issues with the relevent issues. As anyone whos read the boards, I am totally not a fan of the mind healing issue but yet i have enough neutrality to list it where i listed at #2.


I think more people would agree with me on this list than disagree with me. Just because the issues you think are hot didnt make the list doesnt mean that this list is meaningless..


honestly if I had to dish out my personal list, mind healing wouldnt even make the top 5...


My list would be 1. Dots 2. CMs not being able the best components for thier own packs. 3. Factory Bugs. 4. 13 CRDM in a ranged E and AOE heals linked to doc med use. 5. Disease as a uselss weapon to grieve people. Now only 1 of those issues is even on the list...cuz most people dont think the other issues are major...they are major to me, but seems that what people are talking about arent those issues now...


so if i can put away my opinions in favor of the general consensus, wonder why you cant?




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
QuoreBreach
Mon Aug 04, 2003 5:57 am
#22

Well I for one quite like the class as it is. I made master combat medic and have some other skills also. I soloed my first rogue fambaa last night and have soloed the entire quest series for rebels up to Han Solo. Area stims and disease lines not working don't trouble me that much since no one is really doing monsters where it's necessary yet. Being able to mind disease a gnort isn't going to impress me even if it lands 100% of the time.



My only concern at this time is faction. As it stands; the size of faction hit is determined by damage. A combat medic who's spamming heals gets zero faction unless he is blasting away. Faction hits need to be spread across the group. There is no way that a combat medic has added less to the kill than the TKA he's been keeping alive.

merton
Mon Aug 04, 2003 7:15 am
#23

<QUOTE>its a serious play issue that effects alot of players CM medics and doctors...Its obviously on the mind of people, its a major source of frustration to people even making some give up the advanced medical classes. And its obviously not scaled to the medical xp. And last time i checked there were more people having problems with it then people who thought that it wasn't a problem.</QUOTE>


Most of these people have probably never played MMORPG's before since the game caters to a lot of new people. I bet you overhalf these people complaining are still making StimB/Cbecausethey don't understand that getting a factory to make better components will double/triple their crafting XP. Iassume you've considered this possibility as I get numerous tells daily asking how to make Stim D's and what a factory is and how to make one and how to use it -constantly. I gather you and every other CM gets it too. So if all these new people actually understood how to play their character properly I bet you'd have a lot of less complaints about crafting XP.


But hey, that's just my opinion =)


P.S. I think you would make agreat correspondant, I agreed with everything you said except for this little bit, you post a lot and your comments are constructive.


Elenora
Mon Aug 04, 2003 9:55 am
#24


Irun a factory and sometimes 2 and, factories do not speed up xp. In fact they slow down crafting xp.


First of all you only get 5% of the xp u would be getting if u crafted the item by hand. Second, you need to be online and within 1000m of the factory in order to get this xp. Higher level packs will require identical parts forcing you to actually give up crafting the components by hand yielding you less xp.


Before the factory xp was returned from full xp ro the 5% xp it was in beta, factories were the best way to get XP. but now they are the slowest way.


If you look at a C and D stim, you will realize that the stim C will actually give you more xp then the stim D or E. For a stim C you will get xp from crafting the BEC, the CDRM and the LS plus the final product. For a Stim D you will get only the xp from crafting the CDRM and the LS and the final product and maybe if u have sat by ur factory all day 10%(5% x 2)of the BEC xp of a C. The xp increase of moving on to a higher pack will be less than the xp lost to not crafting your own parts.


So in fact crafting hand made Bs and Cs will actually yield more xp then stim Ds and Es.


This wasnt the case when we were getting UXP for using our own components, but since they took that out, crafting xp has stagnated heavily.


The effect of good components on increasing the complexity on components is minimal. In fact if you are grind and trying to minimize time, the time you spend running experiments to raise a pack 3-4 complexity points will yield less XP over time than just forgetting experimentation and moving on to the next pack. Even with 10 experiment points, all successes on a pack will increase the complexity of the pack by maybe 3-5 points. Considing running an experiment takes the same time as loading a new stim schematic, the 3-5 points of complexity is way less than the complexity of a new pack hence less xp.


Basically, a factory has nothing to do with helping you xp. and will actually slow you down. So its not that people are playing their characters incorrectly. grinding stim B and C is now faster than grinding any pack that requires factory parts. You would think the opposite would be ture but its not. In fact, the lack of increasing xp for higher level packs is the cause of the crafting xp lagging behind the medical xp problem. By the time you hit master medic, you can make stim Ds. Stim Ds have 30-35 charges and 400-600 heal value. How that will mean an average of 33ish charges and 500 heal value roughly. Lets assume that stim D heals for an average of 800a charge (Personal i think thats a low figure but) thats roughly 400 xp a charge. 400x33 = about 12k xp. 1 crafted stim D with all hand crafted part except of the BECs which yield only 10% of one BECs value = 300ish crafting xp.


A factory doesnt make better products, it makes consistant products at the cost of xp...


If you dont believe me craft a Stim C all by hand and then a Stim D...and ull see the results...


P.S. thanks for ur vote of confidence about me being a good correspondant...but i think anyone who is interested in making our class better would be a good correspondant




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
merton
Mon Aug 04, 2003 3:32 pm
#25

Why are you saying I grinded? The whole point of my post was to show you that I didn't grind. If you re-read it you will see that I spent 30 minutes to get 3000 XP. You can't really consider that grinding, can you?


Maybe if I spent 4 hours of my day to make 24000 XP...interesting math considering all you need is 27000 XP or so to get master combat crafting.


You do not get 35 heals on a Ranged D,you get 27 onnormalcomponents- subtract about 2000-2500 from whatever math you are coming up with. Are you sure you're making Ranged D's?


merton
Mon Aug 04, 2003 3:35 pm
#26

Again, wish I had an edit button...should say 27 minimum, think my max is 28.


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