Combat Medic Archive

Thread: New top 5 list of issues....

Kallah
Wed Nov 12, 2003 8:37 am
#14

1) #28: Resources used for the CM advanced components are too rare and expensive to obtain. A Master Combat Medic will need over 20 unique and hard-to-find resources to make their top tier medical supplies: our crafting line causes us to spend large amounts of our funds and free time harvesting and managing the plethora of resources we need to be effective. Few commercial miners take the time to dig up the far-flung and painfully rare ingredients needed by Combat Medics (since pulling up steel or ore, which are needed by more numerous and popular classes, takes the same investment), meaning when there is someone selling, the price is beyond most players’ reach.

2) #10: FP should be awarded for healing groupmates in the way that combat XP is awarded. Unless a Combat Medic chooses to solo the pitifully low level faction missions they receive (even at the peak of our profession), there is no way to earn a reasonable amount of Faction Points. When in a group hunting situation, most Combat Medics slip into healing mode, and the only FP earned at the ones awarded from the mission itself - a pittance compared to the shoot-um’-up types who kill the NPCs guarding the mission. Offering a fraction of the Faction Points earned, similar to how healing classes earn Combat Experience, would elevate the problem.

3) #29: A better method of scaling a CM's capabilities is needed for mission terminals. While Combat Medics are equipped with the many of the skills needed to take on higher-level missions, even Masters of our profession are offered the same basic missions given to novice marksmen. Both an insult to our abilities and a painful hindrance to the bank account, there is no way short of grouping (and thus shared earning) for CMs to take on the missions that comparable-skilled combat classes are given. Basing the missions off of our Combat Medic skills, rather than our weapon skills, would be a welcome and logical change.

4) #2: Uselessness of the A and B level poisons and diseases. There is no reason to make the A and B level poisons and diseases - why would you waste your hard to come by resources when they could be better used in a C pack, just a few skill boxes away? Many Combat Medics never experience the “combat” side of their class until they are Masters, denying them half of their abilities until the latest possible moment. By relaxing the restrictions for what is needed (no identical parts, organic/inorganic rather than specifics) A and B level packs would be put within reach of lower level Combat Medics, and make them a viable alternative to the C-level poisons and diseases.

5) #27: Medics/doc's/CM's would like the ability to turn off auto retaliate. Because both our healing and damaging abilities are placed in the combat queue, few things are as troublesome (and potentially dangerous) as a poorly timed auto-fire from the Combat Medic’s weapon (the same applies to our fellows in healing, Doctors and Medics). A simple /command to turn off auto-retaliate would alleviate the problem.




Kallah of Eclipse
Proud Member of
Empire's Elite Force

Reachwind
Wed Nov 12, 2003 9:47 am
#15

36 Should be number one.


12 should be number two.... Oh and imperial troopers can not be healed at all with an AoE stim. Even when targeted directly.


13 should be number three.


2should be number four.


7 should be number five. Diseases only ever seem to be used as tools for annoyance in PvP... Does anyone ever use these in PvE? Seems like they need a huge boost in PvE to be useful.

firespyer
Wed Nov 12, 2003 10:02 am
#16






Khragon wrote:

1. Dot cap - Best solution most people agreed to on this was that it incaps the player the first time, and keeps them at 1HP every time after that, but it should do at least 1 incap.


2. Combat Que - Need to see it with all other combat skills


3. Resources - Rarity, variety, etc - My server has resources(Eleton gas) that have popped up once in 5 months of any value, other 2 times it had OQ of 54 and OQ of 4. Cmon.


4. Medical Forage / Survey - Medical FOrage is useless, Ive used it once in 5 months and im sure it was by accident. We need to survey our resources if they are going to stay with type of variety


5. AOE Heal bugs.






/ditto



---------
firespyer (Jedi)- gave up!!
an'grod (BH) ((With out CM))gave up!!
**Hidden** (Smuggler) - Canceled
Odiss (Doc) - Canceled
Fuji (Doc) - Canceled
C'this (Shipwright) - Canceled
Zarlor
Wed Nov 12, 2003 10:03 am
#17

I guess I would also add for the next listing the request for Developer "vision of the profession" as well. It's been requested a lot on these forums and I'll add my voice that I think it should probably be on the issues list.


BTW, on the consolidating AoE heal issues. There is a problem with consolidating issues. That was something many Corres did in the beginning because of the limits of a Top 5 list with barely a 1 month response time. So we consolidated to try to, in effect, get more issues combined into our Top 5 lists. Now, however, we are seeing a little faster response times and we have found that often the Devs will read a combined issue very selectively anyways. So normally only one part of the issue would even get addressed.


Effectively breaking out the issues seems to be the preferred method now.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
BigZoo
Wed Nov 12, 2003 11:14 am
#18

1. #35 Medical Forage/Artisan Survey: we need a way to survey for resources without artisan.


2. #3 CM experimentation. Lessen the amout of spaces to experiment in to a maximum of 2 (and allow us full experimentation on all medical components, not just the cm specific ones).


3. #28 Resources are too rare & expensive. Don't make all of them so specific, especially the component resources.


4. any of the ideas relating to the bugs in regard to area stims: faction pets, enemy pets, out of range when not, and the inability to heal some targets (& you know you should be).


5. #1 Better support role: this could include being able to rez a fallen player, area state effects, area heal effects, etc. Also, along with this, a good definition of what we are is requested.


Leiniad, Master CM, Tyrena, Gorath Server




Leiniad Itaip
Master Pistoleer
Soon-to-be Master Fencer
BigZoo
Wed Nov 12, 2003 11:15 am
#19

1. #35 Medical Forage/Artisan Survey: we need a way to survey for resources without artisan.


2. #3 CM experimentation. Lessen the amout of spaces to experiment in to a maximum of 2 (and allow us full experimentation on all medical components, not just the cm specific ones).


3. #28 Resources are too rare & expensive. Don't make all of them so specific, especially the component resources.


4. any of the ideas relating to the bugs in regard to area stims: faction pets, enemy pets, out of range when not, and the inability to heal some targets (& you know you should be).


5. #1 Better support role: this could include being able to rez a fallen player, area state effects, area heal effects, etc. Also, along with this, a good definition of what we are is requested.


Leiniad, Master CM, Tyrena, Gorath Server




Leiniad Itaip
Master Pistoleer
Soon-to-be Master Fencer
Kavedawg
Wed Nov 12, 2003 12:25 pm
#20


  1. The devlopers vision on what the CM professionshould be. With the constant cries from other professions to have Combat Medics nerfed and with some arguments within the combat medic profession we need a clear and definitive answer on how powerfull of a role a CM should play in the GCW. Ideas for new things to be added to the profession should wait untill we have a clear picture on what the profession should be.

  2. A more intuitive version of the experimentation process is needed for crafting poisons and diseases. If the experimentation of area, range, duration, effectivness, potency, and charges were handeled seperatly, many of the bugs that cause a crit fail drop in one of the listed properties whenever a person had a success or moderate success would be uncovered.

  3. Make it so PvP faction points are earned by the amount of damage you deal or heal and not by who did the DB. Actually, the whole faction point system should get an overhaul so that Faction points are a bit more plentiful and the perks, equipment, schmatics are actually worth the trouble and risk of a person getting themself killed. Making faction armor, weapons, equipment so that it dosen't receive Decay on death would be a step in the right direction.

  4. Fix the AoE stim bugs. Faction pets are not healed by the area stims. Sometimes people get a message " you are unable to perform this action to that target " when trying to use an area stim. Other times the stim will go off but the target PC will not get healed. Also the target PC can be slightly in range and you will get the out of range message. Finally, there is a chance that an enemy CH pet can be healed by an AoE stim.

  5. /survey for master doc and master CM and /sample for a master CM. There is no interdependancy on the resources used by combat medics so only combat medics are willing to go through the trouble to find them. Also to make a poison that does any real damage, we are held to ahigher quality standard compaired to weaponsmithswhere resources are concerned. Even with changes in /medical forage Combat Medics will stillbe in need of both /survey and /sample since more than half of our resources are inorganic.

  6. I doubt it will even be considered but change the +1 cap on dots so that they incap the first time and stop at +1 after the initial incap.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Tringard
Wed Nov 12, 2003 2:33 pm
#21

#1) 10. FP should be awarded for healing groupmates in the way that combat XP is awarded

#2) 7. The usefullness of disease needs to be examined
- Perhaps the addition of status effects with the disease

#3) 29. A better method of scaling a CM's capabilities is needed for mission terminals

#4 & #5) 32 and 33: AOE Stims healing everything but the target itself.
Getting "out of range" errors for targets that aren't.

Whenever I experience 32, I get 33 as the reason the heal didnt get the target. Not sure of the cause, targets are always the same faction when PCs, but it happens more often when the target is a pet(creature).



Tringard

Former MCM / Master Carbineer
Then, Ranger in training/TKM, medic
Now, unsure of myself
awthtem-xour
Wed Nov 12, 2003 2:44 pm
#22

1) new dot


2) arc schematic


3) resource requirements ridiculous


4) need survey for medic instead of /uselessmedicalforage


5) aoe stims




Awthtem-Xour
Lowca Rebel Jedi
Gnuut
Wed Nov 12, 2003 5:41 pm
#23


6. Resist rates across the servers needs to be examined I think they should base the resist rates to poison on your constitution. This would make it easier to buff up a defense. Say 1% resist rate per 100 Con.


7. The usefullness of disease needs to be examined Please try to add a comment if you vote for this Disease should strip an enhance, then work on wounds while adding state effects. Mind, Will and Focus could add a blinded state. Health, Con and Str could add a Stunned State. Action, Stamina and Quickness could add an Intimidated (slowed) state.


10. FP should be awarded for healing groupmates in the way that combat XP is awarded Combat XP is currently awarded to healers based on the healing they do in combat. Why not base the FP gain off the Combat XP they have been awarded?


27. Medics/doc's/CM's would like the ability to turn off auto retaliate This is definitely a must. If I am not expected to have offensive skills then I shouldn't be forced into an offensive stance.


36. Last but not least.... The new DoT cap. Dunno what we can say about it yet as it hasn't hit live, but please feel free to vote for this showing your concern. I will provide links to 2-3 of the bigger threads if this one gets voted in. The +1 "fix" makes no sense. You can bleed to death just as easily as you can die from poison. Nerfing all DOTs does nothing more than hurt those who are not totally dedicated to combat. The only ones crying for these nerfs are those that don't use DOTs as their primary method of damage. Adding in some sort of protection to poison, be it an enhance or via gear (ie gasmask) is the answer to the incap dance.



This last one I don't see as a CM issue but wanted to make a comment anyway


20. A user selected notification system for harvestors, ie the user selects the message to be sent when maintenance reaches 1000 credits Personally I would rather see a general notification for any reason my harvestor stops (ie Maintenance is low, power is low, Resource Shift)




Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

flux77
Wed Nov 12, 2003 6:09 pm
#24

1) #6 - Resist Rates


2) #35 - Med Forage/Non-Artisan Survey


3) #8 - Meds dropping in combat Q


4) #16 - Selecting power type to put into harvester


5) #18 - Remote method of checking or being notified of harvestor status or hopper load




Logaar


Insanity: doing the same thing over and over again and expecting different results -- sound familiar?

I hate to see you go, but I LOVE to watch you leave
TheGreatOne00
Wed Nov 12, 2003 8:03 pm
#25

1. Fix all of AE stims problems.


2. Make advancedpoison componentresources more common.


3. Faction for Healing.


4. A local player targeting system.


5. Higher damage on poisons in PvE




Ovonn Ig'A
Master Doctor
Master Fencer
novamarine
Thu Nov 13, 2003 1:20 am
#26

I think all the other lists people have are great so I'll add my own idea that is unique.


With respect to PvE...Why not give us additional poison types? A poison that causes dizzy. A poison that blinds. What about a paralysis poison ( a root-type of effect)? These effects are already in game and so implementation would be easy.


I add my voice to the everything is toooo rare comments as well. They are the one thing that has me second guessing the class.


Thank you

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