Combat Medic Archive

Thread: Top 5 CM Issues for August

ArcX
Mon Sep 15, 2003 10:30 am
#14

With 12 EXP points it really isn't that hard, if you guys are using 900+ quality resources you should see the same results, also this only works as master or (+100) CM use to get the full bonus... (These are single poisions btw which are very easy to get 200 base effectivness with good resources. 200 base effectiveness + 100% CM use = 400 damage) Best AE's avg 250-300 per tick (125-150 base effectiveness) btw, you can get additional EXP points from cloth tape skill enhancements... they are fairly buggy atm and require you to re-equip the item but i have several adding upto +23 combat medic experiementation.


ThelaMisan
Mon Sep 15, 2003 11:08 pm
#15

Guess it's a good thing I'm a doc and cm....don't have to worry about the crafting issue.




Thela Misan

De reir a cheile a thogtar na caisleain
OpethRebel
Mon Sep 15, 2003 11:36 pm
#16








Zarlor wrote:



A request is made for improving the skills set of the CM by possibly providing such things as defense bonuses, weapons speed and accuracy bonuses, accuracy while moving bonuses, special moves of a defensive nature, more Terrain Negotiation or even the addition of state attacks






...no


Except yes on terrain negotiation.





-------------------------------------------------------------------------------------------------------------------

"6 Pikeman X $15 = $90 / month" - SOE's revenue generated by pikemen.
Zarlor
Tue Sep 16, 2003 7:45 am
#17

Opeth, yu're gonna have a LOT of your fellow CMs disagreeing with you there. Considering how big the vote was to place that issues at #2, and more than a few who would argue that TN is probably the least useful of all those suggestions.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Akitt
Tue Sep 16, 2003 4:39 pm
#18

While they would be nice Opeth may have a point... but not sure if he ment it that way.


If the devs start adding in a bunch of skills an bonuses you can bet they will use that to justify making poisons useless. Also there is nothing useless about TN. I would rather have +30 TN anyday over some random defense bonus.


One thing i am worried about is the request for survey/sample function. The Devs may see that and decide that the CM class needs yet another useless medical forage bonus or something and consider the issue dead for another 5 months.

GanymedeCallisto
Wed Sep 17, 2003 8:36 am
#19

As a Master Combat Medic my big concern is the area disease medical use. I also think that a doctor that can cure disease should not always be able to do it very well.This is becauseof the fact that I might be using a mind disease pack "C" which is a master CM skill whilethe doctorpulls out his intermediate cure disease pack and bam the troop is saved and my master combat medic looks like a helpless puppy who now is going to be open to attack by every troop in the group. Maybe a stat to expierment on that would make that chances greater that the doctors cure disease pack would fail. The last problem that I have is I disease some one and then they just have a team member duel anddb them before the disease gets a chance to take effect.


___________________________________________________


Ganymede Callisto- Scylla


Master Combat Medic


Novice Doctor


Zarlor
Wed Sep 17, 2003 8:37 am
#20

Well, if you really want to see a more in-depth version of the servey issues, head over to the Doc forums. The Big List over there (and that Item is #2 on their list) is a lot more in-depth on the issues and the bulleted list we created here to help make sure we got SOMETHING to the Devs for out Top 5, since we don't have a CM Correspopndent right now.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
TheVeginator
Wed Sep 17, 2003 10:39 am
#21

In the class description it specifically mentions terrain negotiation but we only get +10 at master. Does that even do anything? IMHO we should have no less than +25. I would LIKE +50 at master but I think that would be a bit overdoing it.



The survey is a must.




The-Veginator, Bria
Master Medic, Master Doctor, Master Swordsman, Ex-Master Combat Medic
Zarlor
Wed Sep 17, 2003 11:46 am
#22

+10 is noticeable, but it is only half of what you would get at Explore 1 (where a Scout first gets a +20 to TN.)


Trust me, I did the Rebel Them Park up in the mountains of Corellia the day before getting Master CM. Compared to that painful set of steep hill climbs I was definitely able to notice a difference with that +10. But, you are quite correct that it isn't a lot.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Diggner
Wed Sep 17, 2003 11:52 am
#23

Ok is it me or did no one notice some problems with ArcX's post? 12 exp points? Hmm maybe I have done something wrong... + 100CM nope thought it was 90. Please do a few pictures for us with the list of ingredients you use.


Inquiring minds want to know.





**Lliam ORE TRAC** ~Lliam's Drop off -123, -5684 ~ ~ORE TRAC 2 Locations in South Coronet Mall -100 -5760 ~

Zarlor
Thu Sep 18, 2003 12:02 am
#24

Yeah, I'd been meaning to ask about that one. 12 Experimentation points (although we do go up to +100 on CM Crafting which gives us our EPs, not Effectivenes whcih does only go to +90) implies that a CM Med Crafting skill tape is working.


However, I do have to agree hre, ArcX, that I don't thihk you can base the power of the class on having 12 EPs! I've never found any CM Crafting tapes at all, and most other tapes I have gotten are no better than +6 in anything. Sorry but I don't thihk it would be fari to assume that the average Master CM will have taken out enough Dark Jedi's to get +20-something skill tapes in Cm crafting. I would suggest that 12EPs should be considered the exception, not the standard.


Secondly... you're getting a crafting tape to work? Seems to me a crafting tape would be the perfect way of ensuring a tape was working, but I've had so many conflicting reports on this... Some folks say they have a tape that big but get no extra EPs, others say they have other tapes that appear to be working, but any tapes that takes them over 100 don't seem to work.


Obviosuly folks have to be aware of the need to remove clothing before logging and to ensure their Skills list is showing the positive modifiers before testing, though, and i can't always check that this is the case. But if you are, in fact, getting 12 EPs, and I can't think of any other way to get them, then you must have gotten one of these tapes to work, and to work at over +100. Time to modify an issue, I think, but I jsut want to get an absolute confirmation here.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
ArcX
Thu Sep 18, 2003 12:04 am
#25

As the items are very buggy, still you can get skill enhancement items +Medical Experimentation (Follows with the doctor line/basic medic skills), just as a any Crafting line can get (+CM experimenting also canbe found off mobs for the final assymbly) they are extreamly rare and hard to come by but yes +12 is possible even with all the bugs in line you can get it. (Usualy by means of requiping all items you ahve the tapes embedded on) Also there are people who are hitting 500+ using 1-2 advanced components I have yet to find high end quality resources for the advanced components yet.


As far as i know only the Tapes work that anyone can put into clothing which has sockets, Armor SegmentsI do not belive work at all. If and when you use these you'll see your skill as...


Medical Experimentation +100 / (+25) or however many addition skill enhancements you have.


Generaly if you relog you'll have to equip your items again to get the bonuses.



ShadowoftheVoid
Thu Sep 18, 2003 5:14 am
#26

what if we got the cert for the republic blaster?? as of now no1 can use (even tho it says i have the cert)..dunno its at least a bone


And its roughly on par with the DX2/FWG5 which are currently the 2 top pistols (not counting things like BH and commando weapons but dont see many CM's use those). The one i have is 168max/2.5sec/AP:light/damage type:energy and only slightly worse (like 4-6) HAM cost than the DX2..




Haydir Ter-Luceyn TKM/mBrawler
Tyranny Jedi
Krys Ter-Luceyn Dancer/Doctor
Tomas Ter-Luceyn Artisan/Architech/Musician
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