Combat Medic Archive

Thread: Big List of CM Issues for September (Prelim)

Agent001
Wed Aug 27, 2003 2:17 pm
#14

Zarlor, let me help you out, and compile this a bit for you:


Combat Medic Crafting:


- 13 chem release duration mechanisms for ranged E.


- 700+ CM med use on AOE diseases.


- Fix the advanced resilence mechanism so it loads.


- Resource differences between servers cause some servers to have very powerfull DOT's while other servers get very weak DOT's


- Since CMs have to master Medic, those experimentation mods should transfer over, or have sub-components specialized for CM, but use same resources to make.


- Change poison/disease components to not use conductivity, etc when ingredients required do not have those stats


- Way too many resources need to function as a CM...we need the same stuff as doctors and on top of that CM stuff too?! Make them less specific


- CMs like Medics need to sample/survey...even harder for us to do it since we use more skill points then doctors and medics and often dont have the skill points for artisan


Combat Medic Support line


- Defense bonuses, weapons speed and accuracy bonuses...accuracy while moving bonuses. Special moves of a defensive nature. More Terrain Negotiation. Also spread it out in the tree.


Viablility of Dots


- Longer range on DOT's.


- Resist rates across different servers need to be examined.


- The usefulness of disease needs to be examined. Right now many people consider them useful for nothing but greifing.


Lack of viability for non-Master CM

- Usefullness (or lack thereof) of "A" and "B" level Meds

AOE Stim heal issues


- AOE heals missing faction pets


Mind Damage


- Mind damage has basically been the source of the screams of nerf against CM


Factories


- They are broke...plain and simple...pull from crates...make more than 100 a day before crapping out...sick of having to redeed...fix it...


TEF


- Need warnings when u are about to get one...might be hard to do with AOE stims but tef is so easy to get that its often unnoticed when u get it.


- There is no reason that when im overt that anyone should be able to attack me without me being able to attack them


Faction Points


- Rethink how PC pvp faction points are distributed...CMs are often the large damage dealers with mind AOE but get the least FP since they are usually in the back away from their prey and thus dont get DB...CM is a huge PvP class,fp means a lot to us...


PvE viability


- Poisons the main weapon of a CM are underpowered in PvE compared to other elite combat classes. No xp for the damage done by poisons only med xp. Look at adding more abilities for the CM to be geared towards PvE.


- If you kill something purely with poison you cannot access the corpse to loot it. The system doesn't recognize you as killing it unless you hit it once with a weapon


Lack of Communication from the Devs


Self explainatory...


Combat Que


- Would be nice if meds would drop in the combat que with the rest of our attacks, instead of using whatever mysterious timing system currently in place


- Timers on heals and dots needs to be more accurate..You must wiat 4 secs followed by 6 secs of you must wait messages is not acceptable even more now since we will be required to know exactly when we can throw a dot....something akin to the you may heal wounds again message is needed...


Mort
Wed Aug 27, 2003 5:49 pm
#15

without going over everything that has already been gone over. one thing i think Combat medics should have are a wider variety of combat effects. Like Flashbangs,Smoke grenades, Radarjamming grenades,Emp Grenades,State changing grenades, ie stuns, dizzies, attack delays, blinds. We dont necessarily need all these but there just different things you could add in to fill out our combat role. and arnt in themselves over powerful since they are for specific combat situations not general use like poisons and diseases. And some of these we could make and other classes like commandos or Squad leaders use them as well. for example the emp grenade and the flashbang or the smoke grenades.



Squishy Go SPLAT!!! Mind not standing on my spleen?
MycroftTHan
Wed Aug 27, 2003 7:37 pm
#16

- issue #1: communication. talk to us, if you have internal discussions, ask for our feedback. you always say, we know the game better than you ever will andfigure outmore bugs in 1 hour than you can in one week. talk to us about what's wrong, what's in discussion and what's in the pipe


- issue #2: how often do we need to post, bug and report the bugs untill they get adressed? you know, i did not see a single new one posted on these boards yet, except for stuff that you recently broke.. they all have been reported back in beta, been put into lists on the beta board etc.might wanna take a look at my posts from May (and finaly read them)


- issue #3: communication (see #1)


- issue #4: ranged and aoe heals still do not require LoS. must be an oversight i guess


- issue #5: see issue #3


- issue #6: the same old issue, Holo acknowledged in beta and promised a changein the first monthly update for: CM make their components with Master Medic skill which is 50 on assembly and experimentation, resulting in absurd failure rates on the high complexity stuff and low quality components even on good craftings


- issue #7: see #5, 3 and 1


- issue #8: faction points are based on damage dealt. we now get Combat exp for damage healed so calculating FP based on that should not be a big deal. that Combat Exp needs a look at btw. It was a bit high imho (>3k for healing a pet that tanks an ATST)


- issue #9: do you understand sarcasm? good: see issue 7, 5, 3 and 1. and 4 as well i guess.


- issue #10: (it's 4:30am and i am at work for over21 hours now, bear with me while i take a break on the boards from restructuring a Database that is due in 4 hours tell us, how You see our class. Everyone of us plays different. some are into the support role thing, throwing heals at their groupmates and are happy with it while others like the offensive role, running around poisoning and diseasing stuff, letting other people take care of the healing except in emergencies.. and some do both.. as much as this class is a hybrid of every kind of profession out there (medic, crafter, fighter) as large is the diversity in which it is played. But than again, this would fall under issue 1, 3, 5, 7 and 9 i guess.

Caliwyrm
Wed Aug 27, 2003 8:34 pm
#17

1) We already have a high skill point cost to reach Master Combat medic and I am still having to spend ALOT of points for Novice Scout, Exploration 1-3 (minimum)and Novice Artisan just so I can keep up with the group and get a few of my own resources. Maybe they can add a little Terrain Negotiation here and there in aCombat Medic line. We're COMBAT medics, we're *supposed* to be out fighting with groups. Heck, I'd be happy with a mod that's 80% (when all added up) of what Scout + Exploration IV has.



2) Please fix the typos: its sloppy and reeks of 'We don't care about you' from the devs since they can take the time to add in LOS but not fix a few numbers here and there..



3) Xp for healing pets: Fine take away healing exp for our own pets (easily abusable) but as it is now I don't have much reason to join groups if there are pets since the PETS will be tanking, not the players. Heck, reduce the exp we get. I play at odd hours most of the time atm and I made a whole 600 med xp in an hour last night because of this. I wouldn't have even made that many but I would toss a heal on an AFK surveyor while running Faction Missions..Can we also get an explanation while all other classes can still earn xp while a pet is in the group tanking except med classes? Combat classes still get weapon and combat exp, even if it is reduced.



4) Now that LOS is in we need a better range on poisons. Right now I'm finding it really difficult to justify the expense (time and credit wise) to even try to make any poisons. I really like the bio-gun idea since it would add a little 'pizzaz' to our profession and give us something centered around COMBAT to set up apart.



5) Its *realy* tough for me to do my job if I'm KDd, Dizzy, etc all the time. Can we please get some defense mods?




----Insert Sig----
"We want the GCW to be everything it can be. We want factional PvP to be fun and exciting. We understand that as players, you don't want the 1% decay. We think it is an important game mechanic in the right situations, but we want to remove it from factional battles." --JustG 02/04/2004
Uh, so WE don't want it, and YOU don't want it in for PvP--then why is it still there??
Elenora
Wed Aug 27, 2003 8:40 pm
#18

forgot an issue


Dropped component loot from NPC


Its a nice idea but since most my packs require multiple identical components...getting a single drop does me no good...its a great idea...but needs to be look at better...how about them dropping in crates of 2-3 like food and not just singles?




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
MycroftTHan
Wed Aug 27, 2003 8:43 pm
#19

lol, ignore the loot off NPC's.


it works for craftings that produce stuff that stays in game for a month or more (like weapons).. for consumables, they are a joke. unless DJM drop them in crates of 50 or something.. that might actualy safe me 1 redeeding of my factory once.

MycroftTHan
Wed Aug 27, 2003 8:55 pm
#20

he, i just noticed something:


if i go through the issues posted (in this thread and older ones) - i can dupe at least one of my bugreports from Beta.. i heard they react very fast to duping reports, don't they? someone better report me for duping...

Caliwyrm
Wed Aug 27, 2003 9:52 pm
#21

One more to add:



Can we *please* get a way to hotbar toggling of local players? Sort of like TAB for available targets but for 'friendlies'? I have an incredible hard time trying to target running players and the CTRL-# thing is clumsy for me. Not to mention its seems it would be sort of hard if you have 10+ people in your group all running around..




----Insert Sig----
"We want the GCW to be everything it can be. We want factional PvP to be fun and exciting. We understand that as players, you don't want the 1% decay. We think it is an important game mechanic in the right situations, but we want to remove it from factional battles." --JustG 02/04/2004
Uh, so WE don't want it, and YOU don't want it in for PvP--then why is it still there??
-Myrick-
Wed Aug 27, 2003 11:28 pm
#22

Combat medic effectiveness skill needs to add up to +100. Currently it is only +90.



Myrick

Gallion
Wed Aug 27, 2003 11:46 pm
#23



Caliwyrm wrote:

One more to add:

Can we *please* get a way to hotbar toggling of local players? Sort of like TAB for available targets but for 'friendlies'? I have an incredible hard time trying to target running players and the CTRL-# thing is clumsy for me. Not to mention its seems it would be sort of hard if you have 10+ people in your group all running around..






you can assign special keys to each member of your group so you won't necessarily need to use the ctrl-#

you can also select teammates buy clicking on their health meter
Gallion
Wed Aug 27, 2003 11:48 pm
#24

OK, I'm bad, I didn't read the begining of the thread and shouldn't have made my previous post. Sorry about that.

My big combat medic issue is that if I kill something entirely with poison, I can't loot it. this happens alot when 5 rogue corsecs jump me on the way to my factories.
Agent001
Thu Aug 28, 2003 12:11 am
#25

From the Other thread:


1. Schematic Typo Errors- Devs need to run through the CM Schematics and fix all the Typos in the CM med use and sub component requirements. Should be a very easy thing to fix, literally only a few minutes to change.


2. Addition of more usefull skills to the CM Support Line -Terrain negotiation and Burst run mods are a good start. I would like to see them spread out through the line though, instead of just at the master. Also, some defensive skill modsmight be nice to.


3. TEF status - We need more information about the TEF's that we have, the TEF's that other players have, and how and when they can be transfered. Healing some guy in the hospital and getting TEF'ed without even knowing it, or being given a warning kinda sucks.


4. Combat Que - Meds need to go into the combat que when we use them, just like any other combat action.


5. Revisit the idea of pet healing -While I agree that it should not be the sole source of Med XP for players, I think not getting ANY XP from it is a little drastic. Maybe cuttting it by half, or a two-thirds of what it previously was would much more tolerable.


6.WE NEED MORE COMMUNICATION FROM THE DEVS. Our Correspondant is gone, and we have not been submitting any new top 5's to the Devs, yet they are still making changes to our class without even a post saying "this is what we plan on doing."


7. PvE viability for CMs needs looking at...we totally suck at PvE...some of this could be remedied by attacking combat related items to support line.


8. CM components for dots need to be removed from med/doc and added to CM crafting.


9. DOT stat differences between servers need to also be looked at. While some variation is expected due to differences between servers, some of the difference are so large between servers that its almost unfair.


10. Mind damage is still a huge issue in combat...


11. Timers on heals and dots needs to be more accurate..You must wiat 4 secs followed by 6 secs of you must wait messages is not acceptable even more now since we will be required to know exactly when we can throw a dot....something akin to the you may heal wounds again message is needed...


12. AOE stims missing faction pets and not aoe healing if cast on the self needs to be resolved...

zandra
Thu Aug 28, 2003 12:16 am
#26

I think Elenora basically hit the most important ones.



One I would like to add....when we poison a NPC and kill them we can't loot them. we get the message stating we do not have permission

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