Combat Medic Archive

Thread: No Mind Stims in Publish 8 :(

BigZak
Thu Mar 25, 2004 3:56 pm
#14

I get sooooo many cry babies in game, that I rarely even bring out my MCM....just use her in the player city I am in to defend it. Bought a second account so that I could play something that nobody would cry about. A neutral Weaponsmith.

Violet Vette, Radiant
MCM, pistoleer
Squiders, Radiant
Weaponsmith, and Maskscent for resource gathering
Asbalon
Fri Mar 26, 2004 3:25 am
#15



Shazahbaa wrote:

After the Crafting Experimentation experience, we realized that we need to spend more time than a single publish to truly accomplish our goal, which is to make combat fun and engaging. To have the depth to combat that I think everyone wants in the system we want get much more player feedback and balance on these types of things. We will be developing the Combat Balance separately in a Sandbox over a long period of time,








*sigh* I had typed somehting diffrent as a replie... but it was written under a somewhat angry background so I decided just to write this:

I'm disapointed



Jaylin Redstar, Gorath Galaxy
Doing wierd experiments on wookies since October 2003
Master Rifelman, Master Doctor
Former Master Combat Medic

Corrodiate
Fri Mar 26, 2004 2:07 pm
#16






Tragg wrote:





Face it there are more important things that need to be done anyway, like a new user guided tour through the professions.





ROFL





lol






Corroding servers since July '03
Lowca/Bloodfin


IL-Vec
Fri Mar 26, 2004 3:53 pm
#17

Remember they are changing it so specials reduce your ham not use ham so using a mind healing stim would leave you with less total mind for rest of fight since it sounds like the ham loss won't regen in combat.



Greven ILVec - IFN(tarquinas)
Graven - IFN(tarquinas)
Targeter - IFN(tarquinas)
Targeter - HSC's(Starsider)
Pilots: Got Convergence?
Bamboozle
Fri Mar 26, 2004 5:22 pm
#18

Good. The inability for players to heal the mind pool is the only thing keeping PvP in SWG alive. Unless composite armor gets nerfed, it should stay this way.


Ever seen twoDoc/TKMs in 80% kinetic armor duelling? It never ends.




The Kitten's Diary, Day 781: I have discovered a most delightful way of making life miserable for my captors. Yesterday, I ate the woman's precious begonia, and today I have dismembered the amaryllis in the bedroom window. She is furious over the loss of her darling house plants! I find it highly gratifying.

Shai - Lieutenant Colonel of the Imperial army, FK division
Resource Vendor in the BlueDog Mini-Mall, Haven Island, Corellia -2010 -4670

Badbrew
Fri Mar 26, 2004 7:14 pm
#19

There are some major issues of balance at present with healing in general. Stims are way too easily used by novice medics. If the mind stims were on the same par it would be a mess.


Stims in general should take points to raise. you should need a much higher skill to use each simt listed.





"For our fight is not against flesh and blood, but against principalities, against powers, against rulers of darkness of this world, and against spiritual wickedness in high places."

Nerve'Agent
SioBabble
Fri Mar 26, 2004 7:27 pm
#20






Badbrew wrote:

There are some major issues of balance at present with healing in general. Stims are way too easily used by novice medics. If the mind stims were on the same par it would be a mess.


Stims in general should take points to raise. you should need a much higher skill to use each simt listed.








It really makes no sense at all that anyone with novice medic can use stim bs, for example. They should be restricted to med use 15 or 20 or so, of course if you want to invest experimentation to bring them down a bit, go right ahead. But right out of the box at Med use 5? I don't think so...




Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Mild-Breeze-Trooper
Fri Mar 26, 2004 7:44 pm
#21






Bamboozle wrote:

Good. The inability for players to heal the mind pool is the only thing keeping PvP in SWG alive. Unless composite armor gets nerfed, it should stay this way.


Ever seen twoDoc/TKMs in 80% kinetic armor duelling? It never ends.








Nerf armor, food and buffs 75%.


Then e will be right on track. Maybe even CM damage will ned to be brought down by 75% after that.




Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
TXAG2006
Fri Mar 26, 2004 9:20 pm
#22






SioBabble wrote:





Badbrew wrote:

There are some major issues of balance at present with healing in general. Stims are way too easily used by novice medics. If the mind stims were on the same par it would be a mess.


Stims in general should take points to raise. you should need a much higher skill to use each simt listed.








It really makes no sense at all that anyone with novice medic can use stim bs, for example. They should be restricted to med use 15 or 20 or so, of course if you want to invest experimentation to bring them down a bit, go right ahead. But right out of the box at Med use 5? I don't think so...



I agree with that completely. People that just get medic to heal themselves on short notice and not invest any time can still use the products that we invest our time into making. It's odd that from A-B has no med use requirement, and then B-C is 5-30ish. Good so only invested medics can use them but odd that the difference is so large. Just push B up the ladder to 15 or 20.




Zalym Biscayn
Level 90 Medic
Role Player Starsider


Zalyn Biscayn Level 90 Elder Jedi Starsider


More proud to have earned Master Ranger than to be an Elder Jedi
Page 2 of 2