Combat Medic Archive

Thread: Current list of CM bugs and issues (08/20/03)

MycroftTHan
Fri Aug 22, 2003 12:39 am
#27



PlasticBoy wrote:

Great list, Mycroft. I have afew questions/comments.



  • applying a poison does only yield the exp for applying, not for damage dealt
  • killing a mob purely with the use of poisons does not yield any further exp

What kind of xp do you want? Combat? I don't have any objection to that but it won't be very useful for CMs.


medical exp. i think the current amount of combat exp we get is too high. not that if i healed a Graul for enough to get 3k combat exp doesn't mean i probably played the most important part in that battle (aside from the Graul) but the sheer amount that can be gained this way is a bit out of whack. imho getting combat exp generaly is ok, the next logical step though is to give faction points for healing. but that is not the point, the issue is that you get a hell lot more medic exp for less resources used on stimpacks than for poisons and none at all for diseases..



  • no practical use for diseases in PvE

Does anyone know how effective top-of-the line diseases are? This is just curiousity, I agree that they are pretty much useless in PvE.


it's rather hard to test top-of-the-line diseases when they are broken but a single target C Health or Action Pack puts you out of combat fast... and for good. No revenge-TEF-loops, no spamming of specials, etc. I have a reason to stop complaining about diseases in PvP like i did since way back in Beta ,)



  • rarenes of some resources: CM craft consumables and the availability of resources directly impacts in our strength in combat. f.i. i have yet to see Class 4 Liquid Fuel, Class 1 Radioactive on Gorath. that is 1 subcomponent less for each: healingand damage potential

This is more of a feature than a bug for me. I like the fact that all resources types aren't always available making certain craftables available only intermittently. Now, when something doesn't show up for almost two months, that's a little worrying. Maybe as the servers mature this will become less of a problem, people will develop resource stockpiles to last them through the dry times.


to my knowledge there are a lot of resources that did not yet spawn at all while beeing used in high-end schematics that list'is unique for every server. on Gorath there are no Elite Carbines and DXR6 just became craftable, no Stun Batons, no Class1 Radioactive or Class 4 Liquid Fuel.. that's a lot of different rare resources for just 2 of the professions that are missing and while every other non-BH/Commando Combat Type is at Master, the crafting professions can not yet supply many of the high end tools. I'm not asking to get them served on a silver tablet, i just want them to look at the rarity of some stuff.



  • factories: stop after producing 100 items and stop working from thereon,patch notes from 08/20/03 indicate that 100 is the supposed limit whichwould bea pain for every profession that crafts consumables. at least my factory stops as well, if subcomponents taken from 1 crate run out, it ignores the other identical crate present in the hopper, even if restarted (all multiple crates made in continuous factory runs)

Wait, you mean you can get your factory to take stuff out of crates? As of yesterday I still had to take components out by hand. Am I missing something?

my factory takes crates for crafting as long as the schematic is made with components from that crate or from a crate of the same factory run. the issue is, that when creating a schematic you can slide up to 100 but can manualy enter a greater number, however the factory always stops at 100 and you won't be able to use that schematic again. the factory also stops when one crate runs out and does not recognisethe otheridentical crate in the hopper, at least that is my impression.

Faithlilly
Fri Aug 22, 2003 1:15 am
#28

Here is another idea for the artisan/medic clash. How about when you reach master CM/Doc you get the ability to survey similar to novice artisan. That would ease up on 15 points is it?

So when your starting out you can work at novice artisan for the time being and when you reach master CM/Doc you can get rid of the artisan and still be able to find your reasorces you need. Since we get medical forage witch is pretty much only good for finding out if something is in the area then why not toss us a little surveying on master?

Working tward master CM and mostly rifle skill I can't max out all those and still keep my artisan and a few other skills i would like to retrain. It would be nice to get rid of that darn skill so I could put more into Rifle. Maybe even do a bit of scout. What do you all think?



~=~ Faithlilly ~=~

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