Combat Medic Archive

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

GhostMedic
Sat Sep 13, 2003 1:24 pm
#27

There is an issue that I have noticed about the skill tree v. skill points for combat medic that bugs me, and ....well... here it is.



Master combat medic get +10 to terrain negotiation bringing the grand total up to exactly +10. Though I appreciate the after-thought, +10 does almost nothing when fighting in heavy terrain. This means that party member who stray (maybe the hand to handers) may be out of luck for a heal since I can't get there fast enough. As a consequence, I have had to take novice scout simply to be able to keep up. This means that I do not (as one poster put it) "have plenty of skill points to master a combat class" (like pistoleer in my case).






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Alan Turing died for your sins.
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Subb Deevo (intrepid)
Master Combat Medic/Master Doctor
Cheelsa Amek (intrepid)
TKM/Master Smuggler/Now an entertainer to boot! (I jus tcan't stop mastering professions!)
Elenora
Sat Sep 13, 2003 2:56 pm
#28

TN just doenst make anysense at all in the CM tree anyways...


we dont need to "get" to our patients at all...we have ranged heals for that...


id rather see something that gives us burst run more often


TN only helps on slopes...


lets thinking about how a CM gets to people faster in general...




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
combatmed
Mon Sep 15, 2003 5:12 am
#29

I agree with the points raised the devs should take not here is my list that should be implemented asap:


1 - Improving the effectivness of dots especially on a mob, im lucky to get 1 hit out of 10 (admitdly this is with the A packs but this ratio is the same even with some low con blue mob)


2 - A bio-weapon does sound like an appealing idea, perhaps implementing this gun with our dot packs, like a dart gun.


3 - Improve the animation is a must i find when running u get close to some1 then just as u r in the animation they r out of range.


4 - The improvement of the targeting as well, i use the tab to target enemies but there are times when i have felt that the use of a key would so handy to target a player. I have been in enough situations where a player is running from a mob needing a heal im trying to target him with my mouse and u find it hard to get a proper target on him.

ZachDarkfly
Mon Sep 15, 2003 11:28 am
#30

I agree with many of the issues that you raised concerning CM. I switched to this profession after being a master architect and have generally had a very good time with this new profession. I totally agree with your assesment that CM should have some sort of general survey/sample skill involved in the CM tree, as giving up 15 skill points to artisan just to get the resources required to make your medicines is ludicrous.



Zach Darkfly - Launch Vet | Karloth Darkfly - Pre Patch 9 Jedi

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GhostMedic
Mon Sep 15, 2003 2:21 pm
#31

Has anyone else noticed a random range bug when trying to throw heals on players/pets?


When I first got ranged distance 3, I figured out the max distance I could throw was 40 meters. Now at ranged distance 4, sometimes in the field I get "you target is out of range for this action" all the way up to 25 meters. This is somewhat anno ying when you sic your pet on a mob and the mob/pet scrum takes off running and you are trying to catch up to keep your pet from becoming some sharnaff's dinner.





___________________________________________________________
Alan Turing died for your sins.
___________________________________________________________
Subb Deevo (intrepid)
Master Combat Medic/Master Doctor
Cheelsa Amek (intrepid)
TKM/Master Smuggler/Now an entertainer to boot! (I jus tcan't stop mastering professions!)
Vamduir
Mon Sep 15, 2003 2:54 pm
#32

wow what a great post zarlor i really hope the devs chew on it real hard.

i am especially upset at the ineffectiveness of the lower end poison a and b packs, disease is worthless.

i did not read these forums untill recently, after i tracked around the galaxy collecting resources i cant use....titanium aluminum, tolium gas, class 1 radioactive.

i was devastated at the amount of effort and money and time i spent to collect them and when it came down to the moment of my crowning achievement i realized i had waste dmy time..very hurt.

i think everything you said is totally brilliant and the great thing is that it would allow us tgo have balance with other professions. its annoying that 12 yr old commandos can talk all that crap and set me on fire but i get target resisted effects when i try to retaliate, embarrassing and frustrating. please everyone beg the developers to give us a chance, i like helping my pa with heals in combat, but i also want to participate. its bad enough being a rebel is worthless, even my proffession is im working on doctor in the meantime.



*******************************************
SMOAK IRONLUNG Master smuggler/Colonel
gave the permanent deathblow to SMOBACCA..saved the galaxy
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VAMDUIR STORM-HALT
Imperial Stormtrooper TK-429 under the command of COL. IRONLUNG and COG
--currently undefeated in duels.
*******************************************
Zarlor
Mon Sep 15, 2003 3:12 pm
#33

Thanks for the compliments, but I really can't take any credit for any of it. Special thanks go to Agent001, HoTron-rex and JediQuic who pretty much compiled the entire list. I just considlidated and in a few cases re-worded and/or reorganized a few things. And, since I know the email where the Top 5 get's sent to, I just complied a vote and sent the Top 5 (6 actually, since correspondents get a Pet Peeve issue and since CMs currently lack a correspondent and I already sent my Pet Peeve in as the Doc correspondent I thought it best to use #6 as the CM corre Pet Peeve) off to the Devs.


So you guys get the credit, not me.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Almikins
Mon Sep 15, 2003 10:39 pm
#34

My main gripe is, I am wanting to go Combat medic and Pistoleer. But when I get to Master Pistoleer, I won't be able to survey for my needed resources for my stims and such. I would like to see Combat Medics and Doctors, for that matter to be able to have at least, the low end survey as a default skill.
falcon187
Tue Sep 16, 2003 4:19 pm
#35

i guess some people dont encounter the problem i face as much, heres my gripes:



1) faction points: i single handedly make my group 10 times more effective at missions and when fighting npc mobs, this is partly because i buy rez kits and have revive player line in doctor, but still, i play a major role in my groups, yet i get next to 0 faction points when fighting opposing faction mobs because i spend my time healing or reviving instead of fighting (i dont use DoTs, but i have fan shot and a good pistol so i shoot for 800-1200 against npc mobs)


i would like to see CMs get reasonable faction points for contributing to a faction situation as much as i do



2) PvP: my effectiveness in PvPpales in comparison to what i can do against npc mobs. having to stop to heal someone contributes to this but i think having such low HAM pools is what really makes PVP so difficult and "not fun" (that is the goal of a video game right?)


having reasonable HAM pool in each of my stats, i can easily be killed in one or 2 hits from players, let alone pets. this is because my defense is nothing compared to heavy weapons and pets. opposing players have almost no LOS restrictions or penalties, i can be hiding on the second floor basement of a base and i am still taking 250+ damage per hit from players outside the base (also note that there can be a 2 ft tall stump in front of me and i cant throw a ranged stimpack over it because it says no LOS). this goes for my teammates too, they are dead long before i can get in healing range (granted i am not master CM, but i have ranged IV, basically PVP spreads people out way too much)



3) healing bugs: I often find situations where i get messages saying i cant heal a specific target,relates to factions i imagine. this probably sounds crazy, but when i fire an AE stimpack, i kinda want it to heal friendlies that are in range. this is mostly a problem in PvP when there are covert and declared friendlies in the AE healing radius



concerning bio weapons and DoTs, i am not really interested in these very much, i am a combat medic so i can heal...in combat (crazy huh?). as far as i am concerned, i dont really need any type of offensive abilities from the combat medic paths


concerning combat medics having revive abilities, i think thats kinda taking away from doctor dont you think? sure it would save me some skill points but i understand and agree that revive player should be exactly where it is, you dont have to master doctor to get it, but you have to have a IV to use it, a IV to make the kits (or they can be purchased) and a decent medicine use to use the kits by default, i hope they dont change this around too much



(9/250) Expert Combat Medic x3 | Expert Doctor x1 | Expert Pistoleer x3


Oback
Tue Sep 16, 2003 6:41 pm
#36

i think the bio weopon idea is great! as long as they add the appropriate counter heals for doctors/medics, to level things out, but a bio weopon would be great!!!!



Master Doctor


Master Combat Medic


Rebel





pikesman

master commando

Rebel till the end
vicheoccideo
Wed Sep 17, 2003 2:28 am
#37

I thoroughly read the first page and skimmed the second. So if I repeat someone's comment more power to you.


--Concerning Combat Medic--


Lets take a moment to look at this word.


Combat -To engage one in a fight mental or physical to extreme measures.


Medic - One trained in the art of healing and examination of injury.


All right now having seen this broken down. Here are my opinions (do not tell me they are wrong for an opinion is someone's thought and can not be either right or wrong) on the profession


--Concerning Revive-- (Category Medic)


Combat medics should have a revive ability. I do not believe it should be as strong as a doctors revive. perhaps give doctors a Revie-B option and tone down the effectiveness of revive. Doctors on a day to day basis do revive people and are rather accustom to it. However if a military cannot revive its soldiers on the field what good is that military. Medics since the day of Vietnam have carried adrenaline, defibrillators, and other various aids to revive or "awaken" a person who has gone down on the field. Why should they be much different here? It does not take a ton of training to know CPR though someone in a facility with the right tools and know how would do a much better job at revivinga drowned victim. That docent mean Joe Schmoe who has attended CPR 101 to life guard in the summer cant apply mouth to mouth and get near the same effect. Perhaps add a slightly longer "grogginess" timer or make the revive base heal the HAMs at a weaker rate.


--Concerning Poisons and Disease-- (Combat)


Disease is pretty much useless. Yeah it is a great thought to think I can wound someone beyond belief. It is wonderful to know that it will last forever and a day. However the rate at which it actually wounds and the initial timer on this are just plain silly. Not to mention the wonderful "Hey buddy duel me real quickly so I can get rid of this" is total annoying. What is the point of applying a damage causing attack when A) It doesn't actually start ticking for about 30-60 seconds. B) Once it does start ticking it is still slow between damage and the damage is light. It does not make since for it to follow into cloning. As when you clone you Arnet the same old person. It also doesn't make since to be able to be killed by a friend once the person (disease user) is dead. That was a waste of 4 hours and a nice chunk of resources. Lets take a look at all the "Flame Shots" out there. Instant DoT action and Instant wound damage at a severely gross and overly active rate. I have 800 points in both action and health. One flame shot will deal half a bar of wound damage and drop me incap three times before I can blink. Then they have the nerve to ask me why I didn't disease them or use my "Uber" skills on them. I simply reply. "Why would I want to waste 2 hours of crafting and resources on throwing a disease at you? It wont do anything any time soon, you will probably get killed before then, and the odds of it actually not getting resisted are the same odds as me getting 1 million credits form you," (end quote) I have actually Marco this speech.


Poison yeah great. I poisoned someone. Why? Not doing me any good in the PvP realm. So lets talk about the PvE realm. First off some MOBs I can drop with poison at a decent rate. However when I go to get missions for this I cant get a mission over Difficulty level 15. Why? because poison doesn't count as an actual weapon. Yeah if I go to Endor or Dantooine I can get level 35-50 missions all day long. TO bad that stuff would beat me down in no time before it took a substantial amount of damage. The range is pathetic. I have seen Three year olds who can through a plush pokemon toy further then my "Elite Trained" (Master Combat Medic) combat medic can wing a disease, poison, or heal. So by the time I get close enough to attempt poisoning a Voritor Hunter, or a Spined Luch, they are already finished eating my face and picking their teeth with my bones. More range NEEDED, a way for the computer to look at my inventory and say "She has poison unit-Cs in her inventory so she needs something other then kill a dwarf Nuna lair to make it worth her time" is most assuredly NEEDED. I am not even going to go into the PvP aspect of this. I only see it not get resisted once every hundred fights. SoIcan' tell you how effective or ineffective it is. (hint hint)


--Concerning a Special Weapon-- (Combat)


This is neither a really great idea nor a truly horrid idea. The pros and cons to this are as follows in my eyes


Pros - Being able to deal damage quickly and at range is a bonus. The thought of it having some special effect such as a launcher pistol or a flame thrower ect... would be a welcome visual change. The ability to not have to worry about constantly running out of "attack power" in the middle of a battle is a nice thought. Special moves to cause ailments such as disease and poison with the weapon would be neat.


Cons - I don't think it should have an added status effect built in. If they do fix the range and damage speeds/actual damage of the poison and diseases it may overpower the class a bit to much (So either leave the Packs as they are and give us a gun or fix the packs.) It would most likely have a charge Max on it like the rocket launcher and other such weapons. This means more issues with weapon damage adjustments, reloading the weapon, and tweaking. Do we really want to put up with all the bugs and exploits of adding a new weapon and skills for it?


--Concerning Status Effect weapons-- (Combat)


I would like some nausea grenades or stun flares. Something to knock my opponent over and on the ground like they do to us so often. I would like a flare of phosphorous and other concoctions to make the Mind Shooting Bounty Hunter not be able to see me for once. (This one is a shot in the dark seeing how stat enhancing items don't work right now) Perhaps something to lower their accuracy or rate of movement for a while so I can actually get in range throw a disease or poison pack (because of course we have to stop when we do it) and then be able to turn and run as they do. That would be nice. Other than that. Really not much use for any of this stuff other then wishful hoping.


--Concerning Terrain Negotiation-- (Combat Medic)


Not being able to afford the ability to move and fight with a ranged weapon at the same time is annoying. A bonus of +20 to terrain negotiation would be nice. That way we move at a decent speed. How else are we going to close the distance between someone on top of a hill, when we are on the bottom, when they need the heal. God knows I cant hit them unless they are absurdly close.


Well, that is just about all I can remember I had to say. I am sure something will hit me again in a minute or two and I will just amend the post. If anyone has any feedback positive or negative on my statements please say so. I didn't touch on the factory issue. Everyone and their Mom knows about those. I also left a lot of the bigger issues out of this. Such as crafting components and adding experimentation points. I think personally this is a bug that is over looked. I also didn't add the fact It is feasibly impossible to use a ranged area of effect poison or disease even if skill enhancement slots did work. I think the lowest I ever got one just playing around was a 480 Combat Medicine use. Maybe if me and few others get together in a group and combine our skill pools we can throw it as a squad. Of course then you would have 6 Combat medics all standing at 30 meters away and unable to move or heal each other for about another 8 seconds. But hey! At least that disease might do something tosomeone in the areaconsidering they dot get killed prior, go into a duel, or resist the effect. Who cares we would all be dead anyway. I just want the bragging rights to say "Ha ha ha we threw it."


LK-Four Six-Nine squad R&R open frequency Keta-Alpha-Echo-Two-Nine-Sixer-Theta signing off.


(AKA Lady Death)


-Quote- I came upon a rebel in the middle of nowhere He laid in the hot Tatooine suns. He looked to be baking, his eyes half open, his lips dry and cracking. He was dying a slow agonizing death. As I double checked his symptoms it appeared to be the new Bio-Plague. Being the Upstanding Imperial Doctor I am I had to help himto the best of my Abilities. I strapped on theAPA and put my gloves on, a quick forage through my backpack and there it was. Slowly, with a slight twinkle in my eye, I leaned over the rebel man. I began Whispering soft words of better times.... I promise I gavehim the quickest death I could.

Chiro
Wed Sep 17, 2003 2:22 pm
#38

In response to how the CM class could be improved....


I really like the idea of CM's obtaining special Bio Shots as they progres up the CM tree. Right now I hardly see any affect with my poisons, but I am only at level 2 right now across the CM board.


Additonally I really like the idea of CM's being able to craft Chemical Ammo that could be loaded into an existing weapon. This would realy help us CM's merge into the economy as right nowI feel like I dont have much to sell other players as a CM.


BTW - This is my first post ever... so please let me know if Im not following the correct posting format. Thx

Zarlor
Wed Sep 17, 2003 3:07 pm
#39

Krillian: It's definitely listed on teh Doc Issues List. Depending on how the new CM will want to do things I would suggest they hit that and the Medic list for some ideas on things that might be worth adding onto the CM list. No guarantees that s/he will even use the list above, really, but hopefully they will find it useful.


Chio: You make a constructive post, so it's all good. Keep on posting and let folks know what you think about things. If nothing else you should know that a correspondent (or potential correspondent, as the case may be) should be reading what you have to say. I suspect that if folks express interest and/or agreement with your ideas that they would be included on the list or at least taken note of. In this case your expression of agreement for another ide should at least make it known that it was a noteworthy idea and that there are CMs out there that support the issues in question.


Soo keep it up and post some more.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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