Combat Medic Archive

Thread: -Combat Medic Issues List: Discussion-

DoctorGriggs
Tue Aug 17, 2004 8:08 pm
#27



somerandomuser wrote:


DoctorGriggs wrote:
Texxie -

Another issue we need to discuss is the TEF bugs that sometimes occur when using area stims and/or poisons and diseases.

I somehow had TEF to fellow rebels the other day when throwing an area heal on them. Not sure what causes it and I have not been able to consistently reproduce it, but there is a glitch somewhere in the TEF system.

I am sure others here may have more details on this than I do.




out of curiosity.. could this possibly have been a BH/Jedi related issue??

from my understanding that's the only way you can catch tef's to allied faction players.. or is this some weird TEF bug that just exists under 'normal' circumstances?


\

Nope - happened when PvPing near a faction base. /shrug

Seen it a few times before. I had rebel troopers and turrets shooting me even though I am a rebel hehe.



Griggs - Undead Priest
Co-Leader of the Unholy Legion - Kalecgos

tsavonganor
Wed Aug 18, 2004 5:39 am
#28




Ellenore wrote:
Issue: Despite DOC/CM being so focused on crafting and taking up much sp we get no acess to vendors.

Fix: Give one vendor to either novice or master box for cm/doc wich can hold 100-200 items




Excellent point, what good is an additional componant when we don't have the vendor to sell it?



Tsavong




Rebs kick puppies, and kill baby birds in their nests
Mmaxx
Wed Aug 18, 2004 7:50 am
#29






haho wrote:

Why not do these two things to sweeten CMs:


1) Remove the extra 29 SP it needs, just make Master Medica pre-req


2) Allow mindheal to be used on self



Would be tasty no?







I have to disagree with that first one. I say leave us with that extra 29 skill point requirement but make it worth it. CM should require the most points to master in the game but at the same time have something worth spending the most points in the game. The prof that takes the most points to master should scare the bejebus out of every other character just by being there. put it back to where we needed a doc for every 5 just to keep up with our presence.


Mindheal on self is a tough one since how do you heal and wound a mind at the same time? removing the wounds makes it too nice. They'd have to put about a 60 second timer on it if it had no consequences for use.... That is if we are the only ones that have that ability in the revamp. If they are going to keep the mind as the 'target of choice' then the consequences for healing it should be great. If it is going to be no more use the action and healable by stims then we basically loose thatskill anyway... or it becomes a /tendwound type of thing where it's only used rarely.

haho
Wed Aug 18, 2004 8:11 am
#30

Maxx.. firstly if you go on the amount of skill points then CM is no different to Commando orBH... and given that they both have to Master Marksman (combat)and CM has to master medic (non-combat) then by your logic they should be teh 'uber'


They should make that 29 extra points count for something, but atm, it doesnt... so get rid of it I say. Implementing funky new stuff is hard for devs to do, reducing SP requirements is easy (look at BH), so I say do that...


As for mind heal, technically its possible as that what happens atm (cept someone else gets the heal)... And these easter eggs are short term fixes, I wouldnt worry bout the effect it has on combat revamp with it being so far away....hehe..


Shame if a master box 4 skill turns into a 'tendwound' lols!



Infinity - Haho [Black] Imperial PVP Guild Black Forums, feel free to visit


Wonder if space-ships can fire poison or have crazy ass DOTs? If they can Im gonna burn SOE down... lol

Mmaxx
Wed Aug 18, 2004 9:00 am
#31

well really a BH does cause a bit of fear to the ill prepared jedi and I'm not going into what needs to be fixed in commando but having only one truly useful weapon when they have access to the most weapons of any class is a really poor design. Designed properly and removing the need in this game to bring a knife to a gunfight would go a long way to making that prof scary.


We don't need much in the way of new toys to strike fear in the hearts of the ill prepared.... just an adjustment on our existing toys with a tune down of the counters to our existing toys. We shouldn't be able to kill everyone in a battle that are correctly trying to counter usbut we should be able to kill everyone that is ill prepared. If the areacures tone down greatly in performance and range then it will introduce some balancefor our prof.


Being an effective CM should mean we are the first target in PVP and those that fail to take us out quickly should be reliquished of their HAM as punishment. We are and should remain the DOT kings.


If they remove the need for ranged, why should we have any ranged abilities? The bulk of the players (including me) agreed and still do that the area cure going to doc was a complete farce but I do see a smidgeon of logic behind it. Needing a CM to counter a CM defeats the purpose of have all these professions.It still doesn't justify docs getting an area toysince they have no range. I beleive that if docs have the ranged tree then they can use these area cures. If they don't have the ranged tree then they can't. Meaning that only MDs with the ranged tree can use the area cures. All MDs can make them but only those with ranged 4 can use them.


If they are to keep us rooted to the ground and make us miss more often and not give us a bone for our losses. then I'll agree to reduceing the SP required but take it from Medic.


Ideally they should move state cures from Novice Doc to Master Medic but make it so CM only require 2 trees from Medic (First Aid and Pharm)along with Ranged 4....that would reduce our SP requirements by 20 points. That would dangle a bone in front of us to keep the Master Medic but also allow for us to drop it if we wanted to master a melee prof.
haho
Thu Aug 19, 2004 1:19 am
#32

Maxx your SP ideas are brilliant.... love the dangled bone at Master Medic, and also it will stop combat elites from dabbling in CM (if they are Doc that is)


And more importantly I could be TKM/MCM..... ahhh dream on eh



Infinity - Haho [Black] Imperial PVP Guild Black Forums, feel free to visit


Wonder if space-ships can fire poison or have crazy ass DOTs? If they can Im gonna burn SOE down... lol

Mustelafuro
Thu Aug 19, 2004 11:00 am
#33






vortexala wrote:


In preperation for the Summit, Sandbox testing and the Combat Revamp, I will be attempting to gather together an issues list as well as a 'Top 5' for the Devs.


Below is the list from our previous 'Top 5'.


If there are other issues, please list them in this format:





Issue:

Fix:





Remember to keep it to single items and make it as clear and concise as possible


Also, If there are issues you think should be removed from the listing(i.e. 14, 15, 17), simply state which one(s) and a short reason why.


This is NOT a voting thread, simply an information gathering thread.



Note: some of the items have either been fixed or changed, so I went ahead and rewrote them. The notes for what has changed is at the very bottom.






1) Issue: Inter-profession Crafting Interdependency - Others dependent upon us:


CMs currently are dependent on Doctor crafted components in order to make the Best Stims. CMs are also dependent upon Artisan and Scout skills to obtain certain resources. Many CMs would like to have other professions dependent upon us for items and/or components.


Fix: Implementation of any/all of the following:




  • Chef poison/disease resistance foods require a crafted component from a CM.


  • Armour resistance layers requiring a CM crafted component.


  • Weapon addition to add a DoT attack requiring a CM crafted component.


Agree, and Make it something that can't be easily replaced by killing rancors all day






2) Issue: Resource Requirements


Many CMs feel the resource requirements are too rare/specific. Some also feel that the spawn rate is too low as well.


Fix: Increase the spawn rate to something that is, at the least, decent. A spawn rate of once every 2-3 months is not overpowering OR maintain the current spawn rate but make the stats better all around.




Agree, I would prefer better stats with the current spawn rate, esp if the new area cures maintain the smae slow spawn rate we currently get.






3) Issue: Increased Usefulness of Mindheal:


Mindheal, currently, has drawbacks which outweigh it's usefulness. It lacks any true range and the wounds/bf it causes are too high.


Fix: Increase the range of /mindheal and lessen the wounding. (note: this may become a non-issue with the HAM Revamp portion of the Combat Revamp, in which it is thought that mind healing will be as easy as Health and Action healing)



AGREE!!! Lessen the cost and give more range. I am a mindheal spammer, and without my dancer buff I can't function. We can still take wounds, but maybe drop the BF and lower the wound cost.







4) Issue: PvE Damage Output:


Combat Medic Damage in PvE is woefully inadequate. Poisons and Diseases offer little to PvE encounters and are sometimes outdone, damage-wise, by simple use of low level marksman weapons.


Fix: CM Damage increase for PvE situations. Anywhere from 2-3 times current.(note: this would automatically require a damage reduction be placed on CMs in PvP)



Easiest way to fix this is to just give us a PVE damage increase instead of an overall increase with a PVP reduction.







5) Issue: Faction Points:


Combat Medics would like to be able to obtain faction points for using their abilities. Whether it be via healing fellow factioned members during GCW related encounters, or by use of poison/disease during GCW Encounters.


Fix: Implementation of a code similar to 'kill credit' for healing, only substituting a drastically reduced ammount of Faction Points for Combat XP. Implementing some form of 'kill-credit' Faction Point gain for damage dealt on a Factional Target.




Wonderful idea! Ever tried to grind faction points using just your CM abilities? lol






6) Issue: No Incap/+1 Change:


The implementation of the +1/No Incap was an attempt to end the 'incap dance', basically allowing poison to triple-incap a person to death or(at the time) being incapped continuously over an extended period of time due to immunity timer on getting up from an incap. Due to changes and fixes, some CMs would like to have this rule removed.


Fix: Allow Poison to Incap on it's own



Agree, with the new buffs and heals out, let poison incap again.







7) Issue: Line of Sight/Z-Axis Issues:


Combat Medics have the ability to 'bounce' an AoE offensive Med off of a single valid LoS target and then effecting everything within range of that target, regardless of their current location. Combat Medics also have issues with knee-high logs/boulders/rocks/etc blocking their ability to throw ranged/area meds.


Fix: Make it so that things like walls and the ground actually interfere with throwing meds, but items such as Rocks and Logs do not.



Agree, and fix the AOE's so they don't go through walls either. If I poison someone outside a cloner, there is no reason for all the people inside to get hit too.







8) Issue:Usefulness of Disease:


Disease needs it's usefulness examined. In PvE encounters, it has little to no use due to low and slow damage dealt(see #6). In PvP, due to the Stat Cap(a buffed player not receiving more wounds then their unbuffed stat+1) diseases are also of little use.



Fix: Change diseases to:



  • Current effect PLUS Prolonged exposure causing different states(dizzy, stun, blind, etc).

  • Change diseases to debuffs in that it would act as a 'spice downer' and reduce a stat by a certain ammount(perhaps removing a doctor buff entirely) for a certain period of time.


Agree, all they are really good for now is to get the incap. And giving someone black bars is really griefing, since it takes so long, you could usually kill them way before they black out. So throwing disease is only effective in a long fight with no docs around.






9) Issue: Money:


Medic is the only starting profession to not have a dedicated mission terminal from which to earn credits utilizing their skills and as this is our Novice Profession Requirement, it hinders our ability to earn credits as well.


Fix: Implement a Medic Mission Terminal.


Our skills are also not taken into account when attempting to obtain a Destroy mission other then novice. A Master Combat Medic and a Novice Combat Medic receive the same Destroy Mission difficulty level, a problem no other Combat Profession has.


Fix: Allow CM skill level to dictate mission difficulty.


Combat Medics also don't have a viable sale item. All other crafting profession have items or services they can sell to earn credits, Combat Medics do not. Our customer base consists solely of others within our same profession.


Fix: Implementation of ideas from Issue #1



Ummmm, making money would be nice







10) Issue: Damage Mitigation/Resists:


Combat Medics do not have any Damage Mitigation or Resistances within the profession except what is granted in the Ranged Support line of Marksman(Ranged Defense +6/Melee Defense+2).


Fix: Grant one or more of the following:



  • Ranged/Melee Mitigation Level 1(or higher)

  • Increased defense mods

  • Resistances to Poison/Diseases within the Combat Medic Skillset.


"gets out soapbox and climbs onto it" Ok some defense would be great, but can any explain to me how if we know enough about poisons and disease, we have no natural resistance to them? If we can make em, carry em around, and throw them, you'd think we would have some sort of protection from them. So give us resists, please...






*11) Issue: Poison/Disease Range Progression:


Combat Medics are now within the 64m cap of all combat professions. However, the difference in range from Novice to Master on offensive meds is far too low.


Fix:Change the formula to provide a more level progression from Novice to Master.



Agree, I think to get full effects you should master, it isn't really fair to those of us who have master to have a dabbler almost as good as we are in combat.







*12) Issue: Stim Range:


Combat Medic ranged and area stims have abysmal ranges. This is due to the fact that the necessary subcomponents lack a ranged category.


Fix:Increase the base crafted range rating on Area/Ranged stims to something akin to our Poison/Disease base crafted ranges(with experimentation used to further that range)



Agree wholeheartedly!!!







13) Issue: DoT Tick Intervals:


Currently Poisons tick every 10 seconds, Disease every 40. This will cause a large amount of damage to be done at one time each tick. This has the effect of perhaps panicking certain players and causing them to feel an immediacy in seeking medical attention quickly or not at all.


Fix: Shorten the intervals between 'ticks' while maintaining the same damage output. This would make seeking medical attention within the first tick not so critical.



Not going to hold my breath on this one, but would love to see it.







14) Issue: Healing While Mounted:


Combat Medics would like the ability to heal while mounted.


Fix:



  • Allow ONLY stims to be used while mounted(ranged, area, and regular)

  • Allow self-healing only.


Great idea. Being able to ride up and toss an area on people in a bind would be sweet.






15) Issue: DragRange:


Combat Medics feel that the range on /drag should be increased. Currently we are limited to the same range as a Master Medic. Being the 'Range' and 'AoE' specialists, we should have at least an increased range for /drag.


Fix: Increase the range for /drag.



Agree, we are a master skill that is supposed to be a support role. So let us do it a little better then a medic.







16) Issue: Experimentation on Stim Components:


Combat Medics would like to be able to fully experiment on their Stim Components as opposed to relying on a Doctor to make the components/schematic for us.(note: this is linked to Issue #1 in that some feel if Doctors are made to rely on us, then there is no need to remove our reliance on them)


Fix: Allow full experimentation for the Stim Components.



Agree





17)Issue: Flamethrower/On Fire Cure:


Combat Medics would like to have the ability to cure the On-Fire state.


Fix:



  • Addition of the Fire Blanket to the Combat Medic Profession(either simply copying it over to a skill, or lowering the current Fire Blanket ability from Doctor to Master Medic)

  • Addition of a seperate item for Combat Medics to use to cure the on-fire status(preferably with a range and/or AoE effect)

Yes!! We need more abilities, all those skill boxes and what do we get?







ADDED


18) Issue: Poison/Disease Range:


Combat Medics are having a hard time reaching anywhere near 64m with their offensive meds. Even with high quality resources that range is still out of reach.



Fix: Tweak the range forumla to allow reaching 64m to be more common than it currently is.



Be nice to be able to get anywhere near the supposed cap. I do have 1 poison that can get to 50m, of course I'm about out of em now







ADDED


19) Issue: 4 Second Rooting Animation


Combat Medics are rooted for the entirety of the throw animation, regardless of what we're throwing(stim/poison/disease) and if we were already in motion. This puts Combat Medics at a distinct disadvantage compared to other combat professions.



Fix: Remove the rooting.




Please....... it is bad when trying to run to or from a battle and stopping dead in your tracks to throw something. What we can't throw while moving?





*11) Issue addressed(90m range). Reworded to discuss current range progression issue.


*12) Issue addressed('you have been poisoned' message). Changed to discuss stim range issue.







Ok just want to add one, kinda silly realy but it's nice for bragging purposes


Issue: CM's get no credit in the pvp rating system for using poison/disease.


Fix: Give us our due credit for incaps and damage.


I constantly incap and DB people but because i didn't shoot them I get no credit. Or people in my group get full credit for basically pushing someone over who has no mind thanks to me Just want to get a little, since CM's tend to die alot, my rating is very misleading....lol Which shows how worthless the system is, but it still feels nice to brag a little


Frackk
Fri Aug 20, 2004 8:36 am
#34

I know we addressed this in another thread, and I'm glad that it was pushed up to the DEVs attention but I just wanted to list the issue in this thread so that it can be kept track of until it gets fixed (and HOPEFULLY it will!)


Issue: PVE creatures and NPC's are resisting much more since the last change.


Fix: Well?



Sskaar D'Ai ~ MASTER Combat Medic, Creature Handler
Gunnaur FarStrider ~ MASTER Artisan, Armorsmith, Tailor, Pistoleer

D'Ai and Associates now located in the city of New Acropolis on Naboo at -7115 -3836. Your POWERUP SUPERSTORE, Quality Armor by Gunnaur, Omega Medical, and Sskaar's Weapons of Mass Destruction!
Menoetius
Fri Aug 20, 2004 1:49 pm
#35






vortexala wrote:


In preperation for the Summit, Sandbox testing and the Combat Revamp, I will be attempting to gather together an issues list as well as a 'Top 5' for the Devs.


Below is the list from our previous 'Top 5'.


If there are other issues, please list them in this format:





Issue:

Fix:





Remember to keep it to single items and make it as clear and concise as possible


Also, If there are issues you think should be removed from the listing(i.e. 14, 15, 17), simply state which one(s) and a short reason why.


This is NOT a voting thread, simply an information gathering thread.



Note: some of the items have either been fixed or changed, so I went ahead and rewrote them. The notes for what has changed is at the very bottom.






1) Issue: Inter-profession Crafting Interdependency - Others dependent upon us:


CMs currently are dependent on Doctor crafted components in order to make the Best Stims. CMs are also dependent upon Artisan and Scout skills to obtain certain resources. Many CMs would like to have other professions dependent upon us for items and/or components.


Fix: Implementation of any/all of the following:




  • Chef poison/disease resistance foods require a crafted component from a CM.


  • Armour resistance layers requiring a CM crafted component.


  • Weapon addition to add a DoT attack requiring a CM crafted component.

For the weapon addition I would like to see the CM control what the DOT will be not the WS.






2) Issue: Resource Requirements


Many CMs feel the resource requirements are too rare/specific. Some also feel that the spawn rate is too low as well.


Fix: Increase the spawn rate to something that is, at the least, decent. A spawn rate of once every 2-3 months is not overpowering OR maintain the current spawn rate but make the stats better all around.


Increasing the spawn rate will generate resources will better results in the long run.







3) Issue: Increased Usefulness of Mindheal:


Mindheal, currently, has drawbacks which outweigh it's usefulness. It lacks any true range and the wounds/bf it causes are too high.


Fix: Increase the range of /mindheal and lessen the wounding. (note: this may become a non-issue with the HAM Revamp portion of the Combat Revamp, in which it is thought that mind healing will be as easy as Health and Action healing)


Agree







4) Issue: PvE Damage Output:


Combat Medic Damage in PvE is woefully inadequate. Poisons and Diseases offer little to PvE encounters and are sometimes outdone, damage-wise, by simple use of low level marksman weapons.


Fix: CM Damage increase for PvE situations. Anywhere from 2-3 times current.(note: this would automatically require a damage reduction be placed on CMs in PvP)


Perhaps 1.25 times PVE (no PVP reduction)increase coupled with an increase resource spawn. I know for a fact I have yet to achieve the theorical maximum in many areas of CM crafting.







5) Issue: Faction Points:


Combat Medics would like to be able to obtain faction points for using their abilities. Whether it be via healing fellow factioned members during GCW related encounters, or by use of poison/disease during GCW Encounters.


Fix: Implementation of a code similar to 'kill credit' for healing, only substituting a drastically reduced ammount of Faction Points for Combat XP. Implementing some form of 'kill-credit' Faction Point gain for damage dealt on a Factional Target.


Agree







6) Issue: No Incap/+1 Change:


The implementation of the +1/No Incap was an attempt to end the 'incap dance', basically allowing poison to triple-incap a person to death or(at the time) being incapped continuously over an extended period of time due to immunity timer on getting up from an incap. Due to changes and fixes, some CMs would like to have this rule removed.


Fix: Allow Poison to Incap on it's own


Poison should incap, perhaps disease deathblow? But poison should just incap but incap you for a long long time.







7) Issue: Line of Sight/Z-Axis Issues:


Combat Medics have the ability to 'bounce' an AoE offensive Med off of a single valid LoS target and then effecting everything within range of that target, regardless of their current location. Combat Medics also have issues with knee-high logs/boulders/rocks/etc blocking their ability to throw ranged/area meds.


Fix: Make it so that things like walls and the ground actually interfere with throwing meds, but items such as Rocks and Logs do not.


Agree







8) Issue:Usefulness of Disease:


Disease needs it's usefulness examined. In PvE encounters, it has little to no use due to low and slow damage dealt(see #6). In PvP, due to the Stat Cap(a buffed player not receiving more wounds then their unbuffed stat+1) diseases are also of little use.



Fix: Change diseases to:



  • Current effect PLUS Prolonged exposure causing different states(dizzy, stun, blind, etc).

  • Change diseases to debuffs in that it would act as a 'spice downer' and reduce a stat by a certain ammount(perhaps removing a doctor buff entirely) for a certain period of time.

Agree about the states, a debuff don't really know






9) Issue: Money:


Medic is the only starting profession to not have a dedicated mission terminal from which to earn credits utilizing their skills and as this is our Novice Profession Requirement, it hinders our ability to earn credits as well.


Fix: Implement a Medic Mission Terminal.


Our skills are also not taken into account when attempting to obtain a Destroy mission other then novice. A Master Combat Medic and a Novice Combat Medic receive the same Destroy Mission difficulty level, a problem no other Combat Profession has.


Fix: Allow CM skill level to dictate mission difficulty.


Combat Medics also don't have a viable sale item. All other crafting profession have items or services they can sell to earn credits, Combat Medics do not. Our customer base consists solely of others within our same profession.


Fix: Implementation of ideas from Issue #1


GOD PLEASE!







10) Issue: Damage Mitigation/Resists:


Combat Medics do not have any Damage Mitigation or Resistances within the profession except what is granted in the Ranged Support line of Marksman(Ranged Defense +6/Melee Defense+2).


Fix: Grant one or more of the following:



  • Ranged/Melee Mitigation Level 1(or higher)

  • Increased defense mods

  • Resistances to Poison/Diseases within the Combat Medic Skillset.

Perhaps start the poison/disease resists at Master Medic but slowly increase this in Combat Medic with the biggest bonus being at Master.






*11) Issue: Poison/Disease Range Progression:


Combat Medics are now within the 64m cap of all combat professions. However, the difference in range from Novice to Master on offensive meds is far too low.


Fix:Change the formula to provide a more level progression from Novice to Master.


Agree







*12) Issue: Stim Range:


Combat Medic ranged and area stims have abysmal ranges. This is due to the fact that the necessary subcomponents lack a ranged category.


Fix:Increase the base crafted range rating on Area/Ranged stims to something akin to our Poison/Disease base crafted ranges(with experimentation used to further that range)


Change the ABEC to ADM in the schematic







13) Issue: DoT Tick Intervals:


Currently Poisons tick every 10 seconds, Disease every 40. This will cause a large amount of damage to be done at one time each tick. This has the effect of perhaps panicking certain players and causing them to feel an immediacy in seeking medical attention quickly or not at all.


Fix: Shorten the intervals between 'ticks' while maintaining the same damage output. This would make seeking medical attention within the first tick not so critical.


Agree







14) Issue: Healing While Mounted:


Combat Medics would like the ability to heal while mounted.


Fix:



  • Allow ONLY stims to be used while mounted(ranged, area, and regular)

  • Allow self-healing only.

Agree, a combat profession can fire a standard attack while mounted (creature).






15) Issue: DragRange:


Combat Medics feel that the range on /drag should be increased. Currently we are limited to the same range as a Master Medic. Being the 'Range' and 'AoE' specialists, we should have at least an increased range for /drag.


Fix: Increase the range for /drag.


Agree, range should be more than a Master Doctors 30m range, perhaps MCM 45m







16) Issue: Experimentation on Stim Components:


Combat Medics would like to be able to fully experiment on their Stim Components as opposed to relying on a Doctor to make the components/schematic for us.(note: this is linked to Issue #1 in that some feel if Doctors are made to rely on us, then there is no need to remove our reliance on them)


Fix: Allow full experimentation for the Stim Components.


NO! This will give unfair advantage to the MCM as all of the advanced components for Doctors reside in the medic crafting tree. Where as all the advanced components for CM are in the CM crafting line.This would also turn a MCM/MD into a 15 pt Doc or 12 pt Doc if the cap remains at 125 experimentation. A CM can make the advanced components needed for the ranged/area stim already with 5 pts or 7 pts if they have the SEA's, only a Doctor makes them more powerfully.







17)Issue: Flamethrower/On Fire Cure:


Combat Medics would like to have the ability to cure the On-Fire state.


Fix:



  • Addition of the Fire Blanket to the Combat Medic Profession(either simply copying it over to a skill, or lowering the current Fire Blanket ability from Doctor to Master Medic)

  • Addition of a seperate item for Combat Medics to use to cure the on-fire status(preferably with a range and/or AoE effect)

A ranged Fire Blanket






ADDED


18) Issue: Poison/Disease Range:


Combat Medics are having a hard time reaching anywhere near 64m with their offensive meds. Even with high quality resources that range is still out of reach.



Fix: Tweak the range forumla to allow reaching 64m to be more common than it currently is.


Agree







ADDED


19) Issue: 4 Second Rooting Animation


Combat Medics are rooted for the entirety of the throw animation, regardless of what we're throwing(stim/poison/disease) and if we were already in motion. This puts Combat Medics at a distinct disadvantage compared to other combat professions.



Fix: Remove the rooting.


Agree







*11) Issue addressed(90m range). Reworded to discuss current range progression issue.


*12) Issue addressed('you have been poisoned' message). Changed to discuss stim range issue.











Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
shadowmoth360
Fri Aug 27, 2004 12:11 pm
#36

this may have been said but why not give CM the posion/disease buff option and not docs.. it makes sense for docs to cure it but it would give the combat MEDIC more or a medical feel.



Morah Afiet
Doctor ~ Combat Medic
Say No to Drop-Off Vendors"
DanNovaman
Wed Sep 01, 2004 6:39 pm
#37

I really think that any combat states e.g. dizzy, stun etc. (except poison, disease) should only be healable by CM's after all they are 'combat' related only and only last for short periods of time unlike disease and hence would only be relative while on the battlefield, so why should a doc who is NOT the combat specialist have cures for these states it should be the CM.


Well there's my two cents.
Brainplay
Thu Sep 16, 2004 6:03 am
#38






vortexala wrote:






1) Issue: Inter-profession Crafting Interdependency - Others dependent upon us:


CMs currently are dependent on Doctor crafted components in order to make the Best Stims. CMs are also dependent upon Artisan and Scout skills to obtain certain resources. Many CMs would like to have other professions dependent upon us for items and/or components.


Fix: Implementation of any/all of the following:




  • Chef poison/disease resistance foods require a crafted component from a CM. If you make the foods as worthwhile as the innoculations then YES.


  • Armour resistance layers requiring a CM crafted component. Disagree. Armor is out of control as is.


  • Weapon addition to add a DoT attack requiring a CM crafted component. Possible but dont agree with making this into a DoT war game anymore than it already is without the proliferation of poison, disease, fire cures.

Doctors require 1 combat medic crafted component to make the best area cure packs (only 3 schematics need this). A Combat Medic requires 3 doctor crafted components to make the best stims (8 ranged/area schematics and 4 master medic schematics). I still dont see the balance.






2) Issue: Resource Requirements


Many CMs feel the resource requirements are too rare/specific. Some also feel that the spawn rate is too low as well.


Fix: Increase the spawn rate to something that is, at the least, decent. A spawn rate of once every 2-3 months is not overpowering OR maintain the current spawn rate but make the stats better all around. Definitely agree. There are few named resources in this game that have the rarity of Combat Medic resources. Doctors are just now starting to understand a CM's resource helll with their AreaCurepackC's.







3) Issue: Increased Usefulness of Mindheal:


Mindheal, currently, has drawbacks which outweigh it's usefulness. It lacks any true range and the wounds/bf it causes are too high.


Fix: Increase the range of /mindheal and lessen the wounding. (note: this may become a non-issue with the HAM Revamp portion of the Combat Revamp, in which it is thought that mind healing will be as easy as Health and Action healing) Until the revamp I agree. After the revamp I'd like to know exactly what they are going to give us in return for the obliteration of that ability. Hope it doesn't end up being an expensive version of /tenddamage.







4) Issue: PvE Damage Output:


Combat Medic Damage in PvE is woefully inadequate. Poisons and Diseases offer little to PvE encounters and are sometimes outdone, damage-wise, by simple use of low level marksman weapons.


Fix: CM Damage increase for PvE situations. Anywhere from 2-3 times current.(note: this would automatically require a damage reduction be placed on CMs in PvP) Agree. If they raise our current poisons by 75% then I'll agree to a 75% PvP reduction. Would like to see disease revamped to actually be effective at something.







5) Issue: Faction Points:


Combat Medics would like to be able to obtain faction points for using their abilities. Whether it be via healing fellow factioned members during GCW related encounters, or by use of poison/disease during GCW Encounters.


Fix: Implementation of a code similar to 'kill credit' for healing, only substituting a drastically reduced ammount of Faction Points for Combat XP. Implementing some form of 'kill-credit' Faction Point gain for damage dealt on a Factional Target. Absolutely agree. Damage is still damage and healing (if its used) was probably necessary for the situation. If we're not going to get paid for the stims we use in a group I'd at least to get something for using them.







6) Issue: No Incap/+1 Change:


The implementation of the +1/No Incap was an attempt to end the 'incap dance', basically allowing poison to triple-incap a person to death or(at the time) being incapped continuously over an extended period of time due to immunity timer on getting up from an incap. Due to changes and fixes, some CMs would like to have this rule removed.


Fix: Allow Poison to Incap on it's own Sorta agree. If the MIND was equal to the other bars then sure but if a poison does make it through a resist only a few templates will have the MIND pool size equatable to Health and Action. Also, being poisoned doesn't always occur during PvP and definitely not always while buffed. I cant tell you how many times I've been poisoned on the way from my house to the Dantoonie Imp outpost unbuffed.







7) Issue: Line of Sight/Z-Axis Issues:


Combat Medics have the ability to 'bounce' an AoE offensive Med off of a single valid LoS target and then effecting everything within range of that target, regardless of their current location. Combat Medics also have issues with knee-high logs/boulders/rocks/etc blocking their ability to throw ranged/area meds.


Fix: Make it so that things like walls and the ground actually interfere with throwing meds, but items such as Rocks and Logs do not. This is a Core systems issue, not a Combat Medic issue. They'll have to fix every AoE attack to get this fixed. Small rocks may appear small but to the computer its a 2D section that reaches from the bottom of the area to the highest point. If you can't throw ever it you can't be shot from behind it either. If they fix it, then you can once again use area attacks in confined areas like DWB or corvette with little fear.







8) Issue:Usefulness of Disease:


Disease needs it's usefulness examined. In PvE encounters, it has little to no use due to low and slow damage dealt(see #6). In PvP, due to the Stat Cap(a buffed player not receiving more wounds then their unbuffed stat+1) diseases are also of little use.



Fix: Change diseases to:



  • Current effect PLUS Prolonged exposure causing different states(dizzy, stun, blind, etc).

  • Change diseases to debuffs in that it would act as a 'spice downer' and reduce a stat by a certain ammount(perhaps removing a doctor buff entirely) for a certain period of time. Totally agree. Either throw on a state, make them a debuff,or lower the time it takes to tick. Doctors can make extremely powerful wound packs but rarely if ever make them since they aren't needed. The battle fatigue gained from diseases isn't even that greateven ifyou ride out the entire duration.





9) Issue: Money:


Medic is the only starting profession to not have a dedicated mission terminal from which to earn credits utilizing their skills and as this is our Novice Profession Requirement, it hinders our ability to earn credits as well.


Fix: Implement a Medic Mission Terminal.


Our skills are also not taken into account when attempting to obtain a Destroy mission other then novice. A Master Combat Medic and a Novice Combat Medic receive the same Destroy Mission difficulty level, a problem no other Combat Profession has.


Fix: Allow CM skill level to dictate mission difficulty.


Combat Medics also don't have a viable sale item. All other crafting profession have items or services they can sell to earn credits, Combat Medics do not. Our customer base consists solely of others within our same profession.


Fix: Implementation of ideas from Issue #1


Oh please please please please!!!






10) Issue: Damage Mitigation/Resists:


Combat Medics do not have any Damage Mitigation or Resistances within the profession except what is granted in the Ranged Support line of Marksman(Ranged Defense +6/Melee Defense+2).


Fix: Grant one or more of the following:



  • Ranged/Melee Mitigation Level 1(or higher)

  • Increased defense mods

  • Resistances to Poison/Diseases within the Combat Medic Skillset.

Totally agree on these points. How are we supposed to be effect combat medics when we cant survive the rigors of a battlefield? Dont I wear some form of protection while crafting my nasty concoctions? Gloves? A mask? Biological adaptiveness?






*11) Issue: Poison/Disease Range Progression:


Combat Medics are now within the 64m cap of all combat professions. However, the difference in range from Novice to Master on offensive meds is far too low.


Fix:Change the formula to provide a more level progression from Novice to Master.


Agree. As with other professions the difference between Master and Novice or even 4/4/4/4 should be considerable. Having MASTERED something entitles you to an advantage in an area not an ego boost only. Even combat dabblers cant compete in dps vs. a master of their profession.







*12) Issue: Stim Range:


Combat Medic ranged and area stims have abysmal ranges. This is due to the fact that the necessary subcomponents lack a ranged category.


Fix:Increase the base crafted range rating on Area/Ranged stims to something akin to our Poison/Disease base crafted ranges(with experimentation used to further that range)


Soooooooooooo agree! I still dont have a stim worth making that can reach 64m. There is something very very wrong with that.







13) Issue: DoT Tick Intervals:


Currently Poisons tick every 10 seconds, Disease every 40. This will cause a large amount of damage to be done at one time each tick. This has the effect of perhaps panicking certain players and causing them to feel an immediacy in seeking medical attention quickly or not at all.


Fix: Shorten the intervals between 'ticks' while maintaining the same damage output. This would make seeking medical attention within the first tick not so critical.


Agree very much with disease but not sure about poison. If more cure abilities were available vs. poison then sure as well as ticking the second they are applied. Otherwise our output would have to be lessened. If they pushed forward that Smuggler mitigation spice instead of these stupid innoculations then I would totally agree.







14) Issue: Healing While Mounted:


Combat Medics would like the ability to heal while mounted.


Fix:



  • Allow ONLY stims to be used while mounted(ranged, area, and regular)

  • Allow self-healing only.

Interesting idea. Mounts are sorta obsolete thanks to vehicles and there will be another vehicle (possibly more) added at JTL. Would really like to have a better use out of this particular pet and I bet CH's tiny bank account would too. Then again that flying flaming piece o'crap of a jetpack cant do anything in flight either.






15) Issue: DragRange:


Combat Medics feel that the range on /drag should be increased. Currently we are limited to the same range as a Master Medic. Being the 'Range' and 'AoE' specialists, we should have at least an increased range for /drag.


Fix: Increase the range for /drag.


Totally agree.Having something like /corpsefollow or /incapfollow would also be an idea. Less multi-tasking while in combat. There are already few reasons as is to even drag people instead of healing on the spot.







16) Issue: Experimentation on Stim Components:


Combat Medics would like to be able to fully experiment on their Stim Components as opposed to relying on a Doctor to make the components/schematic for us.(note: this is linked to Issue #1 in that some feel if Doctors are made to rely on us, then there is no need to remove our reliance on them)


Fix: Allow full experimentation for the Stim Components.


Agree. I already have to rely on a doctor for buffs and every form of cure there is a available. I should have to rely on this alone. Would also allow me a source of income in the sale of stimB's to novice medics (still think the requirements or power of these need adjustment).







17)Issue: Flamethrower/On Fire Cure:


Combat Medics would like to have the ability to cure the On-Fire state.


Fix:



  • Addition of the Fire Blanket to the Combat Medic Profession(either simply copying it over to a skill, or lowering the current Fire Blanket ability from Doctor to Master Medic)

  • Addition of a seperate item for Combat Medics to use to cure the on-fire status(preferably with a range and/or AoE effect)

Agree. Doctors stepped on our toes when they got area cures (point blank but still area). Yet there is still no reciprocity for having that. Getting a fire cure is not out of the question as Doctors would still have their own fire cure and plenty of other things to cure. Spread some of the abilities already Dev's.






ADDED


18) Issue: Poison/Disease Range:


Combat Medics are having a hard time reaching anywhere near 64m with their offensive meds. Even with high quality resources that range is still out of reach.



Fix: Tweak the range forumla to allow reaching 64m to be more common than it currently is.


Totally agree. Balancing out effectiveness with potency is already tough enough. Range shouldn't have to be a major concern orexp. point guzzlerif I'm a MASTER combat medic.







ADDED


19) Issue: 4 Second Rooting Animation


Combat Medics are rooted for the entirety of the throw animation, regardless of what we're throwing(stim/poison/disease) and if we were already in motion. This puts Combat Medics at a distinct disadvantage compared to other combat professions.



Fix: Remove the rooting.


Completely agree. Every combat profession gets rooted while doing specials but if they are already moving then they are not effected. Even if burst running a CM is frozen in his/her tracks for 4 seconds. Eliminate it or make every other profession suffer that same to our degree.







*11) Issue addressed(90m range). Reworded to discuss current range progression issue.


*12) Issue addressed('you have been poisoned' message). Changed to discuss stim range issue.













Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

santachristo
Thu Sep 16, 2004 9:13 pm
#39

1) Issue: Inter-profession Crafting Interdependency - Others dependent upon us:total agree. the dot chance on self crafted weapons should be low. the resistance in the armor too. sth arround 20 strength in weapons, and 20% resistence in armor.

2) Issue: Resource Requirements
disagree. the spawns are perfect. no need to have uber poisen and disease for everyone. this will force the player to stick to their profession. and only those who really love cm will harvest the ressources over 6 months, and get special poisens. (stop grinding, improve roleplaying )

3) Issue: Increased Usefulness of Mindheal:
agree

4) Issue: PvE Damage Output:
total agree

5) Issue: Faction Points:
agree

6) Issue: No Incap/+1 Change:
let poisen make 1 incap. the poisen should have subsided when the incapped player gets up again

7) Issue: Line of Sight/Z-Axis Issues:
agree

8) Issue: Usefulness of Disease:
agree

9) Issue: Money:
disagree!!!! join hunting groups. make more communicating and roleplaying. help during difficult missions. (make armors less effective, and medics more needed)

10) Issue: Damage Mitigation/Resists:
agree with the resistence on poisens, diseases.
disagree on the rest (we get only killed as fast because everyone is aiming on us first. dont make us an uber profession. if we have more defense mods we are unbeatable in the 1on1)

*11) Issue: Poison/Disease Range Progression:
other things are more important

*12) Issue: Stim Range:
other things are more important

13) Issue: DoT Tick Intervals:
agree

14) Issue: Healing While Mounted:
other things are more important

15) Issue: DragRange:
other things are more important

16) Issue: Experimentation on Stim Components:
disagree. like i said before, make the professions more dependant on each other. force ppl to communicate

17)Issue: Flamethrower/On Fire Cure:
agree

18) Issue: Poison/Disease Range:
disagree. dont make us an uber profession in pvp

19) Issue: 4 Second Rooting Animation
totaly agree



Realize Le-fay. (canceled account)
Founder of the IBL tactical Squadron

for membership, send me a pm)
ps: for everyone that did not get it. IBL = in before locking
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