Combat Medic Archive

Thread: Official Combat Medic Correspondant Problems List

Elenora
Fri Jul 25, 2003 9:21 am
#27

sigh why do combat medics and not doctor need mind healing? Why shouldn't entertainers get mind healing instead?


There is no good reason to say that CMs deserve mind healing over say anyother class...in fact if ne1 should get mind healing its entertainers...


problem with mind incap is...people tend to try to fight mobs that are way to high for them and take 10 mins to kill...10 min battles will of course lead to mind incap. PvP rifleman sniper is over powered yes...but come on a snipers job is to 1 hit people...thats what snipers do. if u are getting 1 hit from a sniper..wear a helmet and add more mind pool. Sniper cannot 1 hit me...in fact 1 on 1 a sniper cannot kill me because I can close on him faster than you can shoot me...


Mind healing is highly exploitable and will just make this game into a power xping type game which is exactly what the devs are trying to prevent. I know that in a properly balanced grp fighting evenly matched mobs, mind incap is hardly a problem...


too many people think hey we got 20 people we can kill anything...wrong...




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Cedron
Fri Jul 25, 2003 9:21 am
#28






filthy_mcnasty wrote:

Doctors benefitting from Medic experimentation and crafting skill. This needs to be changed so a Master Medic has +100 crafting skill and experimentation and so that Doctors start over as all elite crafting professions do.





I'm sorry to be blunt, but this is one of the lamest suggestions I have heard. Nerfing the doctors will not help the CM profession. Not one single bit. Doctors are working correctly. Breaking them will not help CMs in any way.


A better solution is to make CM meds require general experimentation, too. This way they continue advancing in experimentation just as the doctor does. Make CM's better, not doctors worse.

CavemanJack
Fri Jul 25, 2003 9:31 am
#29







Mind heal issue...


Mind healing would be to unbalancing for any medic classes to have.


1:1 ratios would not be as effective as many people think. I personally wouldnt spend 1/2 my mind pool to wake up an mind incap player with a tiny mind heal just from him to get hit again and go mind incap again. Any minor mind heal would actually hurt since u would justwake a player up with a tiny bit of mind, just so they could take 1 hit and go mind incap and put them 2/3s of the way to incap death...


Mind healing is less of an issue of if medic should be able to heal it or not and more of a general gameplay issue as a whole for the entire game...the whole idea of mind damage needs to be reevaluated. It is not as simple as just giving medics a mind heal as that will directly affect classes that do mind damage...


Besides there are already mind buffs out there...called spice...talk to your local smuggler...honestly i find that lets give mind heals to CMs just because they have CM in their title to be amusing...doctors can be just as powerful as CMs in a different way in combat. Let's give out class some loving but try to avoid the CM4thewin mentality. Mind healing is something that needs to be carefully considered along with class balance.






Let's talk about this. This is my single biggest gripe. There is nothing worse then having a solid hunting group of friends from almost all proffessions and be looking for big game, then one by one the entire group starts falling because of mind damage. Most of my friends seem to think of me as some of kind of God when it comes to healing. Excluding incaps/deaths to the mind bar there are *very* few incaps in groups I am with, and even fewer deaths. Even on Lok and running into a large group of pirates and mercs almost every incap/death came to the mind bar. Talk about feeling like a fifth wheel and totally helpless.


"It is not as simple as just giving medics a mind heal as that will directly affect classes that do mind damage..."


Let's see.. pistoleers do primarily health damage (bodyshot, healthshot) so should we take away health healing? Carbineers are action focused (legshot, actionshot) so let's take away action healing also. Might as well just remove stimpacks from the game period. Every proffession can do mind damage with random hits. Riflemen and Bounty Hunters have special attacks that specifically target the mind bar. Don't know anything about brawlers, so don't know if they do or not. Right now, PvP, rifleman is the way to go. No healing of mind damage nor enhancments to the mind bar like you can action and health bars.


"Mind healing would be to unbalancing for any medic classes to have."


How is it unbalacing? A medic healing thier own mind so they can continue healing? Only real possible problem I can see. This one is simple, a medic can't heal thier own mind damage. Big drawback here is that it puts a BIG damper on solo play. I like hunting solo. I can take maulers solo (not lords or masters, just "maulers" and lower). It's a challenge, but it's fun. But to say that allowing us to heal mind damage with our stimpacks is unbalacing is like saying healing health is unbalacing because of pistoleers.


Now, let's look at abilities. CMs can disease all 9 stats right?. Why can't doctors enhance all 9 stats? I don't see us taking anything away from entertainers here because we're not healing mind wounds. Neither are Doctors with enhance kits. Just seems extremely cheese and a PvP exploit to ignore the mind bar like this. Every weaponsmith I've asked has said thier rifles outsell thier carbines and pistols. Why? Because, I believe, we can't heal mind damage and enhance the mind bar, making it the weakest link. And it's strategically and tactically preferable to attack an opponent's weakest spot.



Ok, my next issue is the speed and effectiveness of poisons and disease. My health area poison C packs are doing about 1k damage. Tested this on an NPC and took advantage of the pack not actually starting combat. 3 ticks, all rather slow, for about 1k damage. I'm disappointed. The health poison C pack seems to last longer, but when I went to test it combat was initiated when I threw the pack. I think this is a line of sight issue, not an issue with our packs. On the first NPC I tried to shoot it when it got low on health and no matter how I moved about I kept getting the 'you cannot see your target' message. The second NPC was out in the open, and LoS was clear, threw the pack and the fight was on. Single poisons may be handy PvE, but PvP combat is too fast to be worth the time to throw one. Area poison durations are just crap, period.


Disease needs a strong look also. Right now it's not viable for anything. I dueled a guy who had novice scout above his head and was holding what looked to a CDEF pistol. Action disease C pack was used, I had my blaster unequiped and was out of melee range so I couldn't hit him. I'm going to guess this guy had no pistol skills at all, because over the course of 3-5 minutes I only had to heal myself twice while watching the disease slowly eat away his action bar. Might be useful PvP if someone is camping in a building and LoS isn't checked, you can throw the pack and run. Haven't tried that yet. But as it stands now, I won't be making any disese packs because they're not useful for any situation. Poisons at least help with big game hunting, like Fambaa or anything with over 7-8k HAM bars.




Kaece Solen
Master Instigator
4344 Apprentice
Intrepid
--

The current system for hunting Jedi is nothing but sanctioned grief play.
Elenora
Fri Jul 25, 2003 9:43 am
#30

Simple reason why mind healing is unbalancing...


medics use mind to heal H and A...


2 medics healing each other is unlimited HAM.


The fact is medics sacrifice theirown mind to healH and A. To put anything that allows mind healingto any of the medics is looking to create an exploitable situation.


Doctors can buff 6 of the 9 stats. There are other classes that make buffs as well that effect all 9 stats...(chef and smugglers)


The issue with PvE mind incap is less someone needs healing but more of one that the idea od PvE mind damage needs to be re-evaluated,. Adding mind healing would really effect the balance of all the classes in the game.


Your correct about the targeting of HAM bars by different class...again not a medic issue but a general gameplay issue about mind damage.


as for diseases and poisons...they need to be overhauled in general




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
CavemanJack
Fri Jul 25, 2003 9:57 am
#31

The exploitable situation is already there with the action bar. I can sit down beside a carbineer who is burning action like crazy and keep him shooting indeffinately. Well, untill I run out of stims. Same with a pistoleer. In hunting groups half of my healing is the action bars of the carbine and pistol users because they're using thier special moves. I'm sorry, but I just can not see where mind healing would cause any imbalance issues, except for the volume of riflemen cries when they realize that they are no longer the ultimate force in the galaxy because mind damage can be healed.



Now, I've got high focus and willpower, which means I can resist damage to the mind bar better and regen my mind faster. There's only been one time where my mind running out was almost a limiting factor in a fight, and was the afore mentioned trip to Lok. While fighting the pirates I had to sit down near the end (most of the pirates were dead by now) and was getting mind back faster than I was burning it with stims. The only thing that healing my own mind bar would have done for that situation is that I wouldn't have had to sit down.



As for chefs, yes they can make food that buffs the mind stats, but I've yet to see any foods that enhance as much as Doctor enhace packs, or last as long as the Doc enhance packs.




Kaece Solen
Master Instigator
4344 Apprentice
Intrepid
--

The current system for hunting Jedi is nothing but sanctioned grief play.
Elenora
Fri Jul 25, 2003 10:28 am
#32

but rifleman arent the ultimate pvp class..they are powerful but not the ultimate...


and mind healing would make rifleman class pretty much useless...


this is why the issue of mind healing isnt a medic issue but an overall issue in game play...


It effects smugglers, chefs, entertainers, tanks, artisans and medics...its basically effects everything...im not saying mind heals shouldnt be in game...im just saying that they shouldnt be in the medic class...sometime i wonder if mind dots should even be in the CM line at all...





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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
none-1
Fri Jul 25, 2003 11:06 am
#33

i would like to reinforce caveman's comments. i have said it before, others have said it before but not still everybody understands that different actions draw from different pools, medics draw from mind and for this example body shot draws from action. if a pistoleer is spamming bodyshot he would have to eventually stop, but with a medic he can go indefenitaly shoooting it since medic can heal action damage. how is this any different than a medic healing mind damage and thus spam their stuff indefeniatly.
AmidEpoc
Fri Jul 25, 2003 11:07 am
#34

Regarding mind. I belive deliberate mind attacks should be removed from the game and replaced with a system which drains mind for both the doctor and the patient (so you just can't heal a person forever, but then docs and cms can't be made useless in pvp by endlessly spammed mindshots).

FAILING THAT, however, I believe that all that is necessary is a skill that will de-incapacitate players by provinding a TINY-SLIVER of mind, enough to revive the player, but not enough to get that player back into direct combat. This serves the purpose of getting the injured player out of the field so he can make it back to a friendly camp for further treatment and in ultra clutch situations may allow the revived player to make a difference in a close fight. This ability should be reserved only for combat medics, not doctors.

I believe the first solution (removing mindshots from both players and creatures) is the best long-term solution however and that is beyond the scope of the Correspondant program. The second solution however is not Be warned tho, that if mind shots are removed, the medic-related classes may have to be locked out of healing if they're placed in a "state" (dizzy, blind, etc) so they don't become an unkillable force in pvp.

Just my take on things.
AmidEpoc
Fri Jul 25, 2003 11:09 am
#35

Regarding resources...

This is a non-issue. If you don't want artisan then buy your raw materials from the bazzar, that's the way the economy works. If you want cheap materials you take artisan and track down your own goods. If you think it's a waste to take artisan then you buy stuff from a bazzar or mooch off your guild and friends.
Elenora
Fri Jul 25, 2003 11:14 am
#36

well there is a stopgap to prevent medic special move spam (al thought it is very minor)


Medics cant spam specials and heal at the same time..


but considering how long it takes me to run my action bar down to zero and how quickly i can refill it...its really not a hinderence...




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
MichaelF77
Fri Jul 25, 2003 1:32 pm
#37

> The exploitable situation is already there with the action bar. I can sit down beside a carbineer who is burning action like crazy and keep him shooting indeffinately.


No it's not exploitable because if target is smart, he will first kill YOU then Carabiner.

For mind heals to be effective it has to be greater then 1:1 (there is a great post above explaining why) and with anything greater then 1:1 is exploitable by 2 medics healing EACH OTHER and nothing you will do against them.



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
Cedron
Sat Jul 26, 2003 12:32 am
#38






Elenora wrote:

and mind healing would make rifleman class pretty much useless...







What? You have got to be kidding. Has Health healing made Pistoleers useless? Has Action healing made Carbineer useless? So how will mind healing make rifleman useless??


If ANYTHING, this would make rifleman balanced because it would give them the same level of effect as the other two professions. As it stands now, they are way out of balance in PVP.


And remember we are not just talking about PVP. Many PEs do massive amounts of mind damage, too.

Yennik
Sat Jul 26, 2003 12:48 am
#39

Another idea for the mind damage problem would be to leave no mind healing by anyone (like it is now). But make it so youcan NOTdie from zero mind pool, but rather you suffer the following at zero mind pool:



  • Attack speed is 1/2 normal

  • Can't use any special moves or abilities

  • -20 to stun defence, and dizzy defence

  • Any additional mind damages goes into your health pool (thus rilfes are not nerfed).

All mobs in the game would need a lowing of the mind pool by about 50% to 80% so that rifleman can still solo. And the slowing effect get a mob to zero mind pool would add some stratagy to taking down big mobs. (ie take out the mind as soon as you can so it attacks slower).

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