Combat Medic Archive

Thread: Publish 9.4 Info: The Tweaks

Ariven
Tue Aug 10, 2004 11:01 am
#27



vortexala wrote:
What I meant was that the effectiveness on the rating of a poison pack, doubled, is what you compare to a cures effectiveness. And yeah, there were the 4 times that the cure managed to 1-shot clear a stronger poison... still not sure how that worked out.
Most likely, that won't be looked at until 9.4, unless it was just a fluke occurance.
If anyone sees it happen on Live this week, let me know





If you want me to bring my poisons and diseases back to tc2 let me know...
Anti-Thug
Tue Aug 10, 2004 12:55 pm
#28

Thanks Tex for the info and your down-ness for the CM!!!



____Jaylando_________________________________________
RESPECJEDI APPRENTICE

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jkray8472
Tue Aug 10, 2004 8:44 pm
#29

My healing tests after Publish 9.3


A poison resist pack of power 161 was used on a player. I used three poisons:


Potency 105 - Stuck 11 out of 45 times

Potency 158 - Stuck 14 out of 50 times

Potency 177 - Stuck 23 out of 47 times



--------------------------------------------------------------------------------
"Never piss off a healer. They know how you're put together...they can just as easily take you apart."
Kiarda Kismet
Master (in order) - Medic, Doctor, Teras Kasi, Smuggler, Carbinier, Marksman, Artisan, Architect, Combat Medic, Pistoleer, Scout, Squad Leader, Image Designer, Entertainer, Dancer, Brawler, Fencer, Merchant, Pikeman, Swordsman, Creature Handler, Rifleman, Ranger, Bounty Hunter, Commando, Musician. Droid Engineer.
Unlocked 6/5/04
Pirrg-Freemoon
Wed Aug 11, 2004 7:35 am
#30






Mmaxx wrote:





Pirrg-Freemoon wrote:

Combat medics should just be removed from the game. They have no place in swg.






You have no place on this forum..... or any forum for that matter if that if all you are going to do post crap like that.


If we have a profession in SWG that's purpose is do change your hair style then having another combat profession to compliment the already hugevariety of fighting styles has a place.






As a combat medic and an paying customermyself i have just as much place on this forum as you do. Again, Combat medics should just be removed from the game. They have no place in swg.



________________________________________________________________________________________

Your opinions are stunning in their brazen pandering to the lowest intellectual denominators available. they are worse than sloppy and wrong, they are violently retarded.
Mmaxx
Wed Aug 11, 2004 9:19 am
#31

Ok perhaps I was a bit hasty in saying you have no place on this forum. If have are a charater that is a CM, then this forum is place to post your issues with that character. Why you play a profession that you believe should be removed from the game makes for some odd speculation but if you have a CM then the CM forum is for you.


A more appropriate response would have been you have no place in this thread. this thread is from the correspondant stating changes to our profession and your reply that our prefession should be removed isn't relavant to the intent of the thread.


No strike that, you have no place in the forum. Your trolling coments belong under the bridge you came from. I guess feeding you is inappropriate as well but it is lunch time here and trolls need some food occasionaly too.

DoctorDan
Wed Aug 11, 2004 9:41 am
#32

Just one thing.. i dont see any gain on the cm side.. or is this patch supposed to make every cm drop their profession??

atleast make some sort of gain.. or something that would help keep the cm stable and usefull for it's skillpoints.
Renairdor
Wed Aug 11, 2004 10:59 am
#33






DoctorDan wrote:

Just one thing.. i dont see any gain on the cm side.. or is this patch supposed to make every cm drop their profession??

atleast make some sort of gain.. or something that would help keep the cm stable and usefull for it's skillpoints.







Cm is still extremely useful in so many ways. It's not ALL about poisons and diseases. Area heals, ranged heals, mind damage, and stacked poisons/diseases are still very potent, even in PvE against high armor resist mobs. Using a CM vs a Jedi NPC, NIghtsister, or Krayt is very useful. Having a couple CMs on the Corvette, or Death Watch Bunker, or in high level PvE, is critical and very essential.


What this patch accomplishes is preventing common PvP domination by Combat Medics. The changes are very well received. And as many have shown, high potency poisons will still overcome high effect poison resist packs. The area cures are fairly powerful, but they balance so one Doc will deal with one CM. Not MANY docs to deal with ONE CM. That is far better balance then before.


The numbers might need a little tweaking, since a high potency poison is likely to have far less effect meaning easier curing. I've been a master CM/DOC since August 2003, and found the profession extremely useful even without the mind heals, or the 'uber area poisons and diseases'. Nor am I planning to drop it. I'm just making a more interesting assortment of poisons- some high potency to use against those with resist buffs, and those with high effect, 'normal' 130 ish potency for PvE and to use in ambushes/assaults where the enemy does not have time to poison buff.


Further- I made a lot of the poison buff pack C's. They use a 2specific resources, and 2 other 'stock'. They use a large number of components (*4* advanced bios, which means Janta resist buffs are going to be extremely difficult to make), and peak out around 225 effect using 'decent' resources. To get max effect, the duration is normally around 30 minutes to 45 minutes even with 12 skill points used (which is not a common doctor). PvP guilds will certainly make a point of using them as much as possible, but non-PvP guilds will not. And CM's will still do quite well against unprepared enemies.


If there are CM's who only took the profession for 'easy wins', then by all means they should look for another profession. But I still see huge potential to the class.


Ren

DoctorDan
Wed Aug 11, 2004 11:32 am
#34

yes, true, but.. there is no positive side to what we are getting.. we are only losing, While docs are gaining.. CM is useful in many ways, thati agree, but now that poisons and diseases are useless for anything.. * poisons and diseases really do suck PVM. the CM market will break apart.. because most of it's cash is in the poisonsand diseases. while docs are expanding into the market further with their poison and disease resistant buffs.


just want to note that CM should have a positive side to this patch.. anything decent against anything will do..
Mmaxx
Wed Aug 11, 2004 11:47 am
#35






Renairdor wrote:


a bunch of stuff







In all these posts how many CMs are complaining about the innoculations? That is a very minor portion of this patch. I personally like the idea of an innoculation and actually have no issue on it's implementation and it's effectiveness. The duration looks a bit too low to be of great use and it can be beaten.


The change they made about always having a chance to resist or stick is fine as well. That is fair.


If you read the posts, you will see that the bigest issue CMs have with this release is that the area cures were given to docs and not CMs and that they are way too powerful. The numbers do not need a bit of tweaking, they need to be entirely re-worked. A cure was originally supposed to be twice as powerful as the poison in order to beat it. These area cures appear to work everytime regardless of numbers. Who cares if a couple of the resources are hard to find to craft the area cure Cs when what it takes to make the area As and Bs are able to be purchased off the bazaar and seam to counter whatever is applied.


No one is arguing that the PVE aspect of CM hasn't changed. This patch removes all offensive capabilities from one class by having one other class present in PVP. It's not one doc beats one CM. One doc beats all the CMs. A doc can throw 3 area cures in the time it takes for one poison to tick. Since it cures everyone in the area of effect, regarless of the power of the poisons or the cure, one doc can cure a huge area before any poison or disease ever tick.


GemmaGirl
Wed Aug 11, 2004 6:43 pm
#36

How about introducing a point blank area mind stim for CMs???



PWND - INACTIVE SPEEDCAPPED SWORDSMAN AND KRAYT HUNTER
GEMMA - INACTIVE EX PVPER
Blackmoore
Wed Aug 11, 2004 8:34 pm
#37






vortexala wrote:

Got the go ahead to give you the info on the tweaks we'll see in publish 9.4. When will it come out? No concrete time. But, as I said in the other thread, my guess is next sometime next week.


This is straight from the devs:








  • Reduced the maxarea on the Area Cure medicines by 10 meters. This makes the max theoreticalarea 30m.
  • AlteredPotency resistance formula. Low resistance value buffs will not have as significant an impact on the resistance rate. High potency values will be more meaningful and can better counter the resistances. In short, poisons and diseases will be harder to resist.
  • Added a 3 second minimum time limit to the healing and cure timer.






So there y'go...







Well, this is really good. ThanksVortexala!I am happy about this. But how the hell is 30 m point blank? I still say it should be no greater than 7m. Between us and the Merchants the Devs have been over nerfing and the giving us a little room back to be happy about. This is kind of ridiculous. But this as at least a start in the right direction and makes us somewhat of a force in PVP.



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Mustelafuro
Thu Aug 12, 2004 12:37 am
#38

The innocs don't worry me as much, most of em are fairly short lived due to resource restrictions, and in a long battle over several hours, well like any other buff they go poof with a death. Unless lots of people stack doctor in their template cm's will still win in the long run. I have been in fights over 6 hrs long, non stop action, usually unbuffed quite a bit of the time. So we can get our licks in, and if anything a couple cm's can keep the docs busy. Think about it, you got combats types who have doc to counter cm's, if they are busy constanly throwin cures then they are fighting or healing or buffing. And there is still that nifty line of sight bug too
Happymob
Thu Aug 12, 2004 12:53 am
#39






Mustelafuro wrote:

And there is still that nifty line of sight bug too




Which will apply to the cures as well. The servers simply don't have the horsepower to do line of sight checks on area attacks, so they do LOS to primary targets and distance checks only to everyone else. People have been saying that the new game is "kill the doctor". Just wait until that defending doctor is tucked safely in the basement of a base curing everyone outside of the base (but within the AOE).




Imadoh and Ikiecobi
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