Combat Medic Archive

Thread: Combat Medic Issues revisited:

Zimal
Wed Jul 20, 2005 1:14 am
#27

Question:


With todays pub i noticed that Paralyze is sortof weird...


for instance you can still chain mez... but must redo mez before other one wears out


otherwise they get the rage timer... and can't mez again for a bit...


however it is still possible to chain mez....


my question is, was this intentional? or is it a bug?


because i do not knowanywhere that they are considering paralyze a "daze"


Thanks





=============================================
Xil - MCM, Mpistol
Instant Aggro Master
Where Mihosi is, Chaos Reigns
Jedi shmedi, I got me a wookie
Don't piss off a programer, WE READ YOUR EMAIL
mmaness
Wed Jul 20, 2005 6:47 am
#28

My major issues are:


1) We need personal state recoveries (but not stablizers as thats more for doctors) for stun, dizzy, and blind


2) At MCM we should have a drag incapped player option as that would keep it as doc ability for the most apart (since CM dabblers wouldn't have it) and make it easier for us to rez players


3) We need to get infect beefed up to tick faster or get another skill to replace it, but I am against an area poison as I'd rather have another DOT form rather than another poison.


4) Enhancer targeting needs to be fixed


5) The "auto target mob thats attacking you" needs a toggle in the options menu





Bring back the CU or at least Pre-CU... its better that this MMO Third Person Shooter bullcrap
Zimal
Thu Jul 21, 2005 12:27 am
#29

i think we should be granted Combat XP for our other abilities... but that's just me



=============================================
Xil - MCM, Mpistol
Instant Aggro Master
Where Mihosi is, Chaos Reigns
Jedi shmedi, I got me a wookie
Don't piss off a programer, WE READ YOUR EMAIL
Fanjita
Thu Jul 21, 2005 11:44 am
#30

Heal targetting - from what I can observe, this seems to be that the code is applying pass-through targetting to mobs.


For instance :



  • If I am fighting 1v1 PvE, then the mob will be targetting me, and I am targetting it. If I press heal (with a basic unenhanced heal), then I heal myself.

  • If I am fighting anything, and untarget, a heal will heal myself.

  • If I'm in a group, targetting a mob, but the mob is targetting a groupmate, then any heal will heal my groupmate.

I can see how this could sometimes be useful - e.g. fighting a single high-level mob, just target it and spam heals and it should heal the groupmate who most needs it (because he's being attacked by that uber-mob). But more often than not, this system isreally inconvenient, especially if you group with good tanks, e.g.


I'm grouped with a tank, and we're hitting2 nightsisters - 1 is aggroed on each of us. I need a heal, so I untarget and reach for my heal hotkey. Butmy NS hits me, and my target switches back to it. Just after,the tank starts doing his job, and aggroes the NS off me. Then my heal fires - and I waste my heal on my groupmate who has taken hardly any damage.


This sounds far-fetched, but it happens to me more often than you'd think. I could work around it with macros - but then, I wouldn't get to see any cool-down timer on my toolbar.


I'd much rather have full, predictable control over my heals again. In other words:


  • Untargetted heals should heal me

  • Self-targetted heals should heal me

  • Heals with anything that I can heal targetted, should heal the target.

  • Heals with anything else targetted should default to healing me.

I haven't tested whether the pass-through targetting works with enhancers. That's mainly because I've given up on using enhancers, because of bug 2:


Enhancers randomly stop working from the toolbar


I haven't worked out what circumstances cause this, butif I have an enhancer in my toolbar, then every now and then it just stops working. I can click that toolbar slot, and nothing happens. Double-click the enhancer in my inventory, it will usually work. Dragging the enhancer off the toolbar, then putting it back, will sometimes fix it. Other times, relogging will fix it. Sometimes, nothing fixes it (not even server reset, as far as I can tell) and I have to throw away the enhancer.




---
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anigav
Wed Jul 27, 2005 8:49 am
#31

I have to agree about the aggro for healing. It is just plain dumb I think. It's not like you are using area poison in the old days. Since when does healing cause aggro's? Jedi don't aggro when they heal. This should be removed completely.

Paralyze does need to have some vivid icon so you can tell it has taken affect.





Branner
Veteran Player/Jedi Since03'
EggfooManchoo
Wed Jul 27, 2005 9:33 am
#32

Infect, infect, infect.... This skill doesn't even do much to the smallest mob, much less PVP. Has there been any official response this? Any reason? The only thing I see is pretty much: no comment.


Throw us a bone, man.
CrashNemesisII
Wed Jul 27, 2005 11:24 am
#33


INPUT


The Agro obtained for using heals is too high.

Increase the effectiveness of taunt, decrease the cool down of taunt. Also a better visual indicator of what is current attacking you would be welcomed (The old HAM bars above the head worked and would do nicely)



Infect

Almost everyone agrees. This is a useless or broken skill. No wounds are generated or is generated so slowly as to be not be noticed. Please examine the usefulness of the skill.

De-buffs
Since Doctor buffs can be applied outside of combat and CM ode-buffs must be applied while in combat CM buffs should be able to out beat Doctor buffs.


A visual effect added for paralyze that way group members know which creature to avoid attacking.






this pretty much outlines what sucks now not sure what could get fixed tho

however i do dwb to a very large exstent as well as being a very active bh
so my pvp/pve is large and pretty much equal so id have to say my 2 biggest
needs for pvp and pve would be

pve: 1) Agro for healing (and area heals effectiveness)
even tho my proffession is soley healing the jedi with
only one line in Healer 4xxx lets them heal far greater than myself and
with less cost (if u look at my mind to their force) and they do not
generate an agro
My use as a healer in the group is nearly non-existant as others with a
few skills in medic can heal just as well.
My job is then to rez

2) Paralyze
if a sign over a paralyzed person/animals head was to appear just as when
u are dizzy etc would save a large amount of squabble in the group because
ppl would be able to work without being shouted at
seeing as Menh stasis doesnt work on droids its my job to hit the SBD's BD's

pvp: 1) Infect
i remember the dreaded attacks of pikeman as u slowly lost health with no
chance to regain at all
if this was to come back it may give jedi a reason to want more healer skills

2) De-Buffs
would kill to have this affect them more



all in all i think master skills should be revised a tad as to not make us FOTM
when our novices hit as well as we do (i miss often with +25 on everything CM like Ntxn,Dtoss,Infect)
and it may give me summin to keep my master box so not as just for the rez ability

shot


(and also lol, why can doctors who should sit in hospitals be able to drag incapped
players around when combat-medics healthy on the battlefield cant even seem do this at
master lol, just an odd thing tbh
.

Message Edited by CrashNemesisII on 07-27-2005 11:39 AM



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VegitoSS
Wed Jul 27, 2005 10:53 pm
#34

The first Thyroid Rupture skill does nothing. It needs to be fixed. It wont apply to anything, its like the skill doesnt exist.

mmaness
Thu Jul 28, 2005 10:30 am
#35






Zimal wrote:

Question:


With todays pub i noticed that Paralyze is sortof weird...


for instance you can still chain mez... but must redo mez before other one wears out


otherwise they get the rage timer... and can't mez again for a bit...


however it is still possible to chain mez....


my question is, was this intentional? or is it a bug?


because i do not knowanywhere that they are considering paralyze a "daze"


Thanks







This is not a bug.... its working with other abilities too. You can chain 2 mez or daze state... but you cannot chain more! So you can chain, but not infinitely!



Bring back the CU or at least Pre-CU... its better that this MMO Third Person Shooter bullcrap
eapers
Mon Aug 01, 2005 6:08 pm
#36

Forgot to mention: combat medic experimentation and assembly mods do nothing.






JOHNNY-JONES JACKSON

AFK
KaingPu
Sat Aug 06, 2005 2:17 pm
#37

As of publish 21. Medical XP (and combat xp strangely enough) now trades at the Village at 30-1 for Force Senses XPup from it's 10-1 ratio. As this was bugged in the TC and left to go live, yet not on the publish notes, I assume it is a new problem. I can see them making med xp go 30-1 since you gain it as fast as you can gain weapon xp (which is also 30-1) but to not mention it AND make combat xp go to 30-1 (from 3-1!) is assine.



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Amil
Thu Aug 18, 2005 7:16 pm
#38






MataHairy wrote:



What I see as issues:


(1) Targetting for heals is very difficult, making people miss targets and difficult to self heal.Macroing a "/heal self"type of command is not sufficeint unless enhancers are automatically pulled from inventory (see Item #2).


(2) Let enhancers pull from inventory. If there is a concern about using them in all cases even when you dont want to, make them only work from top level inventory and not when in bags.






These are in my opinion the most important issues. Please add them to the list. Bacta toss enhancers are the CM's best heal (mine heal 1600)and they are very difficult to use to heal yourself in combat. When you use it while having your enemy targeted you get the 'invalid target' message (as if I would really try toheal the guy that is tryin to kill me). Then when you target yourself, if you get hit, it auto targets your enemy again.


Macros only work some of the time and cause a lot of problems with lag and when you get knocked down. Jedi heals don't work that way. They can have an enemy targeted and it automatically does a self heal.Enhancers aresimply a pain to use in combat.


I don't know how many times I've died because I fumbled around in a fight just trying to do a simple heal.


The importance of these issuesneeds to be addressed.



Amil / Copronymus
BadgerSmaker
Sat Aug 20, 2005 8:21 am
#39


I'd like to see Infect be a counter to Nutrient Injection.


Advanced Infect : 10% Total healthreduction and 10% Health Regen Reduction for 2 minutes.


Improved Infect : 10% Total healthreduction for 1 minute.


Infect : 10% health reduction for 30 seconds.





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