Combat Medic Archive
Thread: Combat Medic Issues
Ladywolff wrote:paralyze should not stop working if a cm dot has been applied. Otherwise once you dot someone paralyze is rendered completely useless from then. I understand the need for it to stop working if you shoot with a gun, melee weapon, etc.
I disagree. Paralyze has a fantastic role, just not in one on one fights. If it didn't break on dot damage we could just kill someone slowly with poison and fire with no counter.
I'm 4-2-0-0 CM now post-cu. Pre-cu I was 2-0-0-4. Before the CU I used to enjoy using diseases and poisons but now now. I swear to gawd, I've tried poison dozens of times and it's never stuck, not even once! I'm wondering if going up to 4-4-0-0 would make using poison any more viable? I lack the skill points to go all the way up to master unforuntately, and I don't see much value in the other lines of CM. I wouldn't mind having a nerfed poison in terms of damage inflicted and duration and such at the dabbler level relative to master, just so long as it's not completely a waste of space on your toolbar!
And disease just seems to be useless. I guess maybe it is useful as a "taunt" that's about it, lol.
Message Edited by GoldMemberBria on 05-19-2005 04:47 PM
Message Edited by Ladywolff on 05-19-2005 05:34 PM
you cant use enhancers for heals when having a hostile target in focus. this is especially worse when youre cm/bh and you always get this "invalid target" crap. workaround is to untarget and then use the enhancer. but with the current serverlag its almost impossible to do this quickly enough...
I doubt that this would be hard to fix.
Hey PsionicHawk,
I hope you haven't accepted the increased range and effectiveness of taunt as a solution to the aggro problem. You haven't crossed it off the list so I'm assuming you are still fighting for it.
Personally, I don't believe it needs to be an adjustment of the current aggro amount as much as a closer look at what aggro's for what action. I believe if you are fighting NPC's the current system is perfect. To see a healer and try to take him out of the fight is a tactical decison that would be made by sentinent beings. I would expect that kind of tactic and I think it makes the raids on factional bases and camps more fun because it causes more strategy that you would expect while fighting another being.
I don't however, expect the same tactical reasoning from an oversized dog, lizard or any other creature. They should have a more instinctual AI that wants to eliminate the person that is causing them the most pain. They don't have a concept of tactics and healing! They think that that guy that just shot him with an advanced snipershot just caused a lot of pain and he wants to destroy the thing causing pain. I'm a rifleman also, and I have no problem being singled out by the creature because I am doing the most damage, but when someone else is dealing the damage, it is just unrealistic to me that the creature ignores it because it saw me sprinkle a minor heal on somebody else!
This best fix requires them to seperate the AI that a NPC has and that of a creature. I'm not a programmer or anything, but would it be that hard to leave the old aggro system in for the creatures and use the new system for the NPCs? It also gives a little variety to the tactics that the players would use. I don't think this sounds to unreasonable, I just don't know about feasibility. If anyone has an understanding, I'd be curious to hear it.
Message Edited by LeviticusD on 05-24-2005 03:33 PM
fire and neuro need damage increases to compete as the healing a jedi can do is 1500 why can we only heal 600 and that with a 300 ef toss enhancer which doesnt augment our healing we need to be able to heal at least 1k to compete as medical profs
If the only way to gain experience as a Combat Medic is by healing, this makes the profession obsolete and theres no reason for picking it instead of doctor.
The combat actions should either gain medical or combat experience, the former would definitely be preferable.
I especially agree with the XP statement, and Healing 2) and 3).
I would add that enhancers don't do enough to make them worthwhile. This might be more of a BE issue, but we are the consumers of the products. Instead of this cryptic power rating where 1000 power increases, what 25% or so (?), it would be nice to see it in a percentage. A 50% enhancer makes my 100 hp heal become 150 hp, etc. Let BE's experiment this up to 100% with excellent resource, tapes, and the rest of the crafting accessories.
I would also like a ranged bacta spray like we used to have. One you could toss from 35m and heal everything 10-15m around your target.
- There are still issues with Bacta Toss when you have an enemy (out of healing range) targeted. Instead of healing yourself you'll get a system message saying "Out of range" or something like that. However bacta shot seems to work.
- When dueling someone, Bacta Toss will too sometimes fail, instead ofattempting to heal myself. The only way to make it work is to deselect the target and use it again. In some occasions (this could be due to lag, though) I will be forced to select myself in order to make it work.
- Bacta Spray as mentioned before, will still attempt (and succeed if possible) to heal my opponent even though I'm dueling him.
- If I put my enhancers in the toolbar, there's no way I can tell when the heals are ready, since it won't draw the timer-like animation on the icon. Even though this can be learned in the long run by getting used to it, it would still be nice to know when the skill is ready to work again without needing to sacrifice4 hotkeys to keep track of them all (deuterium toss, neurotoxin toss, bacta toss and bacta spray). Or as another possibility, make it work the way it did pre-CU, making it use a pack if it finds any in your inventory by default, this way we can all still keep track of the timers AND use the enhancers at the same time. (possible inprovement to this would be to default itto the highest enhancer available?)
Message Edited by Reac on 05-28-2005 02:16 AM
I started a new CM on another server just to try out the low level stuff. It is horrible ![]()
1) You only get XP for healing. The only way to advance as a CM is to heal. If you solo, it will be a cold day in hell before you master CM. You actually have to stand there and let the mob beat on you so you can get a few heals off before you kill it, just so you get the XP. A little faster in a group, but the CSR telling you he can get 100K a time XP in a full group is bullpooping, seriously!
2) The debuffs and toxins rarely stick for newbs. Took it up to 2211 CM and I was a joke *grins* Good job I had a really decent gun is all I have to say. You may as well forget them until you are close to Master - just heal people and... oh wait... you can do that better as a Doc. ![]()
So - as a newbie CM you are an underpowered Doc who can't buff or debuff and you'd better have a few boxes in an elite combat tree so you don't dirtnap a lot.
Anyone wants to disagree with me, please pick a server, make a newbie and show me differently ![]()
Ideas for how to fix this:
1) AwardXP for using all CM abilities - not just healing. (As stated by Corres.)
2) Make the chance of a CM attack sticking be based on the relative Levels of the CM and the Mob - not the level of the CM alone!
3) Add some extra defence stats to the CM tree so lower level CMs are not just meat puppets. ![]()
probably a bug HouseSunstrider
and as for enchancers being useless in the eye of the beholder
but for infect aka diesece..... does it do ANYTHING CURRENTLY other then drop targets max health a very small amount per tick? as that is all i ever notice on it.