Combat Medic Archive
Thread: Range Testing Done on TC: Results
Clobster
Fri Jul 09, 2004 8:08 pm
#27
Gnuut wrote:
Hate to say I told you so but: I TOLD YOU SO
Message Edited by Gnuut on 07-09-2004 04:56 PM
LOL you called that one haha
Pahdbacca
Fri Jul 09, 2004 9:26 pm
#28
Each poison was thrown 5 times.....at master level
stim range thrown range multiplier
43..........................................56.............................1.30
41..........................................54-55.......................1.32 (rounded up using 54)
40..........................................53-54.......................1.33 (rounded up using 53)
38..........................................52.............................1.37
36..........................................48.............................1.333333
33..........................................46.............................1.4 (rounded up)
25..........................................39..............................1.56
19..........................................32..............................1.68
I have a sneaky feeling that the relationship between the stim rating and the actual thrown distance is not linear......That is, the multiplier for very poor stims at MCM might be 2.0. The closer the stim rating gets to 48, however, the multiplier seems to be decreasing to a value of 1 and 1/3. This makes sense, because a multiplier of 1.3333333 on a pack rated for 48m would allow you to throw it 64m as a master...............................
Edit: Added texxies data at the master levle in blue.
Message Edited by Pahdbacca on 07-10-2004 12:31 AM
PsionicHawk
Fri Jul 09, 2004 9:45 pm
#29
CMS FEEL THE WRATH OF A NERF! You think the CM nerfs are bad.....how about trying a profession thats been nerfed since launch? Smugglers been one big nerf ever since they thought this game up. You dont see smuggler complaining half as bad that they cant slice the stats they want to. I see one nerf in CM and the CMs start crying that they cant throw a poison/disease for over 100 meters. Im sorry, somethings wrong when a class that shouldnt even be in Star Wars is able to fling poo from out of the range of ALL other combat professions. IM GLAD THEY NERFED YOUR PROFESSION. STAMP ME A TROLLER IF YOU WILL, BUT CMS RUIN THIS GAME.
And you sir are an idiot. We are not discussing the MAX range thrown. We are discussing the differance between the ranges thrown a NOVICE CM and a MASTER CM. Thanks. Overall this is a needed change but I feel this is something that should be tweaked.
Pahdbacca
Fri Jul 09, 2004 9:56 pm
#31
Sorry Gnuut, I have not the resources, comps, factory or stims to test this on TC. It is something that needs to be done, however.
Templar1865
Fri Jul 09, 2004 10:31 pm
#32
Some general thoughts:
Poisons and diseases are our weapons. They are unique in the fact that, unlike other classes, our weapons have no initial damage--they are exclusively DoT (excellent DoT if crafted well, but no initial damage). I think that the range on our weapons should equal other ranged weapons. If effective range is going to vary for us due to skill level, then this should be something that the dev team looks at for all ranged combat professions (having a longer effective range comensurate with higher skill levels). Seeing ranges max out in the low-mid 40s--even with sub-par components--is too short, IMO.
Also, the cooldown timer needs to vary based on CM skill. Other ranged combat professions get faster with their weapons as their skill level increases, and the same should go here.
Are the devs considering a cooldown period for all state-effects from all combat professions, or are CMs the only ones who are handicapped with this?
If havla isn't supposed to affect CM offensive meds, that's fine; we should have a cooldown period (our "Combat Medic Toxin Speed" or somesuch) that makes sense when looking at the DPS of other combat professions (I'm not saying our DPS should be largest or smallest, but it should be examined and the DPS should be a conscious, reasonable decision instead of the byproduct of other arbitrary decisions like the cooldown in testing). Our DPS should be calculated based on the average length of combat, not the theoretical duration of the med (for example, if the average combat lasts 45 seconds, then our poisons and diseases aren't going to get their full ticks in--the DPS should be calculated based on real gameplay, not in-a-vacuum math).
Perhaps different kinds of toxins could have different cooldown speeds (just like different weapons have varying weapon speeds). Bio-Engineers could slice our meds like a smuggler slices a rifle (different topic, sorry). How fast does a master rifleman apply a mind bleed? What's the cooldown there?
I think that changes and fixes make sense (Fixes first, I always say). This pass seems a little short-sighted, though, and seems to make a lot of the benefits of higher-level CM boxes irrelevant.
SolSpur
Fri Jul 09, 2004 10:47 pm
#33
STAMP ME A TROLLER IF YOU WILL, BUT CMS RUIN THIS GAME.
Wrong, its stupid people like you who ruin this game. Why brand you a troll, your post speaks for itself. Many of you dont know how hard it is to make these poisons, or know how much time and money goes into each one.
The general consencus is you take a little radioactive, a little reactive gas, mix it in a blender and poof, instant killer poison, wrong.
All cm resources are rare spawns, much rarer then doc resources. Many of these resources can disapear for months at a time, heck, some resources havent even spawned on some servers. A good resource spawns once in a blue moon. I'm using electon thats almost a year old. I could easily spend over 6 mill on a quater stack of resource, they're that rare and expencive. Not only does it take millions of credits worth of resources add on +20 cm experimentation and +20 assembly tapes, an easy 15 - 20 mill there (harder for me as I'm a dosh). In order to make a crate of 50 single poison Cs and 50 area Cs it takes 1100 sub components, a total of 38,800 units of the most expencive resources imaginable.
somethings wrong when a class that shouldnt even be in Star Wars...
Now, who are you to say what should or shouldnt be in starwars. Unless your last name is Lucas your claim has no backing. Remember the star wars galaxy is massive. What you saw in the movies barly scratched the surface.
vortexala
Sat Jul 10, 2004 12:05 am
#34
I've done a bit of testing on TC and following are the results.
Note: I don't have access to the same level and quality of resources on Test Center that most of us have access to on Live. Also, the ranges found were after a minimum of 5 throws(with testing done by moving slightly away until 'out of range' appeared)
Packs Used:
Action Poison C 1:
Potency 89, Effectiveness 108, Duration 113, Range 38, CMU 59
Action Poison C 2:
Potency 80, Effectiveness 108, Duration 98, Range 43, CMU 62
Health Poison C:
Potency 89, Effectiveness 108,Duration 113, Range 43, CMU 64
Ranges:
Master Combat Medic:
38m Base - 52m Range
43m Base - 56-57m Range
4.x.x.x
38m Base - 50m Range
43m Base - 55m Range
3.x.x.x
38m Base - 48m Range
43m Base - 52-53m Range
2.x.x.x
38m Base - 47m Range
43m Base - 52-53m Range
1.x.x.x
38m Base - 47m Range
43m Base - 51-52m Range
0.x.x.x
38m Base - 45m Range
43m Base - 50m Range
So, what do you all think?
edit: clarification on the testing
Message Edited by vortexala on 07-09-2004 12:11 PM
jfang
Sat Jul 10, 2004 12:13 am
#37
Ugh. Honestly, I think that is horrible. The only difference between a novice CM and a master CM is 7m?
I would feel better if the range of the novice was 38 or 39 (just over the base rating of the pack), so there was in incentive get more of the range tree (besides the increased effectiveness).
Did you try with non-advanced component poisons (with ranges of 15m or 20m)?
Well, time to re-examine my packs, and try to find some better Yavin fiberplast... 
jkray8472
Sat Jul 10, 2004 12:13 am
#38
Reserved for analysis when I have time later today.
Initially I will say that I am disappointed. The formula needs to be changed a bit...or the column should be changed to "Combat Medic Effectiveness" instead of Distance. The difference in range of Novice compared to Master should be significant. :/
Message Edited by jkray8472 on 07-09-2004 12:15 PM
vortexala
Sat Jul 10, 2004 12:16 am
#39
jfang wrote:
Ugh. Honestly, I think that is horrible. The only difference between a novice CM and a master CM is 7m?
I would feel better if the range of the novice was 38 or 39 (just over the base rating of the pack), so there was in incentive get more of the range tree (besides the increased effectiveness).
Did you try with non-advanced component poisons (with ranges of 15m or 20m)?
Well, time to re-examine my packs, and try to find some better Yavin fiberplast...
Yeah, I'm not too happy about the different in 0.x.x.x and Master. There needs to be a larger range there then what I found.
I used the best resources available to make the best packs I could to test the high end. I did throw an A-Level Health Poison one time during this, and it was for more then the base rating(have no idea how worried I was that it would end up being somehow LESS then the base rate).