Combat Medic Archive

Thread: Big List of CM Issues for August (VOTE!)

oveem
Thu Sep 04, 2003 8:10 pm
#27

lets just say i want them all done but


1 to 10 fore now then go on down the list

Zarlor
Fri Sep 05, 2003 12:03 am
#28

*sigh* leave it to an Imp to not read directions.


MichaelF77: Since #9, #7 and #1 are only ever going to be able to get 1 and only 1 vote from your for placement, where do you want them to be?



Is it:


1) #9


2) #7


3) #1


4) #10


5) #12


6) #13


7) #3


or


is there no #2 and #3 is 7, for example, or are there no 4,5 or 6 and #10 starts out as #7?


PLEASE help me help you and read the directions. Were they really that hard? I'm going to assume what I have above if I don't hear back.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Fri Sep 05, 2003 12:58 am
#29

Not late at all! The deadline isn't today, it's a WEEK from today, next Tursday. You've gotten your vote in with plenty of time to spare.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Merrin
Fri Sep 05, 2003 3:27 am
#30

9. Lack of Communication from the Devs

1. Combat Medic Crafting/Schematic

· Change poison/disease components to not use conductivity, etc when ingredients required do not have those stats.

I think all combat meds require Conductivity for range, not only Poisons and Diseases

2. Combat Medic Support line

We need passive and active skills that actually provide support to groups in this line. Special poison/disease abilities that don't focus on raw damage would be a good start. Currently it could just be renamed to "Combat Medicine Use Line".

3. DoT Problems

· Longer range on DoTs is requested.

This is an issue with crafting schematics and resource availability on different servers. If I had longer range than I already do I would be throwing from outside radar detection radius.

· Examination of the AoE animations are also requested in order to better show the actual area affected by them if possible. Judging the area affected can sometime be difficult to eyeball and this would help.

Be careful what you wish for. Knee-jerk nerfers would have a field day with this.

· Diseases also need to be examined for the timer errors that allow a disease to continue even after a player has cloned. This bug makes the diseases look like a griefing tool and cause a great deal of concern among non-CMs. Bad press that CMs don’t want.

I think this was fixed with the Sept. 4 patch.

7/8. PvE viability/Faction points - IMO this is really the same issue...

Kill credit issues - Targets killed off entirely by poison do not credit Combat Medic with the kill. Player cannot loot and does not receive faction adjustments unless they deal damage "by hand".

13. CM effectiveness

14. AoE Stim Problems

18. Group Performance Enhancement

19. Skill Tape Takeover of Abilities

6. TEF

This is more for shutting people up and cutting down on hate spam in my message window



---------------------------------------
Merrin Nightwind
Master Doctor, Master Combat Medic, Carbine Specialist
Starsider, Test Center
#starsider @ stratics.frws.com
Nerf Image Designers!
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Phrakture
Fri Sep 05, 2003 4:18 am
#31

Here we go:

1) #15 Bio Weapons!!!!!! - Awesome idea...everyone else gets class specific weapons...
2) #1 Crafting - 'nuff said above
3) #10 Combat Queue - not only do heals not add to the combat queue it seems, but if i was to /actionshot2 /healdamage /actionshot2, i wont heal until i actionshot2 twice
4) #9 Dev communication - just no more stealth nerfs/buffs please... let us know what you change and when.. the patch that broke factories in the first place had nothing to do with factories in the patch notest anywhere.
5) #3 DOT problems - 'nuff said above
6) #2 Support line - ideally i'd like to see this replaced with a bio weapon and the skills moved elsewhere
7) #5 factories - earlier today i had my factory use ABECs from a crate but not the CRDMs or ALS... **edit**?
8) #18 group enhancements - good idea, i don't forsee it coming to fruition, but i'll vote for it anyway (perhaps increase of all regen rates based on cm effectiveness)
9) #20 medical missions - combiniation of crafting+deliver missions maybe?
10) #4 mind damage - i have high mind stats, doesnt effect me much, and when people in my group get mind incapped they usually die and I just revive...(revive has a minor mind heal). I also tend to buy icecream for group members.

That's it, so in summary:
15, 1, 10, 9, 3, 2, 5, 18, 20, 4

Thanks again Zarlor - make a char on Starsider and I'll follow you around for hours spamming /hug.



Dr. Phrakture, D.D.S. Combat Medic, Surgeon, Carbineer - Starsider
Pulze
Fri Sep 05, 2003 5:48 am
#32

Thanks to everyone for the hard work

1)#1
2)#2
3)#10
4)#3
5)#4
6)#8
7)#11
8)#13
9)#15
10)#6
Waffleman
Fri Sep 05, 2003 11:13 am
#33

1. #1 CM's need that ability to experiment on components better. Adv Res Compounds are not much use to me as of yet, don't think the class-1 radioactive is even available on my server yet (will welcome this change if made though )


2. #9


3. #8 I'm a big game hunter, would love to have my poisons do more than about 1000 total damage.


4.#10 This would be great, right now i can sometimes heal myself or another in like 1 second, sometimes it pauses for like 5 seconds due to combat.


5.#18 I like the idea of group enhancement, i would prefer maybe an enhancement in resistance to poisons and disease and stuff like that, since that is our area of expertise after all.


6. #19 Like this idea a lot, either have the skill tapes not work unless your certified in that particular profession, OR make the packs/DOT's something to be certified to use so the skill tapes will enhance those only in that particular field.


7. #20 LOVE THIS ONE, we need medic missions, put them in the med center or something and put some fancy story or somewhat where the mission is like heal for 3000 damage for say 1000 credits. or 1000 wounds for 1000 credits. Something along those lines maybe.


8. #7 Would like to see a little bit of credit if our poisons actually working on an enemy.


9. #2 Any other skill enhancement with this would be a more than welcome addition, since with master CM and going for master rifleman i will have a rather small amount of terrain negotiation


10. #6 Yup yup, i hate being half-way afraid to heal someone cuz i'll be in danger of getting a TEF.



Great ideas all around, i for one will be putting all my hope on #1! i want my CM experimentation!!




Gin-mel Wefai
Rifleman
Gorath
internetcrack
Fri Sep 05, 2003 4:54 pm
#34

1


9


14


3


10


4


2


8


5


19


Ark_Angel
Fri Sep 05, 2003 8:00 pm
#35

#1: 9


#2: 1


#3: 16


#4: 3


#5: 4


#6: 10


#7: 15


#8: 2


#9: 8


#10: 13



There ya go




Arista
Legacy of Outer Darkness (Lgc)
Master Combat Medic/Carbineer
Starsider (the problem child)
tranquilityFX
Fri Sep 05, 2003 8:21 pm
#36

1) 16


2) 15


3) 1


4) 2


5) 18


6) 3


7) 9


8) 8


9) 7


10) 20




WU SANCHEZ
-F E D S-
MOST HATED 1|2005




Jaidan
Fri Sep 05, 2003 11:30 pm
#37

1) #2


2) #1


3) #3


4) #4


5) #10


6) #7


7) #16


8) #14


9) #11


10) #5




-Jaidan Spiritwalker, Combat Medic
Niamb
Sat Sep 06, 2003 8:53 am
#38

1) = #9 Communication: If we had some communication I think things like typos/errors in schematics/CM effectivenesswould be easily remedied. Many of our problems stem from lack of communication/attention. You didn't even bother to replace our correspondent....sort of shows how important CMs are to SOE.


2) = #1 Combat Medic crafting/schematics: How much effort does it take to fix obvious typos? Since we are required to survey in order to place harvesters, make us like other craft professions and make a medical survey skill part of our tree. Take the useless /medicalforage and make it /medicalsurvey. We also need a way to access the quality of what is found through survey, as quality is the key in crafting meds. And don't get me started on the huge variety of resouces, most located on remote and expensive to reach planets that is imposed on the poorest class in the game.


3) = #4 Mind Damage: Not sure this is what our correspondent meant, but I think we need some way to heal mind damage in the field (not wounds...that is the province of the entertainer).


4) = #5 Factories: this impacts so many classes


5) = #8 Effectiveness in PvE: Not only are our poisons ineffective, but they can actually hurt group play as a mob killed by poison cannot be looted/harvested.


6)= #15 Bio Weapon: Great idea! Don't force me to be a pistoleer to survive.


7) = #2 Combat Medic Support Line


8) = #8 Faction Points: We're doing damage and making the team more successful (at great personal expense). We deserve credit for that success as well.


9) = #6 TEF


10) = #18 Group Performance Enhancement: Neat idea, would help compensate for us being obviated by the availablity of mega experimented advanced Stimp Bs.






- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Niamb: Master Doctor and Combat Medic on Radiant
Ariex: Resource Gatherer Extraordinaire on Radiant
Serin71
Sat Sep 06, 2003 9:50 am
#39

#1)- #1Schematics


#2)- #2Combat line support


#3)- #9 Coomunication


#4)- #8 PvE


#5)- #18 Group Enhance


#6)- #6 TEF


#7)- #15 Bio Weapons ( I would like to see them along the pistol line since so many CM's us the pistol )


#8)- #4 Mind Damage


#9)- #5 Factories


#10)- #8 Faction Points




Koia Aoke
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