Combat Medic Archive

Thread: A couple interesting changes coming

Nomdorn
Tue Aug 26, 2003 3:30 am
#27

LOS on poison means, you can spend all your points in effektivness, cause a range of 40m is useless in every town.


So, your poison will become very strong and the next nerf, under elenoras lead, will make poison weaker cause everyone is whining again about too strong poison with a range of 10´m.



So, im ready for taking out the poison of the CM line.


Only LOS for poisonand what is with disiease? So i will craft strong disease and grief the imps.... if you wish.

Alphageek2U
Tue Aug 26, 2003 5:07 am
#28

Man, am I glad I read this post before committing any more time and effort to this class than I already have. Why go through weeks of tedium and struggle to reach the "Top" of this profession only to realize that a novice CH can own you. looks like I can spend those skill points in a marksman area. At least we know they don't really nerf them...



Hocus
MD/MCH (yes, that means NO combat skills)
JediQuic
Tue Aug 26, 2003 6:28 am
#29

Well, of course, now you guys should be asking for Equal or greater damage from you poisons and Longer range...There is no reason why not too now thatwe have to play by the same rules as everyone Else.
vortexala
Tue Aug 26, 2003 6:32 am
#30



MycroftTHan wrote:
man, i'm pissed.




heh..I came to the conclusion back in Beta that, no matter what we said or did, it wouldn't change a thing. So why bother getting mad anymore? It's just not worth it in the long run...



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Caliwyrm
Tue Aug 26, 2003 6:34 am
#31






JediQuic wrote:
Well, of course, now you guys should be asking for Equal or greater damage from you poisons and Longer range...There is no reason why not too now thatwe have to play by the same rules as everyone Else.





Given how friggan difficult it is just to gather the necessary componants I'd say greater damage.. And you're absolutely right.. Now that we have to be in LoS I want the same range as everyone else.



Either that or they need to implement a new feature that for every time a combat class shoots their weapon they need to have 8 different resources on hand and if they run out they can't shoot anymore..




----Insert Sig----
"We want the GCW to be everything it can be. We want factional PvP to be fun and exciting. We understand that as players, you don't want the 1% decay. We think it is an important game mechanic in the right situations, but we want to remove it from factional battles." --JustG 02/04/2004
Uh, so WE don't want it, and YOU don't want it in for PvP--then why is it still there??
PlasticBoy
Tue Aug 26, 2003 6:37 am
#32

I hate to say it, but I think the reason we get little dev attention and why they don't consult us before nerfing is that we don't whine enough. Sure, we do plenty of complaining here but it seems that in order to get a dev response you need a post on SWG Discussion that generates 100+ replies. If you want a dev response, make some noise where the devs will hear it.

BTW, the bolding in the post was my addition, sorry if that caused any confusion. Here's the original post:
http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=9927#M9927



--
Ackava Doci, Master Combat Medic
Visit the SwgWiki at http://plasticboy.com/swgwiki
MycroftTHan
Tue Aug 26, 2003 6:38 am
#33






Hlicalanthe wrote:
Quote: - Combat medics must now have Line of Sight to use poisons.

Bravo! Just a shame this imbalance wasn't able to be caught (because of all the other problems with poisons) during beta, and that it had to make its way to Live.




you just don't get it, do you?
Nomdorn
Tue Aug 26, 2003 6:42 am
#34

dont forget, i can shoot my pistol every second, my poison i can throw every 7 sec. i think, and it resets the healing timer, also.


My fights will go so now after LOS and KD timer is ingame:


1. Running in poison range to the enemy


2. Get a KD with starts the timer


3. Get massive damage down (+50%) from the group im running too


4. Stand up under massive fire


5. Throw poison - success, resist, no line of sight now


6. Running back to get the 65m difference


7. Try to heal me while running back, but "no, i cant for 7sec."


8. Get incap between step 4-7


9. New KD available after 30sek.



Conclusion:


In a fight i cannot apply poison, cause the whole time, i have to think about myself.


So im a range healer and an only supporter by now -what is not my definition as CombatMedic.


So i will play pistoleer....

Nomdorn
Tue Aug 26, 2003 6:43 am
#35

And yes, we must whine more in the diskussion forum, and i will from now on
Happymob
Tue Aug 26, 2003 6:45 am
#36




Why do we need to make any kind of stimpack higher than D? My D's can almost always take someone from 0-90%+ in any given bar (health or action) with only minor experimentation.. With the massive PvP dmg reduction we can suitably keep up with B and C packs if/when people actually bother to attack Health or Action..



Several reasons -


1) Pets still need healed, even if you don't get exp for them. If I'm healing a group pet, I'm going to use the biggest Stim I can.


2) Doctors buffs - if they have the big enhance packs on them, a Stim D might be inadequate to get the job done.


3) I always want to heal in full in one shot - if I'm careless about healing and have to heal twice, my mind will run out faster. Running out of mind is death for a medic (and the people they are supposed to keep alive in battle). A Stim-E isn't that much more difficult to make than a Stim-D, so why wouldn't I make a Stim-E, even if I'm normally healing for under 500 damage?




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


MycroftTHan
Tue Aug 26, 2003 6:45 am
#37

Rofl, Texyou know what, we actualy did make a difference..


i posted about how to perma incap someone back in beta and some time after they stealth patched it, so that regen stats can not go below 150 to solve the issue i stated.


i posted about how that is still possible to do the above under certain circumstances and the past days what did they do? they messed with HAM things again and broke things that were not broken.


coincidence?


so yeah, i do have the impression that we did and still do have an effect on things. problem is, we can not controll on what...


like i said in beta, always the optimistic ,)



P.S.: i wanna see another 20 pages thread started by a Tex-rant.. go for it ,)

Caliwyrm
Tue Aug 26, 2003 6:57 am
#38






Happymob wrote:




Why do we need to make any kind of stimpack higher than D? My D's can almost always take someone from 0-90%+ in any given bar (health or action) with only minor experimentation.. With the massive PvP dmg reduction we can suitably keep up with B and C packs if/when people actually bother to attack Health or Action..




Several reasons -


1) Pets still need healed, even if you don't get exp for them. If I'm healing a group pet, I'm going to use the biggest Stim I can.


2) Doctors buffs - if they have the big enhance packs on them, a Stim D might be inadequate to get the job done.


3) I always want to heal in full in one shot - if I'm careless about healing and have to heal twice, my mind will run out faster. Running out of mind is death for a medic (and the people they are supposed to keep alive in battle). A Stim-E isn't that much more difficult to make than a Stim-D, so why wouldn't I make a Stim-E, even if I'm normally healing for under 500 damage?







What I am trying to get at is why do we have the ability to heal for SERIOUS MAD amounts (I've healed for 1400+ before) when player characters simply don't (normally) have that many HP?



I don't know about your server but I've only ran once with Doctor buffs and certainly haven't ran with any groups where anyone else was either.



Healing pets were the 'bread and butter' of medical XP since that was where we got the mad heals since pets simply have the HAM pools players don't get. I shudder to think about anyone trying to get Med XP if/when this goes live at 100-200 xp points a pop when they max heal another player..




----Insert Sig----
"We want the GCW to be everything it can be. We want factional PvP to be fun and exciting. We understand that as players, you don't want the 1% decay. We think it is an important game mechanic in the right situations, but we want to remove it from factional battles." --JustG 02/04/2004
Uh, so WE don't want it, and YOU don't want it in for PvP--then why is it still there??
vortexala
Tue Aug 26, 2003 7:08 am
#39

heh... I should throw a rant up on the discussion board about the Medical Professions, but I know that since it won't be calling for a nerf of AT-STs or CHs it will simply get buried

but...who knows. I may give it a try when I get home tonight



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
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