Combat Medic Archive
Thread: Top 5 CM Issues for August
Just to give folks an update, I had to resend this list for a couple of reasons.
First, I had not received any kind of confirmation that the Devs got our Top 5 this time around. So I contacted a few different addresses where I could. As such it finally came to my attention that the address we were sending our reports to may be having some problems with getting spammed out. Which leads to...
Second, I was given another email address to send the Issues lists to. Suffice it to say that I sent off the Top 5 again just this afternoon.
Zarlor you're my hero and one of the only reasons I am still sticking with Combat Medic in the hope that although the devs seem to have no interest in communicating with us as a professionthey may at least have some respect for someone working so hard for the benefit of others.
Zarlor wrote:
You misread me. The did NOT get a new address. There only recently appeard a problem with the old address that was apprently not determined until now.
ok i take that back...its probably a good idea i dont do this at 4am when the servers go down but if they're up im playing ![]()
also i tried some diseases on faction mobs. you can pretty much drop them to 1 health without them aggro'ing..at which point you can just bodyshot them. and you get the same amount of fp's as if you had spent all your time shooting it.
On another note arent disease/poisons not supposed to effect at-st's?? cause i dropped one earlier today at my local imp hq using H poisons...(one of my test subjects for the above info)
Well I know they stopped bleeds from working on AT-ST, but I was never sure tey specifically mentioned poison/disease.
I did think I had read that Disease was supposed to, now, cause aggro. Implying that if it didn't then it was a bug. ALthoguh I suppose one could consider being able to disease a MOB down without aggro would actually make disease useful, if a bit overpowered.
THen again, I have had MOBs aggro on me only throwing a disease, so I don't know. Maybe it's an AT-ST bug?
Great work and very good list.
For what it is worth, my biggest complaint is Terrain negotiation. It should be much higher - maybe not as high as Explore 4, but better than what it is. I will have to give up explore skills to make it to Master combat medic and am very fearfull of what that is going to do to me. If the purpose of the game is to be an elite class, then the skill tree should allow you to get there without making you keep a hodge podge of other skills like Explore and survey. The 15 skill point requirement for novice scout is a big killer.
Atonu Tragona - Expert Combat Medic / Hunter
Sunrunner
To deal with both the resist rate and the damage in PvE (and PvP) I would like to see a significant "re-application" timer reduction for reaching Master Combat Medic.
As it stands now, if I apply the poison at the beginning of the fight, I am not crippled for what seems like forever before I can heal my groupmates.
Now, if my first poison is resisted, I will still need to heal.
So a typical fight looks like this:
1. Poison (resist)
wait...
2. Heal
wait...
3. Reapply poison (maybe)
All of this just to start out the fight.
The amount of heals/poisons we can apply in a short period of time is already governed by our Mind Pool. To remain viable and get the most bang from our assets the "recast timer" needs to be reduced.
Eureka
Zarlor wrote:
Well I know they stopped bleeds from working on AT-ST, but I was never sure tey specifically mentioned poison/disease.
I did think I had read that Disease was supposed to, now, cause aggro. Implying that if it didn't then it was a bug. ALthoguh I suppose one could consider being able to disease a MOB down without aggro would actually make disease useful, if a bit overpowered.
THen again, I have had MOBs aggro on me only throwing a disease, so I don't know. Maybe it's an AT-ST bug?
i could swear i read that too...thats why i was curious about it effecting them. and i have noticed that with ALL faction pets the aggro chance is significantly reduced compared to regular mobs. altho it looks to me that diseases have a lower chance of aggro than poisons. Also this may be due to aggro ranges on mobs...but you seem to get a better chance of not aggro'ing a mob if you can throw it from further away. AE poisons also cause some big aggro.
and considering how fast and how much wounds a disease does i dont think its all that powerful...not compared to how fast other elite classes could drop a similar mob.