Combat Medic Archive

Thread: Big List of CM Issues for September (Prelim)

Minaros
Thu Aug 28, 2003 12:17 am
#27

I got one to add. If you kill something purely with poison you cannot access the corpse to loot it. The system doesn't recognize you as killing it unless you hit it once with a weapon.



Minaros Darkstar
Obsidian Alliance
Master Squad Leader/Carbineer
Elenora
Thu Aug 28, 2003 12:17 am
#28

zandra good issue...should go under PvE viability i think



--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
PlasticBoy
Thu Aug 28, 2003 6:03 am
#29

Thanks for helping out, Zarlor. Here are mine:

1. Fix all factory bugs
2. Fix resource shifting so we can get the resources we need for advanced components
3. Come up with some sort of incentive for miners to gather the low-demand resource we need
4. Fix 13 CRDMs on ranged stim E's
5. Fix med use on area diseases and make disease useful
6. Revamp combat medic crafting and experimentation so master combat medics can craft top-quality combat medic components



--
Ackava Doci, Master Combat Medic
Visit the SwgWiki at http://plasticboy.com/swgwiki
HoTron-rex
Thu Aug 28, 2003 7:22 am
#30

/cheer someone to be flamebait


ok, you asked for the list, here it is:


1: Fix ALL the damned typos and misprints in the crafting trees. like the 13 CRM for ranged pack E, or some of the bugs that pop up with medicines having a use of FAR over 100.


2: Give CMs components that SOMEHOW allows me to have 10 experiment points at master for combat medicine crafted components (IE ranged packs, poisons, diseases). This 5pt nonesense is REALLY irking me. Having to beg doctors to make schematics for me that dont suck to use in my factory and sometimes paying up the rear for it makes me want to vomit. So either separate the subcomponents, or something. I dont care what, but I want 10 points to use on subcompoenents and the final craft at master CM. Docs get it, weaponsmiths get it, tailors get it, armorsmiths get it, chefs get it, why shouldnt I. Without my 10expt points, there is no possible way to craft a ranged poison pack that will actually stick on a playerenemy from a range comparable to a weapon before I am dead....


3: Fix Fiberplast_Yavin to actually accept fiberplast from yavin in the damned crafting window. This bug has been around for eons, fix it.


4: +10 Terrain negotiation is chump change. we could use something more around the lines or +30-40.


5: Poisons are useless in PvE and are unreliable in PvP. The damage is so low in PvE that no one uses them, and they are so prone to missing in PvP that using them is like playing russian rulette. Separate the two systems as far as damage and reliability goes and tweak each of them.


6: If by some magical stroke of luck I manage to kill a monster with a poison, No one gets experience from it of any kind. Fix this.


7: Make disease worthwhile in PvE since its only current use is as a suicide bombing greifing tool in PvP and it sucks at that....


8: Ramp up the effectiveness of Doctor poison cures to be on par with the damage capability of poison damage. This creates a counter to us on the same plane.


9: IF you want to look at the power of CM mind poison damage, DO NOT do so without first addressing BH eyeshot as well.




------------------------------------------
High Chancellor- KGB SWG
Hotron - Master Riflewoman, Master Pikeman
Nereus - Master Doctor, Master Politician
Ysaanne - Secretist Extraordinaire
HoTron-rex
Thu Aug 28, 2003 8:57 am
#31

add....


Resources are too specific to warrant dependance on the artisan tree. If the same level of resource speceficity is to be kept, give medics a /survey type ability that allows us to locate a resource and tell its stats, but a harvester required to get it. If no survey type skill is to be given us, DRASTICALLY reduce the item types required by our profession. One or the other. Keeping in mind that we cannot depend on artisans and miners for we are a rediculously small demand when compared to weap/armorsmiths and no miners will bother with us. hence the need to do it yourself




------------------------------------------
High Chancellor- KGB SWG
Hotron - Master Riflewoman, Master Pikeman
Nereus - Master Doctor, Master Politician
Ysaanne - Secretist Extraordinaire
Johaan
Thu Aug 28, 2003 9:00 am
#32

Thanks Zarlor,


Lots of issues huh? Here's a more generic one, Group Performance Enhancement:


Combat medics are a reassuring presence in real combat. They should add the same value to groups in this game. This could be implemented by letting their presence in a groupadd something to the group as a whole. Kinda like the Squad Leader is supposed to enhance the skills of individuals grouped with them.


An example might be a group-wide reduction in action and/or mind costs for special moves. I'm sure other ideas will also surface if the concept is accepted.



Thanks,


Johaan

Hydrotricithline
Thu Aug 28, 2003 9:02 am
#33

My top 5 issues:


#1 Medical Survey ability


CM's (and doctors) require large amounts of ellusive resources.. especially with resource shifts. Medical forage is all but useless. Try replacing it with a medical survey giving us access to novice artisian level surveying skills, and no ability to sample.


#2 Poison/Disease components still based on medic/doctor crafting skill


Only a CM can use these components, a CM should beable to craft them well.. Not the doctors this has been broke for ages. Plz fix!


#3 Too much fluff in the class


Useless or irrellivant abilities plague the class.. /Medicalforage /dragincapacitatedplayer health poison, action poison, strength disease, con disease, quickness disease, stamina disease, focus disease, will power disease. Area action posion, Area health poison. Area disease is completely useless as it's still bugged with 700+ cm use skill pre-req. This takes us down to the useful part of the arsenal. Combat wise is Mind poison, Area mind poison. Disease is used atm for griefing only. and is too easily avoided. Players can easily find loopholes around the durasive disease; suiciding into monsters, dueling a buddy and having them deathblow them. With no repercussions to themselves. So the entire effective offencive arsenal with that into consideration. is 2 poisons. mind poison C, and area mind poison C. I think diseases need some rethinking, and we need to have some incentives to use health/action poison vs mind poison (no .. don't nerf mind poison..)


#4 Lack of Resists


Our class has no effect resists in it; with the latest stealth nerf. has changed the dynamics of the combat medic from a passive pvp class. to an active one. We now require line of site for 3+ seconds at a range of approx 30m .. give or take. at which time (at 64m) you'll be knocked down.. dizzy'd .. panic'd shot to death consistantly. We're a combat class now; We need combat class resists.


#5 Please don't take us out of the loop/Elect new Combat medic Correspondant


CM's and the medical classes have seemingly been left out of the loop; our correspondant has went AWOL and no one at SoE has seemed to notice yet. This is how left out were feelings.. it's been almost 1/2 a week since he's been gone and no dev has checked these forums .. or atleast left any trace of aknowledgement. The CM community wasn't consulted.. nor were the doctors on the pet nerf. Yea we have holo back peddling publically with apoligies; that's great. but we need better correspodance. Appointing a CM rep would be an ideal start. As I'm afraid we're gonna miss yet another patch and have nothing to show for it but a stealth nerf and a non descript apoliogy. (apoligy was on the creature xp / heal nerf.. not the stealth los nerf btw)




My thoughts;

Not yours.


-Tumblak Illumanaki-
"Spreading lies and misinformation since 04/15/2003..."
Agent001
Thu Aug 28, 2003 10:19 am
#34

Med Droids


- Med droids with low ratings still lower a players healing ability when in hospitals. Also, med droids are affecting the damage healing abilities when out in the field. Med droids should only affect wound healing, since any medic can heal damage anywhere, regardless of the presence of a droid.

Longspoon
Thu Aug 28, 2003 10:38 am
#35

PEOPLE!!!!! Have you not understood or read ANY other posts on this thread? This isn't a roll call for Combat Medics.... if you've read that typos need to be corrected, why on earth are you saying it too? This isn't a "HERE HERE!" thread, we all agree that typos and crafting/cm crafting issues exist so there's no need for 60 of us to say so.


Don't convolute Zarlor's job anymore than it has to be. He already has his own board to run and he's helping us out, so cut him some slack and only post IF YOU HAVEN'T SEEN YOUR ISSUE LISTED YET.


yikes, it's like dealing with my sister's kids.... lol


Long' Sahpoone




Therfore bihoveth hire a ful long spoon that shal ete with a feend. -Geoffrey Chaucer, from The Canterbury Tales, "the Squire's Tale"
JunkyardJr
Thu Aug 28, 2003 3:43 pm
#36

1. Survey. When I am all said and done, I will have 4 skill points left over. I will have to drop novice Artisan and will no longer be able to find my already impossible to find resources.


2. Make me want to actually craft and/or use aDisease pack.


3. All the issues therein and around Factories.


4. Do something with the Combat line of Combat Medic. TN or resists would be a start.


5. Can I get some more faction points when grouping please?


6. Unable to loot a poisoned mob.


7. This is a issue due to me going for both CM and Doc, but some way to organize my insanely randomized and clutteredpack space.


8. I like the mentioned Disease Gun idea. Should get a Poison Launcher at Novice CM that shoots poison and gives Med and Combat xp, thereby removing the Poison and DiseasePacks from our inventory. Then we could load the gun and clear up some inventory? Dream a little dream.


9. Fix bugged schematics, but make a Disease Pack worthusing while doing so.


10. Fix the animation for DragIncapicatedPlayer so that the incappie actually comes to your location. That way I can drag guys out of harms way when they are incapped due to Mind damage and my stims won't heal them. I can at least keep them from getting stepped on...




Novice Doctor / Novice Combat Medic - Flurry
Elenora
Thu Aug 28, 2003 3:50 pm
#37






JunkyardJr wrote:

10. Fix the animation for DragIncapicatedPlayer so that the incappie actually comes to your location. That way I can drag guys out of harms way when they are incapped due to Mind damage and my stims won't heal them. I can at least keep them from getting stepped on...



what do u mean fix? drag is working now...bodies are moving to ur location...can u clarify the bug?



--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
JunkyardJr
Thu Aug 28, 2003 3:52 pm
#38

When did it start working? I haven't used it in a few weeks. If it is, disregard #10. I'll kill my roomate tonight and test it out.



Novice Doctor / Novice Combat Medic - Flurry
Elenora
Thu Aug 28, 2003 4:05 pm
#39

couple of weeks now..they stealth the fix in



--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
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