Combat Medic Archive

Thread: Bi-Weekly Question: What should we ask next?

jfang
Thu May 06, 2004 11:53 am
#40



Rikilii, the reason why combat medics are so interested in being unable to make money is that they can't. There aresix classes which can not make money by their basic skills: combat medic, medic, image designer, musician, dancer, and entertainers. (The entertainer missions are a joke, I believe that squad leaders have scouting and thus can harvest resources, and I believe politicians have access to city funds in theory.)


If we ignore novice classes, as people rarely stop at them, this means there are four classes which have no viable way of making moner. For image designers, musicians, and dancers, there were originally intended as service professions, and were designed to make money through tips. (Whether this is viable or not is questionable, but this was the way the devs envisioned it.)


This leaves combat medics as literally the only elite class which as designed has no real viable way of making money, either through services (holo grinding not included), harvesting (we don't have scout or artisan), or crafting (everything we make can only be used by other combat medics, who are also poor).


It's true that we can earn money through picking up another skill (although with our SP requirements, this is not the class you want to make that argument to). It's just that many combat medics do not believe they should be required to. (Alternatively, make other elite classes less economically viable so we aren't the only one, but that would just be mean... )

jfang
Thu May 06, 2004 11:57 am
#41

We are trying to have a civil and productive conversation here, PhoenixOrion. Please don't troll.


If the "SWG community" really wants to know, propose this question for the "core systems" forum (or rifleman forum, or whichever group you think really wants to know). I would also be interested in hearing the answer the devs give, although I think there are many more interesting and important questions we can ask here.
Mild-Breeze-Trooper
Fri May 07, 2004 12:07 am
#42

I think the answer to that question will be "it will come in the Combat Rebalance" and I suppose the change will be one that neither we nor "the rest of the SWG community" will feel entirely happy with, but probably it will be a reasonably fair solution.

So I really see no point in asking that question right now.

Now go troll on the freeway please.



Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
vortexala
Sat May 08, 2004 6:34 pm
#43


In case anyone is wondering, the reason I haven't started a poll on this is simply because E3 is next week. Most of the Devs will probably be attending and those that aren't will be busy with other things.


So I'm not even sure if there will be a 19 questions next week.


And yes, I did ask, but have gotten no response yet.


What with unveiling the SE, I don't think they have much time on their hands atm.

Message Edited by vortexala on 05-08-2004 06:35 PM



~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...
Zurck
Mon May 10, 2004 8:03 am
#44

Lets simply ask them the following.


Is there any question we can ask that will not get the 'Combat Balance' answer and if so what would it be?


Then if there is a question we can ask we will have it for next time



Sall M'on
AoD
Black Sands, Tatooine
jfang
Mon May 10, 2004 10:12 am
#45


Wow, Zurch, that was remarkably cynical. Very nice.


Actually, when is the combat revamp supposed to happen? As I (probably mis-)recall, it was scheduled for publish 8. However, due to the droid engineer fiasco, they changed 8 to be droids revisited, and pushed back the combat revamp to be publish 9.


However, in reading the friday feature about the jedi revamp, and how they emphasized the "lightsabers will have a piece of hidden code to strengthen them until the combat revamp occurs", it sounded like the revamp was pushed back again. Do we have a new official timeline about the revamp (which is subject to change, given the nature of software development)?


vortexala
Mon May 10, 2004 11:23 am
#46

According to JustGs State of the Game Letter, the Combat Balance is tentativelyscheduled for Publish 10. Also scheduled for revamp of the Squad Leader Profession as well as the Jedi Overhaul Part 2.



Also, there has been no request for a 19 Questions today, so I'm guessing we won't be submitting our question until next week.



~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...
Brainplay
Tue May 11, 2004 5:21 am
#47






Mild-Breeze-Trooper wrote:





Rikilii wrote:

I suggest something very concrete:


"Do you intend to introduce some additional means by which players can resist the effects of CM attacks, whether that be by requiring CMs to succeed on a "to-hit" roll, applying the target's ranged defensesor addingresistance armor layers and/or innoculations. If so, will there be some sort of trade off that the user must make to get these resistances, such as sacrificing other armor layers in order to use the resistance layers."





I think my esteemed collegue from Ahazi has a point. This question (although it as well needs some tweaking in the exact wording so that the answer doesn't end up as "yes" or "perhaps" ) is one of those that would be very intresting to know the answer to.





To this day I cant believe people are still asking this question. Try keeping up to date with the announcements and you'll see this has already been answered. They are introducing a smuggler made spice that has one and only one effect. "Mind poison mitigation" I'm just wondering what the downer effect will be. Hopefully by then the disease/poison incap stacking issue will be corrected which is also posted in our "issues" section.





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Mild-Breeze-Trooper
Tue May 11, 2004 5:55 am
#48

Well the smuggler spice will be welcome, although most non-CM's will say it isn't effective enough and far to expensive. And it doesn't last leng enough. (regardless of the stats on it I promise)


But really, it is a band-aid for a much larger problem. I don't particularly relish the thought of having my poisons resisted, but I do believe resistances must be added and confirmed as working.





Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
jfang
Tue May 11, 2004 8:24 am
#49



Be nice, Brainplay. People come to the forums, among other reasons, to learn things. As long as they are polite, well intentioned, and not extremely ignorant (such as posting a question which alreadyhas two threads addressing on the main page ), there is no reason to look down on them. We want to be a helpful forum, not a group of elitists who only have threads in regards to nerf cries.


Also, it is possible that Rikilii did read the announcements. The question was are there going to be any *additional* means, which might involve tradeoffs such as "sacrificing armor layers". I agree that it is unlikely, given we do not know how spice will affect mind poison (why are they making it mind poison specific, rather than all poisons?), and thus do not know if more additional mitigations are warranted, but it is possible.



By the way speaking of damage mitigation spices, isn't there a food which does this (reduces the damage per tick of poisons and diseases)? Does anybody know anything about it? If it reduces damage per tick by 50% or so, wouldn't this in effect be the nerf that everybody wanted, given they are willing to sacrifice a little stomach space for it? (Then again, if it doesn't exist, or only mitigates 10% or 20%, it might not be a valid defense.)
Brainplay
Wed May 12, 2004 5:49 am
#50






jfang wrote:



Be nice, Brainplay. People come to the forums, among other reasons, to learn things. As long as they are polite, well intentioned, and not extremely ignorant (such as posting a question which alreadyhas two threads addressing on the main page ), there is no reason to look down on them. We want to be a helpful forum, not a group of elitists who only have threads in regards to nerf cries.


Also, it is possible that Rikilii did read the announcements. The question was are there going to be any *additional* means, which might involve tradeoffs such as "sacrificing armor layers". I agree that it is unlikely, given we do not know how spice will affect mind poison (why are they making it mind poison specific, rather than all poisons?), and thus do not know if more additional mitigations are warranted, but it is possible.



By the way speaking of damage mitigation spices, isn't there a food which does this (reduces the damage per tick of poisons and diseases)? Does anybody know anything about it? If it reduces damage per tick by 50% or so, wouldn't this in effect be the nerf that everybody wanted, given they are willing to sacrifice a little stomach space for it? (Then again, if it doesn't exist, or only mitigates 10% or 20%, it might not be a valid defense.)







Sorry about that. Nerf criers were starting to get to me for a bit there. You'd think after reading about the new spice the same old posts asking for a reduction would have dried up but yet they still keep coming.


I'd rather have armor that allowed BE enhancements than worry about resists to poison.


You're right about the spice. No one is sure what the exact mitigation will be but if its along the lines of other spices then its going to be pretty strong with a heavy downer (just a guess). Currently there is only a food that raises your chance to resist poison but it does not effect the amount of damage should one land on you. If the devs ever decided to cap our potency then this would be a viable option when BE enhanced. Believe it or not someone resisted one of mine at a raid a while back. Its called cho-nor-hoola. Using decent materials it gets up to the 20-30 range while enhanced it can get into the 40's. Filling is small so no worries there.


They are targetting specifically mind poisons since more incaps from poison are mind targetted. This includes PvP and PvE (voritors can be nasty). No one cares about health or action poisons unless you're trying to stack those and goof up a doctors cure. This is also leading us to believe that the mind will still be a targettable pool (just a guess) although in what capacity it will function no one knows. For all we know they might not let you incap from a drained mind.






Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

PsionicHawk
Thu May 27, 2004 2:31 am
#51



How I would word the question


Option #1 (Dev's vision of the profession)


The Combat Medic community wishes to know how you see this profession. Granted this would be a hard question to answer how we, as a community, wish to have a response. On one side of us is the support side of the profession, which contains the Ranged and Area Heals as well as the only form of raise from incap Mind Heal. The other side contains the many aggressive schematics, the poisons and diseases.


For various reasons, as it stands inthe current state of the game, healing is less needed. Our damage ignores the 75% reduction for PvP. For this reason it seems that we are pushed into a combat role. Interestingly enough our weapons (poisons and diseases) are not even recognized by mission terminals.


Barringsome tweaking is this what is intended? While we aren't looking for specifics on the Combat Revamp,any general guidance would be appreciated especially with all the hate being generated towards this profession.


------------------


In all honest I would like to see something similar to the above asked to TH. However another pressing concern seems to be money


Option #2 (Combat Medic Income)


Combat Medics are without any viable way to make money as a combat medic. There is currently no professions dependant on us to make anything for them. Some Combat Medics do sell combat medicine, however this is only useful to toher combat medics. As such we are not drawing in any cash. One of the biggest complaints is Mission terminals do not sense the Combat Medics full potencial. As such we must turn to other sources to make money.


One of the easiest ways to alliviate this burden would be to simply make the terminals work better in regards to our skill. Other ways to generate cashflow into the CM community would be to have a craftalbe DOT powerup or have a craftable componant that other professions, such as Bio Engineer, Armorsmith, or Weaponsmith can use.


Is there anything in planning to give CMs a better cashflow?


Message Edited by PsionicHawk on 05-27-2004 02:37 AM

Message Edited by PsionicHawk on 05-27-2004 10:30 AM



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

jfang
Thu May 27, 2004 6:59 am
#52


Very nice. I would change the first question though. The middle paragraph should be heavily edited, or even deleted. I say this because it seems like it is push-polling, very debatable, and off the base topic of "what are combat medics, healers, poisoners, or both is some fashion".


What I mean by push-polling is that it is trying to tell the devs things embedded within the question. "Stim B's are too strong" and "Let us do more damage in PvE".


What I mean by debatable is that many of the "facts" you listed are not in fact facts. I strongly disagree with your statement about PvE (it is somewhat true, but ignores many other circumstances which sometimesallow me to out-damage a master pistoleer and Teras Kasi Artist combined). And a significant portion of the nerf-crying population will tell you at great length how not "on par" combat medic poisons are to other combat classes.


If you want to keep the second paragraph, I would tone it down, and make it more generalized. Something like "Due to the strengths of buffs and strength of advanced stim B's, many feel that combat medic's healing is of limited usefulness. Furthermore, because combat medics do equal damage in in PvP and PvE combat (as opposed to every other combat class which does 4 times the damage in PvE than PvP), it seems as ifcombat medics are intended to primarily be used in PvP combat as poison and disease tossers." Even this though I don't like the sound of though, so if somebody else wants to come up with a better way to phase it... (assuming it will be included in the final question, if this question is the one we ask in this way)



Thenagain, theseare just my personal opinions, and others might like the questions as they stand.
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