Combat Medic Archive
Thread: -Combat Medic Issues List: Discussion-
vortexala wrote:
1) Issue: Inter-profession Crafting Interdependency - Others dependent upon us:
Fix: Implementation of any/all of the following:
Chef poison/disease resistance foods require a crafted component from a CM.
Armour resistance layers requiring a CM crafted component.
Weapon addition to add a DoT attack requiring a CM crafted component.
I would actually like Bio Engineers to produce something usefull to us as well. I mean, other professions isn't nearly enough dependant on us, but the only profession we are dependant on is doctor. If more dependancies are to be added, then let it go all over the board.
2) Issue: Resource Requirements
Fix: Increase the spawn rate to something that is, at the least, decent. A spawn rate of once every 2-3 months is not overpowering OR maintain the current spawn rate but make the stats better all around.
Agree
3) Issue: Increased Usefulness of Mindheal:
Fix: Increase the range of /mindheal and lessen the wounding. (note: this may become a non-issue with the HAM Revamp portion of the Combat Revamp, in which it is thought that mind healing will be as easy as Health and Action healing)
Agree
4) Issue: PvE Damage Output:
Fix: CM Damage increase for PvE situations. Anywhere from 2-3 times current.(note: this would automatically require a damage reduction be placed on CMs in PvP)
This is in part blocked by the coding that makes poisons and stims the same. But I agree, if the code can be rewritten to function better I would love for this to happen. Diseases are somewhat usefull for PvE on high end opponents, but not nearly usefull enough.
5) Issue: Faction Points:
Fix: Implementation of a code similar to 'kill credit' for healing, only substituting a drastically reduced ammount of Faction Points for Combat XP. Implementing some form of 'kill-credit' Faction Point gain for damage dealt on a Factional Target.
Agree
6) Issue: No Incap/+1 Change:
Fix: Allow Poison to Incap on it's own
Tripple incap dance would still be a problem, I suggest poison goes out of the system at incap.
7) Issue: Line of Sight/Z-Axis Issues:
Fix: Make it so that things like walls and the ground actually interfere with throwing meds, but items such as Rocks and Logs do not.
Agree
8) Issue:Usefulness of Disease:
Fix: Change diseases to:
- Current effect PLUS Prolonged exposure causing different states(dizzy, stun, blind, etc).
- Change diseases to debuffs in that it would act as a 'spice downer' and reduce a stat by a certain ammount(perhaps removing a doctor buff entirely) for a certain period of time.
I agree... the entire way disease works has to be reworked. Right now disease is far too much of a grief, and far too little of a usefull weapon. This would affect MOBs as well.
9) Issue: Money:
Fix: Implement a Medic Mission Terminal.
Our skills are also not taken into account when attempting to obtain a Destroy mission other then novice. A Master Combat Medic and a Novice Combat Medic receive the same Destroy Mission difficulty level, a problem no other Combat Profession has.
Fix: Allow CM skill level to dictate mission difficulty.
Combat Medics also don't have a viable sale item. All other crafting profession have items or services they can sell to earn credits, Combat Medics do not. Our customer base consists solely of others within our same profession.
Fix: Implementation of ideas from Issue #1
If grouped play is going back into style after the revamp I suggest that healing the group would entitle the medic to one share more of the reward. (this share would be distributed among multiple medics based on who healed the most)
This would not be a issue if players appreciated heals and took care of their medics, but since most players don't I advocate this change.
10) Issue: Damage Mitigation/Resists:
Fix: Grant one or more of the following:
- Ranged/Melee Mitigation Level 1(or higher)
- Increased defense mods
- Resistances to Poison/Diseases within the Combat Medic Skillset.
Agree
*11) Issue: Poison/Disease Range Progression:
Fix:Change the formula to provide a more level progression from Novice to Master.
Agree
*12) Issue: Stim Range:
Fix:Increase the base crafted range rating on Area/Ranged stims to something akin to our Poison/Disease base crafted ranges(with experimentation used to further that range)
Agree
13) Issue: DoT Tick Intervals:
Fix: Shorten the intervals between 'ticks' while maintaining the same damage output. This would make seeking medical attention within the first tick not so critical.
Agree
14) Issue: Healing While Mounted:
Fix:
- Allow ONLY stims to be used while mounted(ranged, area, and regular)
Agree
15) Issue: DragRange:
Fix: Increase the range for /drag.
Agree
16) Issue: Experimentation on Stim Components:
Fix: Allow full experimentation for the Stim Components.
Agree
17)Issue: Flamethrower/On Fire Cure:
Fix:
- Addition of the Fire Blanket to the Combat Medic Profession(either simply copying it over to a skill, or lowering the current Fire Blanket ability from Doctor to Master Medic)
- Addition of a seperate item for Combat Medics to use to cure the on-fire status(preferably with a range and/or AoE effect)
Agree, on the whole, I would like to see some states (not all) completely transfered to Combat Medics from doctors. There is far to little actual healing going on in this profession compared to damage dealing, we are supposed to be able to do both.
ADDED
18) Issue: Poison/Disease Range:
Fix: Tweak the range forumla to allow reaching 64m to be more common than it currently is.
Agree
ADDED
19) Issue: 4 Second Rooting Animation
Fix: Remove the rooting.
Agree
santachristo wrote:
2) Issue: Resource Requirements
disagree. the spawns are perfect. no need to have uber poisen and disease for everyone. this will force the player to stick to their profession. and only those who really love cm will harvest the ressources over 6 months, and get special poisens. (stop grinding, improve roleplaying) Ummm, hologrinding is done. There is no reason to grind through several professions now. You dont get "special" poisons from having decent resources. 6 months is too excessive dude. I've never seen any other profession that required named resources to make its basic bread and butter items as much as CM. Lack of good tolium might mean a DE cant make decent bomb droids for a while but doesn't effect all of their other schematics. For CM's that effects ALL poison/disease schems.
9) Issue: Money:
disagree!!!! join hunting groups. make more communicating and roleplaying. help during difficult missions. (make armors less effective, and medics more needed) Combat, artisan, entertainer, and BH all have terminals available but medics dont. Using my combat skills to earn money is fine but using my medical skills should also be an option.
*12) Issue: Stim Range:
other things are more important This ties into what you want to do with #9. Our stim range has been broken for a long time now. Why is it not important for us to reach the maxium distance with a stim?
15) Issue: DragRange:
other things are more important Same as above
18) Issue: Poison/Disease Range:
disagree. dont make us an uber profession in pvp That is not making us an "uber" profession. We now have to concentrate of 3 things in our experimentations. Range, potency, effectiveness. Even maxxing out the range on a poison/disease doesn't guarantee it will reach 64m. This also ties into the tiny gap between novice and master.
2)take cure poisen disease from docs and give it to combat medics we build the poisens and diseases and logicaly(wrong spelling but everyone should know what i mean) we know how to make cures
3) give us more drop components rancor bile has no range und spider venom lol spider venom how should a master combat medic get that far in the geo cave with no defenses and nearly no offensive
generaly i thing proffesions should get a real kick at master so that this stupid defense stacking stops maybe you could ask em to put all the good defenses in the master boxes (bh eyeshoot) (pistol defense tree)
fencer and so on all the stackers are much to powerfull and players who go for master are the stupids
realy hope you get point 1 and 2 done cause swg is gets boring as a healer with no groups on server
2) Issue: Resource Requirements
disagree. the spawns are perfect. no need to have uber poisen and disease for everyone. this will force the player to stick to their profession. and only those who really love cm will harvest the ressources over 6 months, and get special poisens. (stop grinding, improve roleplaying ) Ummm, hologrinding is done. There is no reason to grind through several professions now. You dont get "special" poisons from having decent resources. 6 months is too excessive dude. I've never seen any other profession that required named resources to make its basic bread and butter items as much as CM. Lack of good tolium might mean a DE cant make decent bomb droids for a while but doesn't effect all of their other schematics. For CM's that effects ALL poison/disease schems.
9) Issue: Money:
disagree!!!! join hunting groups. make more communicating and roleplaying. help during difficult missions. (make armors less effective, and medics more needed) Combat, artisan, entertainer, and BH all have terminals available but medics dont. Using my combat skills to earn money is fine but using my medical skills should also be an option.
*12) Issue: Stim Range:
other things are more important This ties into what you want to do with #9. Our stim range has been broken for a long time now. Why is it not important for us to reach the maxium distance with a stim?
15) Issue: DragRange:
other things are more important Same as above
18) Issue: Poison/Disease Range:
disagree. dont make us an uber profession in pvp That is not making us an "uber" profession. We now have to concentrate of 3 things in our experimentations. Range, potency, effectiveness. Even maxxing out the range on a poison/disease doesn't guarantee it will reach 64m. This also ties into the tiny gap between novice and master.
not intended as flame either, but you post things as if they were facts. they are simply your opinion!!!
12 money issue: you get money if you do naff or rancor hunting groups, do you? and every group will be happy to have you. if that is wrong on your server, i am sorry. but tell me if i am right. u use your medical skills to earn money, isnt that fine? i prefer that, to making some solo missions. if you have another idea of fun, we have simply 2 different opinions. but the basics still are: u user your medic skills to make money. and you can make money without fighting. if this mission comes not from a medic terminal, who cares??? ^^
if some programmers have time left, programm on those issues, but start with the other ones. do you agree if i turn it that way? if not, i would recommend you to join another game. cause as far as i know this game and its developpers, only a few of our issues will ever be realised and we should point out what are the most important. if that issue is more important for you than others on the list, we have again another point of view. but the basics: some issues are more important than others.
18. you might be right. but who the hell would beat you in a 1on1 if you have a maxed range? rifleman?, and who else? i have really no clue if that should be any balance in a combat system.
i think most of the cms in game should agree with my basic ideas. if not, i am terribly sorry for being wrong.
(hope to get an answer, and some feedback)
Message Edited by Kavedawg on 09-20-2004 12:00 AM
Message Edited by Kavedawg on 09-20-2004 12:04 AM
santachristo wrote:
not intended as flame either, but you post things as if they were facts. they are simply your opinion!!! Yeah they were my opinion and didn't mean for it to come across like fact. Just speaking from 10 months experience as an MCM.
12 money issue: you get money if you do naff or rancor hunting groups, do you? and every group will be happy to have you. if that is wrong on your server, i am sorry. but tell me if i am right. u use your medical skills to earn money, isnt that fine? i prefer that, to making some solo missions. if you have another idea of fun, we have simply 2 different opinions. but the basics still are: u user your medic skills to make money. and you can make money without fighting. if this mission comes not from a medic terminal, who cares??? ^^ I'm sorry but I'm not exactly sure what you're talking about. The only time a group is "happy to have me" is either a corvette/DWB group or a solo group who needs more people. And getting people to reimburse you for stimpacks used takes alot of work believe it or not. My medical skills earn me 0 money. This is the combat medic forum not the doctor forums. Their medical skills get them money.
if some programmers have time left, programm on those issues, but start with the other ones. do you agree if i turn it that way? if not, i would recommend you to join another game. cause as far as i know this game and its developpers, only a few of our issues will ever be realised and we should point out what are the most important. if that issue is more important for you than others on the list, we have again another point of view. but the basics: some issues are more important than others. Yeah I agree that a few of our issues will ever be addressed at any one time. Heck some may never get addressed at all. However this isn't a "devs fix this plz" wishlist. Its an issue's list where all issues are to be discussed and pointed out.
18. you might be right. but who the hell would beat you in a 1on1 if you have a maxed range? rifleman?, and who else? i have really no clue if that should be any balance in a combat system. The old issue with range was that a CM could throw a poison/disease beyond the 64m mark and then stillrun out of attacking range after the 4 second root wore off. Any ranged profession nowhas an equal opportunity to kill us as they would against any other profession if they are prepared. Not having the new resists buffs while overt is like trying to PvP without armor. Currently we can still reach the 64m mark with poison/disease but it is tough to do. Not only do we have to put experimentation points into that area just to reach what ANY ranged profession can do naturally but we also have to worry about potency and effectiveness. In my opinion (yeah mine) I think all 3 of those put together is a bit excessive even more so by the rareness of quality materials.
(hope to get an answer, and some feedback)
santachristo wrote:
Like I said, this is a wishlist. This is not something we are submitting to developers. This is a general consensus on what all of CM's need to be addressed and for what reasons. That does not mean ignoring other issues in favor of one or two. That we leave up to Texxie when he talks with the devs.
join a squill or a naff hunting group dont gets u money? i got a fair share of money with those, and got 8 skillboxes from naffhunting groups. and the noobs loved me for the healings. so: the group is happy to have you + you get money. why should we have a solo mission terminal???? i hate solo mission grinding. I take it these guys were unbuffed and/or without armor? Why should we have our own terminal? Because every other non-medical profession has a mission terminal. Who's grinding when doing solo missions? Solo missions are for $$cash$$. The only cash you're going to get since you cant sit outside a starport and buff nor heal wounds for cash if you ever plan on making a living.
as for your ressources: it is simply not true!! we can craft stimms and some lower class poisen without that tolium gas, and so on. and if i see noobs grinding cm in 6 hours, and then asking as master cm what they should experiment in, i can ónly agree that the ressource spawns should be low. because such ppl will start whining if they get beaten up the first 10 times in pvp. Stim's are easy to make, they just need non-named resources although unless you want to use second class sub-components you'll have to go to a doctor to get the stuff. The problem is that unless you are playing with unbuffed noobs the chances to use stims are rare compared to the number of engagements we go through on average. Non-advanced poisons are pathetic. I think weapon bleeds do more damage than non-advanced poisons. The stuff for them is so rare that even if you've been playing for 6 months you might not see what you are looking for. I missed the last decent spawn of class 1 radioactive back in march (it was only like 700) and am still waiting.
If riflemen, TK's, fencers, etc had to insert several units of resources everytime they used their weapons and those resources were rare spawns and even rarer when they get decent stats or be forced to use cdef's and bare fiststhey'd be in an uproar too.
btw you are stating that i am right in classifying some issues as unimportant. i want to have the important issues stressed, so that the developpers can start with things that actually improve the gameplay
This isn't a 'vote' thread, this isn't a 'which is more important for all CMs' thread. This is simply a gathering of Issues.
Nothing more, nothing less.
If something is important/unimportant to YOU, that's fine.Feel free to post thatin this thread if you wish(as you've done).
If something is missing and needs to be added, post that as well. But in the end, what gets taken to the devs is what I take to the devs.
I'll be honest here and tell you all that we most likely will not have a vote for this Top 5 issues list. As it is, I have info on the Combat Revamp that will effect many of our issues(unfortunately I can't share that at the moment). So, I will be using my own judgement when creating the Top 5.
I WILL post the Top 5 here for everyone to see, but it most likely won't be voted upon by the community.
vortexala wrote:
I wish I could tell you guys everything I know
Just keep being as patient as you all have been, and thanks for not giving me any grief over this the way other Corres have been getting blasted. Much appreciated
I'ts not that we're more patient than others. It's just that most Combat Medics are so tired of grief we can't even bring ourselves to greif you over the CRD's ![]()
Nah... it's because we love you so much ![]()