Combat Medic Archive

Thread: Range Testing Done on TC: Results

TsunamiKata
Sat Jul 10, 2004 12:18 am
#40






vortexala wrote:


Yeah, I'm not too happy about the different in 0.x.x.x and Master. There needs to be a larger range there then what I found.


I used the best resources available to make the best packs I could to test the high end. I did throw an A-Level Health Poison one time during this, and it was for more then the base rating(have no idea how worried I was that it would end up being somehow LESS then the base rate).




Can we revisit the poison incap issue? I would like to propose to bring back the poison incap again since the range and timing issues are "resolved".


Heh.


Oh, also can we get the RangedHealing ++ mod working? Iwant to wear my +25 Ranged Healing and poisonover 64 meters still.





Message Edited by TsunamiKata on 07-09-2004 12:21 PM



TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
joydiv66
Sat Jul 10, 2004 12:25 am
#41

It's definately going to be a lot tougher, but as always...we will adjust and learn how to play our class.





Thoth Amon, TKDS
Master Rifle/Master Combat Medic
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jfang
Sat Jul 10, 2004 12:33 am
#42






vortexala wrote:

Yeah, I'm not too happy about the different in 0.x.x.x and Master. There needs to be a larger range there then what I found.


I used the best resources available to make the best packs I could to test the high end. I did throw an A-Level Health Poison one time during this, and it was for more then the base rating(have no idea how worried I was that it would end up being somehow LESS then the base rate).






That would be funny, if itdidn't hitclose to home...


Hmm, it looks like the new formula might be: (writtenrange + 5) + (8 * (healing range/100))


Double ugh. Have I mentioned that a novice CM should have a shorter range? Maybe remove the +5, and make the modifier 15*(healing range/100), or something. Well, we'll see how this plays out.



Oh, and in regards to the using skill tapes to throw beyond 65m, I think that would be a bad idea. Everybody should have a range of 65m max (not including splash effect of area poisons and other AoE/sphere attacks).



Edit:

Oh, and Texxie, did you have a chance to compare x4xx CM against x0xx CM during the tests, in regards to poison (not ranged stim) throw times?

Message Edited by jfang on 07-09-2004 03:34 PM

TsunamiKata
Sat Jul 10, 2004 12:51 am
#43






jfang wrote:



That would be funny, if itdidn't hitclose to home...


Hmm, it looks like the new formula might be: (writtenrange + 5) + (8 * (healing range/100))


Double ugh. Have I mentioned that a novice CM should have a shorter range? Maybe remove the +5, and make the modifier 15*(healing range/100), or something. Well, we'll see how this plays out.



Oh, and in regards to the using skill tapes to throw beyond 65m, I think that would be a bad idea. Everybody should have a range of 65m max (not including splash effect of area poisons and other AoE/sphere attacks).



Edit:

Oh, and Texxie, did you have a chance to compare x4xx CM against x0xx CM during the tests, in regards to poison (not ranged stim) throw times?

Message Edited by jfang on 07-09-2004 03:34 PM




Umm..that was a joke incase you missed it.


But regardless, it's refreshing to see the rank and file dwindle. If I'm the only one left on my server as a CM, does that still make me the best?







TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Felrom
Sat Jul 10, 2004 12:57 am
#44

So why do we need to master CM if this is the new range? Have the devs just created the new most dabbled prof?



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Aynen: UD Rogue
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Mild-Breeze-Trooper
Sat Jul 10, 2004 3:33 am
#45



Pahdbacca wrote:
Sorry Gnuut, I have not the resources, comps, factory or stims to test this on TC. It is something that needs to be done, however.





Ok, Gnuut got this question out before me, but I still want to say how important this is to check. Is there anyone on TC that can try?
If ranged stims become way to nerfed a optional slot for Dispersal Mechs should be included in the schematic.
Damn... are we supposed to do any healing at all or are the stims only added to our profession as an afterthought?



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

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Rennec Bibo, proud owner of some sort of carbine since november 2003.
DrSyphilis
Sat Jul 10, 2004 4:59 am
#46

Any changes in the actual poison damages as well? Or has it only been on range?


Thanks.



||Retired by NGE ||ggggggggggggggggggggggggggg

Malonesa
Sat Jul 10, 2004 6:00 am
#47

I'm happy with my 35-40m 600 tick singles I use as a 4004 cm. What is retarded is nerfing my range from 70-80m to just over 40. It doesn't take rocket science to figure out how many meters soomeone can close the 4 sec stoping animation when i throw my 'good' poison from 43m. So by doing so any cm that throws from that range is already in melee range. Not to mention lunge1/2 range added with server lag give or take 5-10m from the two opponents clients. Range should remain or ajust with this conversion to match previous UP TO the cap at 64m. We lose every advantage once someone is in melee range hitting us with their little bat. Now we are forced to do so if we use our ownly weapons from the class. Simple thing all they frickin had to do was cap the **edit** at 64m. No need to mess with range formula, just put a damn hard cap at 64m... And they migh as well take out ranged support and markmsan requirements cuz all your gonna need to survie now is melee since that is the only range your gonna throw from now..

Just keep range under 64m while keeping current poisons at their respect range/range mods. Simple, and yet fixes the over 64m range problem. I've spent 6-8 months on my server collecting resources, and the best i can come out with is 38-39 range poisons that have a decent eff. Now your saying by the time i throw my poison and am done with the retarded animation i'm going to be posture downed with 5 states on me??? LOL All this will lead to is melee/cm's who can defend against them while they throw.. Where is the 'range' in that. Ranged people atm can't even hit melee stackers to do significant damage as is...

Mal
Master Riflemen 4030 Doc/4004 CM



Malonesa
Bamboozle
Sat Jul 10, 2004 6:29 am
#48

The devs seem to assume that all CMs have unlimited access to strong spider venom, and therefore can make good poison with 48m base range (64 at master).

...which is of course not true.






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jfang
Sat Jul 10, 2004 7:14 am
#49


0021 CM threw a 17m ranged stim A: 18m max range


Assuming this wasn't affected by the cantina "out of range" bug, this is in line with the old formula, and I do not think ranged stims were affected by the change. Ican not check area stims as my CM use is too low.


Can somebody check if halva still affects ranged and area stims (although not poisons)? And if so, is there a bypass to the cool down time code if you throw a poison, stim, then poison?
MedWise
Sat Jul 10, 2004 2:02 pm
#50

Why does the test center give MBH and 500k to boutyhunters to test thir jedi killing skills but when combat medics are being tested we get nothing.


thanks again SOE
jfang
Sat Jul 10, 2004 2:25 pm
#51

Because Jedi was a "big publish", and had a ton of changes, including a skill tree overhaul, crafting overhaul, combat system overhaul, etc. A particular subsystem of this includes an interaction with BH's and jedi hunting, and balancing there of.


A minor change like range for combat medics only really affects combat medics. It is also such a minor change that literally one person spending 2 or 3 hours can test probably 90% of it. As such, does not warrent the massive testing effort that SOE dedicated with the jedi overhaul.



If you were following Test Center 2, you will realize exactly how much effort giving everybody MBH was (including making a seperate server to not mess up the economy orcommunity of TC1, which is very important to the long term viability of TC). And even then, people were arguing it wasn't enough to adaquately test. When the combat revamp or smugglercomes around, I will expect a test system of similar scale (although probably different style) than the Jedi one. Until there is a "combat medic revamp" as a major monthly patch focus though, don't expect such dedicated attention (and even then, don't expect it).
vortexala
Sat Jul 10, 2004 6:11 pm
#52

I wanted to let everyone know that I have asked the devs for a better progression from Novice to Master for range, leaving the Master Range where it currently is(on TC) while lowering the range for lower-level CMs.


This will make Mastering have some meaning(with good resources, hitting 64m should be possible) and also makes 'dabbling' cost more. As things stand on TC now, a person can take up 0.0.0.4 CM and be able to use good poison/diseases at the cost of a mere 7 meters range that they'dget at 4.0.0.4.



~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.
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