Combat Medic Archive
Thread: Top 5 issues for CM this week
Very nice post, it deals with the most important factors that CM have to deal with.
one more thing that I belieave it should be mentioned is the "you must wait" bug that appears when you miss time a heal. example, as a Master CM it takes me 4 sec. per heal, if I press the heal button 1 millisecond to early I get the messege "you must wait" delaying my heals another 3-4 seconds, by the time the timer refreshes my patient is ussually dead. I understand it is not a main priority but it is a factor that should be mentioned and worked on.
Nosferatus
Master CM
Eclipse
I'm about two days away from reaching master. First, I don't think crafting is too slow. If anything, it's too easy. Sure, it's really boring, but time-wise, it's too short. I practiced solid delivery shells (36xp each) for less than 3 hours and got all of expert crafting. Intermediate took about 1 hour and advanced tookabout 2 hours. So in total, we're talking about 10hours to master cm crafting. 10 Hours and you're done for life.
On a side note. I'm having trouble getting weapon xp. The outrageous HAM costs on carbines doesn't help but I'm still not doing enough damage to get any decent xp. I have a sliced EE3, ~80-180 3.3 speed. I got CM and Carbineer the same time about two weeks ago. My cm is nearly finished and my carbineer almost has enough carbine xp to getmy firstskill. The only time I got med xp was with pick-up groups in lok, so there has been equal fighting and healing.Since xp gained is proportional to damage dealt, I get severly screwed, especially against tough creatures such as kimo's. The average bounty hunter or weapon specialist gets 3000+ xp, while I'm happyto get 800. The strong get stronger.....
If I have one vote for Elonora's post, I would say number 2, fix mind damage game continuety imbalance.
If I Rank what she said, it would be 2, 1, 5, 4, 3
There is a thread 83 post long on the medic forum about mind damage, there is a post on the doctor forum 40+ long on Mind damage, There are multiple post here on mind damage, there is a post on brawlers forum about mind damage. I noticed this week that they put in a notice for when your mission location changes posistion and I have searched the forums for anywhere where this was an issue............................
My issues would be
1. AOE'S don't work
2. Resist rates are too high
3. A killed CM in battle can poison anyone who he has a personal tef against and be immune to anything as long as he doesn't heal people, this includes DB'N people. I tested this um 3 nights ago on ss and people totally freaked out. I wasn't db'n people, of course my guild is owning the rebels on this server so they really pissed at us. So a special "CM" witch hunt is going on, on Starsider.
4. When throwing a ranged heal you "stop" for a moment, this should be taken completely out. It's just not good.
5. /cry #1 again FIX AOE'S
6. Give us some more terrain navigation maybe +25 more
7. Fix Advanced "poison and disease related components" hell on SS titanium ALUM still hasn't spawned and forget about the broken Yavin4 fiberplast.
Just my 7 cents.
Kama <Fatalis>
Master Combat Medic, Part doctor-Part Pistoleer
You ass, Will.
What about Combat Medics who don't have skill as doctors not being able to make CM heals, poisons and diseases very well? This definitely needs to be changed. Combat Medic is rough enough already on the skill points. Why do I need to be a Doctor as well?
"hopefully the linking of CM effectiveness to Dots will fix the problem, but since its a pain to level a master CM compared to a doc/medic, its hard for people to go to TC and test it out...only way to know how this will really effect things is waiting til it goes live"
It's not really the damage of the poison's and diseases that's the real issue. it's the resist rate. I had a blue con mob resist 10 packs of Health poison C's. I about cried. When they do work they also don't last long at all. My pistoleer bleed lasted the entire fight, the poison was gone 1/2 way through. Also how is it harder to level a CM vs a Doc/medic? I don't see that at all. I went out into the feild and levels the medicine lines like mad. I had all the lines within a few days from healing people in the field. Okay... maybe if you stayed in the medical center hell yeah you'd get crappy exp. As a CM that's not the route to take to get your exp, you go into the field... hence Combat- medic.
I believe the issue with going up CM had nothing to do with the healing XP requirments, but everything to do with getting the Combat XP requirements for the Ranged Weapon Support line.
Then again the current code on Test Center is supposed to award Medics a portion of the Combat XP for whatthe people they heal are killing, so maybe it is less of an issue than it had been on live.
IT should be a very high priority issue then (though workaround with factory will still work).
> I had a blue con mob resist 10 packs of Health poison C's. I about cried.
Do not test posion on low level mobs - there is something really bugged about them. I only use poison on high level mobs (yellow and red) and players, and I have 90% success rate (counted for 20 mind packs, only 2 resists per pack) - which is not bad at all.
For the life of me I can not poison silly kritlee, I just gave up and test all components on Rebel Generals in closed enviroments, much better testing material
Im getting much better poison effects lately yesterday in PvP i was poisoning at close to 90% i used 2 24 charge mind poisons and think was resisted 3 times total...
the packs were all 65 potency....
of course i have 10 experiment points for components so this is probably a huge factor in my packs...
It's interesting to note that I have 65 potency packs as well and with just 5 point components. Did you spend all 10 points in a components on it, or did you use 5 points elsewere ?
Can you post full stat on the pack ?
hmm ill get the stats later...
the only component that adds to potency is resilence compound i think....and i used all 10 points on that component...
as for the final product, I used 7 points of effectiveness and 1 on charge and 2 on ease of use(which is the stat thats linked to potency)
Ill get u exact stats on the pack later tonight...but it was ticking for about 450ish....and lasting almost 10 mins...in fact i basically soloed a PvP Bg like that...i just dotted all the rebs behind the walls and let the poison do its job and none of them could regen mind back and basically got stuck getting mind incapped until they died 3 times and got kicked out of the BF....
why is poison so shot on npcs but so long on PCs? ne1 notice this?
here the stats on that mind poison
24 charges
64 potency
205 effectiveness (so actually it was 410 a tick not 450)
range 22