Combat Medic Archive

Thread: New top 5 list of issues....

Ricklowdis
Sat Nov 15, 2003 5:15 pm
#40

ALSO FIX MIND HEALING!


maybe give it a system like 1st aid only heals 100 mind per heal not full mind healing





ah forget it i'm sick of it everytime i try to step outside the norm and mundanesome idiots whine and everything gets nerfed


MAYBE I'LL BE A ZABRAK TKA OR BH WITH SOME CH LIKE EVERYONE ELSE ON THE GAME..... OH OH AND CHANGE MY LAST NAME TO DARKMIST OR DARKSTAR OR DARKMOON.......






______________________________________________________________________________

Reign: Public Relations Specialist

Reign: when you absolutely have to kill every mother #$%*ing rebel on starsider accept no substitutes
PsionicHawk
Sat Nov 15, 2003 7:20 pm
#41

Forget the DOT, forget the mind heal, why doesn't anyone think the Devs vision of the class is important. The only ones who seem to agree with me are Kave and Zarlor. IMO this is one of the most important things we good recieve right now.



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

kb1
Sun Nov 16, 2003 5:48 am
#42

1. I agree that we need to know the devs vision of this profession. Until we know what we are supposed to be, how can we decide what needs fixed most?


2. Survey/sample ability. In order to keep the artisan survey, we have to sacrifice our weapon skills and become sitting ducks. I'm not particularly interested in being the "uber solo cm", i just want to have self-defense abilities. How many ppl do you know who enjoy escorting you all over the galaxy looking for rare resources, just to keep you alive?


3. Uselessness of disease: I agree with other postings that it should become a state effect, dizzy, stun, intimidate...


4. Give us a share of the faction points for healing our groupmates, please just throw us a bone hear.


5. Rarity of resources. I'm not asking that it be easy, it really should be hard. But come on, spawning once in 5 months with oq of 54? That is just ridiculous.


Lastly, I agree wholeheartedly with Crimus. Now that CH can use poison/disease at will, in addition to being combat oriented with awesome tanks, we really are becoming simple stim pez-dispensers. If CH want to keep this ability, it should be far, far weaker than ours.


Kbeone


Master CM, Chilastra

Silverchair
Wed Nov 19, 2003 10:40 pm
#43

1.) DOT Cap


2.) shorten the disease tick timer DRASTICALLY, this would make it effective - think about it!


3.)DOT Cap


4.) range on poisons should be longer


5.) DOT Cap



As was said above, anything other than the DOT Cap is annoying and doesn't have any of the urgency the DOT Cap does. If we don't keepyelling about it, we won't get it.


If the DOT Cap is the thing combat medics ask for most, will the correspondant put that at the top of the list to give to the devs?



Brook-bria




-Brook...LFD
Pahdbacca
Wed Nov 19, 2003 11:02 pm
#44






Silverchair wrote:

If the DOT Cap is the thing combat medics ask for most, will the correspondant put that at the top of the list to give to the devs?



Brook-bria






I will try very hard not to answer this with sarcasm, even though I have read your worries about what I will report 3 times in the last 15 minutes. DOT cap was number 1, and I reported it as such. Thunderheart stated he recieved my top 5 list and stated that he will be getting back with the correspondents very soon. I also intend to make a new list as soon as we (Combat Medics as a whole) evaluate the State of the Profession after the patch and form our new priorities and concerns.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Pahdbacca
Wed Nov 19, 2003 11:24 pm
#45

Here is the list I posted.....


Ok, Found everything. For the most part we are keeping Kave's SoP with a few minor additions and adding the top 5 list to it.


Here is the overall top 5 list. I have highlighted spots in the SoP that explain aspects of the top 5 list.


1. The DoT cap


2. AoE stims


3. Survey/medical forage


4. GCW faction and healing


5. Meds should drop into the Combat Queue


I will be working on an updated state of the SoP.


Thanks, Pahdbacca






here's theFinal Edit, I think, for the CM's







Under the direction of Thunderheart, there will be a format change on how our issues are brought to the dev's. Under the new plan our list of issues will be divided into three catagories



  1. Gameplay Issues
  2. Bug Issues
  3. Balance Issues

for each catagory there will be a top 5 list of the most pressing issues for us. I will set up a thread for each of these catagories and allow you to vote for which issues are the greatest concern. Currently the following fixes have been made to the profession and are on live or on TC waiting to be pushed to live. Please note there may be other changes on TC which I have not been able to find that directly affect the CM profession.



  1. The 13 CRDM requirment has been changed to 3 for the ranged E stim (there has been suggestions that this should be changed to 1 )
  2. Terrian Negotiation has been added to the CM tree to allow them to keep up with the group
  3. Corpses are immune to poison and disease now
  4. the medicine use requirement for the AoE C diseases has been fixed ( TC )
  5. the Advanced Resilliance Compound now loads ( TC )
  6. The Components only used for CM poisons have been moved to the CM tree allowing the full 10 experimentation points ( TC )
  7. Resource attributes used for CM components now have been changed to DR and OQ ( TC )
  8. CM medicine effectivness has been boosted from 90 to 100 ( TC )
  9. Faction and xp are awarded to a CMin NPC faction missions when the only attack used by a CM was poison. ( TC )
  10. Reactive gas decay resistance has been modified ( TC )
  11. CM's can heal mind ( TC )
  12. All DoT's have been changed so as not to cause a incap to " Fix " the incap dance

*Addition to original SoP* There have been several requests among the CM community to get some input by the Dev's as to the role Combat medics should play in SWG and GCW in particular. Master Combat Medics must spend the same amount of skill points as a Commando but are unsure as to how much offense, defense and/or support they should be able to provide. Are CM's meant to be able to solo in PvP, and if so, why taking away the ability to incap using a class defining weapon? Are CM's meant to be healers, if so, why not get fully experimentable healing stim components? Are CM's to play more of a support role? if so, will they get abilities besides mind heal which seems very costly to use? Is there a happy median and what do you see as the future of Combat Medicine? *end of addition*


There is a Public outcry on the Combat Medic board regarding the change to DoT's which would stop a poison from doing any more damage when a PC or NPC reaches 1 point on their HAM. This would stop a PC or NPC from becomming incapacited when they are inflicted with a poison or a bleed. Some of the reasons why this would not be an overall good way to fix the incap dance are



  1. A combat medic's main weapon is poison. With this change poisons will become a non killer and Combat Medics will no longer have a " Real " weapon to defend themselves from an aggressor
  2. People inflicted with a poison will no longer require a doctor, the poison can just be waited out
  3. Combat Medics will become an even bigger target in PvP since the main weapon used by a CM can no longer cause an incap
  4. In many cases ( PvP or PvE ) a person has been saved from a deathblow because the last tick of damage caused the enemy to become incaped
  5. The base CM tree has no special attack to target a HAM pool with any other weapon. Therefor a CM would need avery lucky shot to bring down his enemy if the regen rates of a buffed individual are factored in
  6. This is a major change for ALL DoT's and changes the structure of PvP too much to be applied for just a fix to the incap dance

here is a list of possible changes / alterations to the fix . my thanks goes to Deltanor9 for making a list



  1. Apply Dizzy or another state when the person is at the +1 cap
  2. removethe DoTafter the second incap
  3. The DoT will cause one incap after which the +1 cap is applied
  4. Damage done by the DoT is reduced after the first incap
  5. Allow DoT's to DB
  6. A person remains incapped for the duration of the poison
  7. any other Ideas

choice # 3 has been recieved the most favorably over the current change on TC.







Issues


BUGS



  • The AoE stim will not heal faction pets when they are targeted or if they are within the AoE radius
  • additions to original SoP concerning AoE include the stim will not heal the original target but will still heal others in the radius, and there are problems with AoE stims reportin tagets as out of range when they are not. Will try to nail down more specific info on this bug for you asap.
  • Some bugs are still present within the experimentation process for poison ( ie a success when experimenting on effectiveness will cause a drop in charges)
  • AoE rolls allow the poisoning of AT-ST's caught in the blast
  • AoE stims will sometimes give a " you cannot perform that action to this target " message, usally in crowded areas
  • If an NPC shares the same first name with a PC, when the NPC is poisoned, the PC will also be poisoned.
  • Offensive weapons do not check LoS along the Z axis
  • AoE stims do not give of the AoE if a CM targets himself
  • AoE stims can sometimesheal enemy CH pets
  • Poisons can be applied to NPC Imperial / Rebel troops without causing an aggro
  • When an AoE poison is applied to non aggresive mobs, the targeted mob will aggro but the other mobs caught in the AoE will not aggro
  • If a single target poison is applied to the non aggro mobs caught in an AoE poison raidus, the mobs will not aggro the CM.
  • Stim timers can still be buggy ( haven't noticed a problem on TC though )
  • droid medical modules effect /healdamage in a negitive mannor
  • if poisons are applied to a mob when over 64m away, the mob will not aggro

Balance



  • CM's feel that the +1 HAM cap put on dots will cause an imbalance for the Combat Medic
  • Some Combat Medics have reported making a poison with a range over 64m ( AoE included) this can also be done on TC
  • Counters for the AoE poison and Diseases need to be found. (AoE cure)
  • a cure for fire is needed
  • A new method of distrubuting faction points should be looked into

Gameplay



  • A clear definition is needed on what exactly the " Role " of a combat medic should be
  • A more intuitive experimentation system is needed for CM poisons and diseases.
  • Diseases are looked upon as " Grief " tools, the usefullness of diseases should be re-examined
  • a better method of determining a CM's abilities is needed for the mission terminals
  • GCW Faction should be awarded in the same way as combat xp, dividing it amongst the people who delt the damage and who helped to keep the group alive.
  • diseased nuna's will pass on a disease that lasts 100 ticks, this might be a bit much for a low level creature
  • Level A and B poisons and diseases are almost useless
  • A longerrangefor drag incapacitated player is needed for CM
  • Resist rates across the servers needs to be examined
  • CM poison damage is too low for PvE
  • Meds should drop in the Combat Queue with the rest of our attacks
  • A request is madeto change the inventory icon colors to poisons/diseases to better identify them
  • Notice mails formanufacturing complete or out of resources should be sent to the person inserting the schematic rather than the factory owner
  • A method of selecting the power type in your inventoryto use for a factory is requested
  • A "Time to completion" timer is requested for factories
  • A user selected notification system for harvestors, ie the user selects the message to be sent when maintenance reaches 1000 credits
  • Medical mission terminals for doctors/medics/combat medics
  • Medics/doc's/CM's would like the ability to turn off auto retaliate
  • Resources used for the CM advanced components are too rare and expensive to obtain

The Wishlist



  • Some CM's have argued that the CRDM requirement should be 1 instead of 3 on the Ranged stim E
  • Survey and /sample added to the master combat medic box or medical forage improved.
  • CM / Doctor/ medic mission terminals
  • Global Resource maps which can be downloaded to your datapad and are created from a city building.
  • an ability to cycle through friendly PC's in a crowded area
  • more " nice " abilities for Combat Medics
  • bring CM poison damage for the C level poisonsin line with the rifleman bleeds
  • A method to check harvestor status from a remote location
  • Increase factory speed
  • planet charley
  • change the resources needed for the advancedCM components so that the resouces for at least one advancedcomponent can befound at all times






Resources was a close 6th on the list with disease use/effectiveness a distant 7th. I also posted the SoP tha Kave had finished just before he left because TH asked for that also.




-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Kavedawg
Thu Nov 20, 2003 5:51 am
#46

i just wan't to say that the planet charley remark in the wishlist section was put in as a joke....although...a whole planet that is a red light district would be kinda fun



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Kavedawg
Thu Nov 20, 2003 5:59 am
#47

as far as I can tell, an AT-ST is no longer poisoned from the AoE of a poison on TC. I was only able to test this on NPC AT's, the imperials are somewhat hesitant to offer up their pets for this paticular test for some reason.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Pahdbacca
Thu Nov 20, 2003 7:07 am
#48






Kavedawg wrote:
i just wan't to say that the planet charley remark in the wishlist section was put in as a joke....although...a whole planet that is a red light district would be kinda fun




Aye, t'was noted



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
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