Combat Medic Archive
Thread: Big List of CM Issues for September (Prelim)
- Typo in Range Stim E, should be 3 Biological Effect Controllers, not 13.
- Components for Dispersal Mechanism/Advanced Dispersal Mechanism do not account for all portions of the formula(chemicals do not have conductivity).
- Advanced Resilience Mechanism schematic does not load properly.
- AoE diseases can reach 700+ Combat Medicine use requirement, in other words, unusable.
- Experimentation in a field that affects more than one attribute of the med will create "random attributes" until you max out in the experimentation bar. An AE stim with 97% total possible experimental effectiveness will at first be 600 effectiveness 19 area, then 500 effectiveness 23 area, then 800 effectiveness 17 area, and so on so forth until you hit the limit(which gives both maxiumum possible effectiveness and area effect). In some cases that I have observed, experimentation in effectiveness somehow increases and decreases charges and range, even though they are in the experimental charges category.
2. Combat Medic Effectiveness at Master is 90, it should be 100.
3. Poison Kills do not credit Combat Medics with the "kill" we cannot loot the corpse or gain faction points using poison alone.
4. Poison "reverse-scaling" effectiveness in PvE. Poisons become "more effective" in PvE as the difficulty of the mob increases. Some Math:
Poison vs random low-CL mob(Armor 0, no resists):
Damage per tick - 550
Real DPS - 78.6dps
Pistol vs random low-CL mob(Armor 0, no resists, FWG5):
Damage per shot - 1500
Real DPS - 1500
Poison vs Dark Jedi Master(Armor 3, 90% resists):
Damage per tick - 550
Real DPS - 78.6dps
Pistol vs Dark Jedi Master(Armor 3, 90% resists, FWG5):
Damage per shot: 18.75
Real DPS - 18.75dps
Poison becomes way more powerful as mobs get harder. If poison was a hand-held weapon with armor 0, the damage output on the noob mob would be 6285.7dps. Not complaining about it or anything, but I find it sort of odd. Perhaps there should be a damage scale applied for PvE so poisons are viable for conventional mobs instead of only high-end ones.
5. Skill Enhancement Attachment Problems
- Ranged healing uses the /healdamage command, which is available at novice medic.
- With the proper SEAs, a novice medic can heal just as well as a Master Combat Medic and use the same meds.
- Certifications need to be implemented in medical professions for certain meds - stims in particular - to prevent this scale of dabbling.
- Skills are capped for medical professions at 100. SEAs in medical skills provide no benefit to Masters.
Give Combat Medic more support abilities. The only utilities we have as "support" tools right now are heals and poisons/diseases which are both are damage-related. In the ranged support line we get animal CC abilities(threaten/warning shot) and moves that change positions. We also get ranged aiming skills and ranged defense. I would like to see similar skills and mods extend into the Combat Medic class.
Right now we are all about damage augmentation/mitigation, I would like to see some more utility in terms of crowd control and survivability such craftable meds that inflict states on biological targets like inactivity(panic shot, warcry), roots/snares(ranger/scout traps) and blind/dizzy states that most other combat professions get. I would also like to see more defensive modifiers to increase our survivablity in both PvE and PvP. I believe we are a combat support class, and should be given skills to support this label.
Thank you so much Zalor for stepping in when SOE failed to take action over our correspondents departure.
I don't play combat medic in an aggressive role, so many of the issues I simply can't speak to and since I am only at level 2 of the CM med crafting tree that goes for higher level meds as well. Given those restrictions:
1. Need a way to sample for med supplies that is part of the medic tree. Medic is a requirment for both Doctor and Combat Medic and we need some way to locate our rather esoteric and far flung resources wtihout devoting 15+ skill points to the artisan tree. Every other elite crafting profession has surveying as part of the tree that ultimately leads to their profession. We need a wide range and the ability to at least get a sample of one so we can access quality.
2. Need terrain negotiation. This was supposed to be part of the combat medic support. Make it so.
3. As Medic is required for CM, all skill modifiers earned there should apply equally to the relative CM tree as to the relative Doctor tree.
4. We needa way to be compensated proportionally for the amount of damage healed on group missions. I hunt with my PA, so not really a personal problem as they provide for me. But a CMs share of loot is the same as everyone elses, even though our expenses for meds on any given mission are far, far in excess of those for guns/armor.
5. Cure poison doesn't seem to work on Cure poison A packs. Tried to use one a week or so ago on Yavin and got no message at all. If it is too weak, I should get a message...the pack fails to cure as it is too weak for this poison, or maybe a small slowing down of the poison with appropriate message or something to indicate why this pack is not working or to what degree it is working. I made more than one pack, hoping it was the particular pack that was bugged, but I cannot get Cure Poison A to work on anyone. (Can't make the B packs yet).
A lot of great ideas in this thread. I love the bio gun idea...hey if we have to have LOS, give us the same range as a gun.
Again, thank you Zalor. At least you care about the poor CMs' lack of a correspondent even if SOE doesn't
5. Cure poison doesn't seem to work on Cure poison A packs. Tried to use one a week or so ago on Yavin and got no message at all. If it is too weak, I should get a message...the pack fails to cure as it is too weak for this poison, or maybe a small slowing down of the poison with appropriate message or something to indicate why this pack is not working or to what degree it is working. I made more than one pack, hoping it was the particular pack that was bugged, but I cannot get Cure Poison A to work on anyone. (Can't make the B packs yet).
Niamb,
Just so you know. You need to have at least Advanced Wound Treatment Speed under the Doc Tree to be able to cure poison, despite that you were able to make the Cure Poison Pack A under Novice Doc(maybe Intermediate Doc Crafting). And in-order to be able to cure disease, you'll have to have Master Wound Treatment Speed to do so.
Hope that helps.
I just recently started using area stims, and I've noticed some wierd bugs. I'm not sure how it's intended exactly, but here's how they've been working for me. anyone in the area always gets healed. any creature pets in the area gets healed, any faction pets in the area do not get healed. this seems consistent if i'm overt or covert either way. are area heals supposed to affect all pet, just non-faction pets? or no pets at all? no i've never tried to heal an at-st, i'm talking about stormtroopers.
thanks
Do u have high enough wound speed ability to cure poison? wound speed 2 = /curepoison skill
TsunamiKata wrote:
5. Cure poison doesn't seem to work on Cure poison A packs. Tried to use one a week or so ago on Yavin and got no message at all. If it is too weak, I should get a message...the pack fails to cure as it is too weak for this poison, or maybe a small slowing down of the poison with appropriate message or something to indicate why this pack is not working or to what degree it is working. I made more than one pack, hoping it was the particular pack that was bugged, but I cannot get Cure Poison A to work on anyone. (Can't make the B packs yet).
nope /healstate is dizzy stun blind...
wound speed 2 is /curepoison
Wound speed 4 is /cure disease
if i remember right...
and ur right the documentation for why u cant use a pack should be given...
add that to the list...
Better explainations for why you cant use a pack
Make it say like u dont have the skill to use this pack if u dont have the skill or say u do not have enough CM medicine use to use this packs...
-Experimental Range for state packs does not increase range. Even on successes this stays at 0% Not suggesting a fix, just do something w/ it.
I almost want to list my personal fixes for everyones 'problems/bugs/etc'.The top issues some of you have can be worked around with little effort. Plus, its annoying to read the same crap for 3 pages.
SchuckBOT <Defy> - Bloodfin Server
/healstate packs: blind, stun, intimidate, and dizzy
Its probably been awhile since you made one of these, they are kinda useless in big fights. They do have experimental range on them though. Plus that timer hurts, anything non-heal related sets you back to the 6-10 seconds waiting. (or healing yourself for that matter)
uhoh, suggestion time! AOE state heals, or one really cool state cure-all, for the lazy people i guess.
SchuckBOT <Defy> - Bloodfin Server