Combat Medic Archive

Thread: Big List of CM Issues for September (Discussion)

Etorg
Fri Oct 03, 2003 2:17 am
#53

I completly agree Mr. Sushi!!!!
awthtem-xour
Fri Oct 03, 2003 8:25 am
#54

here's my take on the list...


1) Survey/Sample isa NECESSITY for a CM if the Devs are gonna make the materials to make poisons VERY hard/scarce to find !!!! Having to hang to 15 pts for Artisan is an absolute JOKE !! Maybe enhancing /medicalforage in some way ????


2) PLEASE FIX ADV RESILIENCE COMPOUND !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


3) Need more range on Poisons/Diseases. Having to get within 20 m's of high lvl creatures is not fun (unless you're in a group w/a ton of tanks, by the time u deliver, you're just about done).


4) XP for DOTS & XP for healing other people's pets (1/4 would even be fine w/me). Pets play an important role, so why should they be excluced ?? !! ???


5) Revive would be SWEET.. but not necessary. Thats what Doctors are for... would make their profession ALOT less usefull.


6)Dont really see a need for a bio-weapon, IF (big if)the range of poisons/diseases is increased.


Many other things to comment on, but these seem to be the most important in my opinion.


Sorry for the!!!!!!. I think the Devs are doing a great job.. this is pretty much the best game i've ever played, but there are some things that really need to be fixed


awthtem-xour


lowca


CM, Pistoleer, Doctor




Awthtem-Xour
Lowca Rebel Jedi
Kherab
Mon Oct 06, 2003 10:58 pm
#55

i only have two real bigissues.


1. i want surveying somewhere in combat medic. I have just had to sacrifice artisan to finish my pistoleer tree and its gona hurt big time


2. Revive... but not as good as doctors... posibly impliment this by having me incur say 25% wounds on all their pools for my revive.


i would like some defence mods in suport also but this is on a big backburner to #1 expecialy


As far as powerups go... posibly in a weak form and not able to be stacked with the normal powerups already out there. That way people have a choice on if they want a beter gun right away or to have it do a little DOT. A bio weapon would be ok but i dont think its realy necasary...


oh and great list btw... covered everthing just expresing what i think is realy important

HalcyonDaze
Tue Oct 07, 2003 12:18 am
#56

Here's my Two (I've got more, but top 2 is what people read):


1.) When poisoning an npc, the damage incurred by the poison should give CMs looting rights. Currently, we can kill an npc without ever touching it, and then no one will be able to loot it. What a waste.


2.) Adv. Resilience component - This is a vital component for maximizing our potential. Currently it doesn't load into a crafting window.





Halcyon Daze
vicheoccideo
Thu Oct 09, 2003 2:11 am
#57

::She simply points to the fact taht rather then balancing classes they simply keep shifting the power in classes. Seeing how the shift in power, or "FIXING" as SOE calls it, has yet to fix Combat Medics and various other classes as thouroughly as they fix what appears to be "Mainstream" classes she cancels her account.:: When you all realize that just because certain classes are played by more people so you push to "Fix" those first that this is leaving out those of us who dont want to be the norm or play a mainstream class. When you all fix combat medics, give dancers a make over, image designers included, fix slotted skill enhancments, and QUIT LOWERING DAMAGE DONE IN SPECIFIC CLASSESAS THE EASY WAY OUT. START FIXING HOW CLASSES AND RACES HANDLE DAMAGE SO YOU STOP SHIFTING THE BALANCE OF POWER SO DRASTICALLY EVERY PATCH. Also women still walk like men which is really getting to me. I dont know how many of us it is going to take to get you all to realize this. By the way are you aware it still takes a Combat medic skill of 800+ to us area effect diseases. Just a little FYI. Send me a email or something when you all actually fix most those issues. Oh another thing. This may not be important to "Mainstream" yet again but it is to some of us. Enviromental sounds still arent working, like yawning, ,clapping, sneezing, coughing ect. So when you all can quit worrying about how cool it is to play a bounty hunter, or how great it is to be a commando, and make it fun to be something other then a Combat Monster let me know. I will gladly reactivate my account. Another heads up about 12 other people are terminating their accounts onight. So though you are hanging on to your "Mainstream" players you are slowly losing your other clientel. Might want to watch that. Anyhow send me a email when your stuff gets fixed or make sure you post it nice and pretty for all of us to see. And i might come back and bring my friends with me. Until then DAOC is looking like fun again.
awthtem-xour
Thu Oct 09, 2003 10:26 am
#58

i take back what I said about the Devs doing a great job... not even fixing the adv resilience compound ?? come on now?!?! wth is up w/CMs getting the shaft ?!?! i've considered cancelling my acct as well .. as much as i luv this game, not being able to do the things i NEED to do to make the game fun & interesting for meis getting quite annoying. i'll get it a few more months i guess :/


sincerely,


disappointed




Awthtem-Xour
Lowca Rebel Jedi
Zarlor
Thu Oct 09, 2003 1:53 pm
#59

Now, now. You knew ARCs might not get fixed in this publish. (Remember our Dev does all the Medical professions amongst others! It's not just medics and it's not just professions that he works on.) We have been promised, though, that they will be working by next publish (likely sometime in November at the current rate.)



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
fargledaer
Thu Oct 09, 2003 3:34 pm
#60

Wow, that's an excellent list. I wish I could believe some of the suggestions will be implemented in the next few months...

Anyway, I would like to post my thoughts since I'm currently going up the doctor and combat med trees and trying to decide which one to get master in and which one to dabble in. So far it seems that doctors by far have the best abilities. I see buffing as almost essential for PVP and extremely useful for solo missions and even party expeditions. The Resuscitate ability is also very good, but it's one of the things I think should be changed from Doctor to Combat Medic, or perhaps shared. The main argument against this I have seen is that it hurts the Doctor class. Well, I don't know about that, but I would suggest replacing it with an improved reviving skill or something else that pertains to healing wounds (since it's at the top of that tree, and doesn't really make sense there in my opinion - if anything I think it would be better in the medical use tree. Maybe instead Doctors shoud get the ability to heal multiple wound types at once? Or all health type wounds at once or all action type wounds at once... just a thought). Since Combat Medics are more suited to healing in the field, it makes sense to me that they should have a reviving skill since Doctors in real life are not out on the field ever anyway. I would make it a master combat med skill, though, or at least a level 4 skill like it is in Doctor.

I think the distinction between Doctor and Combat medic should come down to effectiveness vs. combat focus. Doctors should be far more effective at healing wounds and Health/Action bars and have the out-of-field abilities like buffing. Combat Medics should be less effective with their heals (though the added range should remain, but preferably without the delay due to the reused animation). Maybe if we could craft some advanced resilience compounds (meaning that bug gets fixed) and maybe if I could find some class 2 liquid petrochem fuel anywhere in the game so that I could craft advanced dispersal mechanisms, poisons and diseases would be better. To me, it seems the only use for disease is griefing or applying a mind disease essentially forcing the character to spend a few minutes in the cantina to not die in one headshot. Poisons are nice, though it would be cool if we got some medical experience based on damage and maybe even credit for killing things with it.

Anyway, I'd like to say I mostly agree with everything in the original post, except for the special weapon. I think combat skills as a Combat Medic should be obtained from other trees. Yes, we do have "Combat" in our names, but I think that refers to our medical focus, which is supposed to be combat oriented. Rifleman, Carbineer, or Pistoleer are not that hard to get a good start on when you need 30,000 or whatever combat experience to qualify for the class anyway. I think that is supposed to be an opportunity for us to specialize in a weapon. Oh, and I don't know if special medic missions are really necessary, at least for combat medics, because we're not really that awful at combat. I haven't had much trouble getting money by running destroy or faction missions. As a final note, if I had to pick a class that should be stronger between Combat Medic and Doctor, I would pick Combat Medic simpy because it takes an extra 29 skill points to master (from Novice Marksman + Ranged Support IV), but I don't think either class should actually be stronger. I think the trade-off should not be power, but the fact that Combat Meds will be better in combat whereas Doctors will have more of a support/crafting role along the lines of an Artisan (but not totally devoid of combat potential thanks to buffs, some sort of revive skill, and excellent healing items).

Ok, I think I'm done... I hope someone in charge of changing stuff actually reads this thread since there are a lot of excellent suggestions.

Oh yeah, and I'm Sil'ke Slim on Eclipse if anyone is wondering. (No that's not a name you should know.)
fargledaer
Thu Oct 09, 2003 3:52 pm
#61

Actually, I'd like to make a slight edit to my post above. I'm not so sure, after thinking about it a bit more, that revive should be given to Combat Medics. The only way I can see that change happening is if the developers remove the Doctor's revive, which SHOULD NOT HAPPEN. If there are separate skills, then that's OK, but if any class deserved it more than the other, it would be Doctor. Maybe a weakened one should be given to combat medics that has a very large mind cost or causes large wounds to the CM should be there, and it should take longer than the doctor's revive to take effect. Otherwise killing people in PVP would almost be useless if there were multiple Combat Meds on one side. Basically I think it might overpower the class even it it makes sense for them to have it.
JasonSWG
Fri Oct 10, 2003 2:53 am
#62






MycroftTHan wrote:

i don't like the bio-weapon idea. at all. and if they add poison/disease powerups to weapons, they better move the appropriate cures to the Medic line because if everyone uses them, about everyone that can heal needs to be able to cure them.







Not sure if this has been mentioned, but I think these weapons exist in the game now. I have seen multiple posts and multiple screen shots of poison pistols for instance. These are being dropped off of mobs in the game. There are several screen shots floating around on these forums, but I did a quick search and grabbed the first one I saw.


http://upload.justtalk.net/files/screenShot0061.jpg



anim8d
Sat Oct 11, 2003 7:03 am
#63

Hey i'm a CM .. so thank you for pic #61, has anyone checked out pic #62?



http://upload.justtalk.net/files/screenShot0062.jpg

Lavendryll
Mon Oct 13, 2003 1:08 pm
#64

New CM here...waves!


Oh yes, keeping up, not being left behind a big complaint of mine. I partner with a bounty hunter and I can tell you, when he is hot on the trail of a kill he has no time to wait for me. I find myself on follow all the time, running around after him just to keep close. I have not played with a large group yet and look forward to range healing...pant pant.


Going up a hill.....is a disaster!





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