Combat Medic Archive

Thread: Range Testing Done on TC: Results

jfang
Sat Jul 10, 2004 6:22 pm
#53







vortexala wrote:

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.






Except for the 75 combat medic effectiveness.


Is anybody else interested in splitting CM effectiveness between the x000 and the 0x00 trees, to make the CM speed line more attractive? As it stands now, because speed doesn't affect poisons or diseases (and even if it did), the x000 tree is *much* better than the 0x00 tree. I would propose taking the CM effectiveness progression as it stands, halving it, and mirroring the halved value in the speed line.


This would have the effect of making combat medics less dabble friendly. Now, the question is if this is what the devs want to do...



Edit: Questions end with question marks, don't they? Oops...

Message Edited by jfang on 07-10-2004 09:23 PM

vortexala
Sat Jul 10, 2004 6:36 pm
#54






jfang wrote:







vortexala wrote:

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.






Except for the 75 combat medic effectiveness.


True, but with a decent spider venom poison they'd still get the desired effect. The initial 'oh no, a CM!' fear and of course the actualmind damage. Plus they'd have the extra skillpointsto put into some otherfotm profession(no idea what's the 'hot' one now).


Is anybody else interested in splitting CM effectiveness between the x000 and the 0x00 trees, to make the CM speed line more attractive? As it stands now, because speed doesn't affect poisons or diseases (and even if it did), the x000 tree is *much* better than the 0x00 tree. I would propose taking the CM effectiveness progression as it stands, halving it, and mirroring the halved value in the speed line.


This would have the effect of making combat medics less dabble friendly. Now, the question is if this is what the devs want to do...


That's a decent idea, really. Maybe you should start a seperate discussion thread on that


Edit: Questions end with question marks, don't they? Oops...


I think so?

Message Edited by jfang on 07-10-2004 09:23 PM








~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.
Play at your own risk, but don't blame us...
Bamboozle
Sun Jul 11, 2004 5:15 am
#55

Texxie, would it be possible to ask the devs to rethink the range formula? A non-linear formula where 40-48 range poisons give 60-64m range when used by a master seems a bit more fair to me. It should be possible to reach 64m range without spider venom, imho.



The Kitten's Diary, Day 781: I have discovered a most delightful way of making life miserable for my captors. Yesterday, I ate the woman's precious begonia, and today I have dismembered the amaryllis in the bedroom window. She is furious over the loss of her darling house plants! I find it highly gratifying.

Shai - Lieutenant Colonel of the Imperial army, FK division
Resource Vendor in the BlueDog Mini-Mall, Haven Island, Corellia -2010 -4670

jfang
Sun Jul 11, 2004 6:35 am
#56


I just realized that by the current range formula, rancor biles just ot a large bump in power. Rather than add 50 charges at the cost of 20m effective range, it adds 50 charges at the cost of 10m effective range.


Just something to point out as an unforseen side effect of the change.
Shiva420
Mon Jul 12, 2004 4:35 am
#57

max range for a mcm SHOULD be no more then 35m, and dont give me that " well realistically i can throw farther then that" speech, for then ill have to give you the "well i can shoot farther then 64m with a rifle" speech



* Leah-Enlil *
account cancelled... ironicaly it ended exactly 1 year after it was purchased.july 25th.
pushing back the combat rebalance- and not fixing a core game system is the worst idea soe ever conceived.
- still hoping the dev team will get replaced and the game i once loved will get fixed. fix the core game, and problems.stop nerfing everything thats fun. stop doing things noone in the player community asked for!! listen to your customers damnit!!!
MataHairy
Tue Jul 13, 2004 6:41 pm
#58

I would like to see:


1) An effective range of 64m for MCM using a 46 range poison or disease.

2) More differentiation in distance for MCMs and non-masters.

3) Throw us a bone and increase the range of our stims to match our poison and diseases. This will likely require a change in the formulas for ranged and area stims.



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
jfang
Wed Jul 14, 2004 3:31 am
#59






MataHairy wrote:

I would like to see:



3) Throw us a bone and increase the range of our stims to match our poison and diseases. This will likely require a change in the formulas for ranged and area stims.






Actually, the formula forarea stims does not appear to have changed, so it will naturally become closer to poisons and stims for a master CM. Furthermore, experimenting an area stim for range has more effect than experimenting a poison for range. So whilearea stimsdo not have the same range as poisons do, there are mitigating circumstances.
Brainplay
Wed Jul 14, 2004 4:19 am
#60






MataHairy wrote:

I would like to see:


1) An effective range of 64m for MCM using a 46 range poison or disease.

2) More differentiation in distance for MCMs and non-masters.

3) Throw us a bone and increase the range of our stims to match our poison and diseases. This will likely require a change in the formulas for ranged and area stims.






Would rather like to see an MCM using a 32 range pack hit the 64m cap and a 40+ range pack hit the same cap. Capping the range would have made more sense than changing our modifiers. Not everyone has the stuff to make 46 range poisons. Now if it would just spawn on my server. Dont make me sacrifice more puppies





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Zurck
Wed Jul 14, 2004 6:44 am
#61

Wow I go out of town for a couple weeks and all hell breaks loose!



Sall M'on
AoD
Black Sands, Tatooine
jkray8472
Wed Jul 14, 2004 8:05 am
#62






Brainplay wrote:





MataHairy wrote:

I would like to see:


1) An effective range of 64m for MCM using a 46 range poison or disease.

2) More differentiation in distance for MCMs and non-masters.

3) Throw us a bone and increase the range of our stims to match our poison and diseases. This will likely require a change in the formulas for ranged and area stims.






Would rather like to see an MCM using a 32 range pack hit the 64m cap and a 40+ range pack hit the same cap. Capping the range would have made more sense than changing our modifiers. Not everyone has the stuff to make 46 range poisons. Now if it would just spawn on my server. Dont make me sacrifice more puppies




Well...I see your point, but I disagree. I think that in order to throw the maximum distance...you should max out the range of the pack. 48m is the maximum range for a poison or disease...so a 1.333 modifier at master would toss that 64m. If 32m was the max range...then I would never have to put a single point into charges/range. My poisons/diseases have a base range of like 40-41...and that's with a balanced Adv DM...not even fully experimented into range!


There needs to be an advantage to those CMs who have been around and collecting resources a long time. An advantage to 12-pointers (who right now have a significant advantage over 10-pointers). All these things have been relatively balanced...although now the range will become much more significant.


Once I get home today, I'll toss out one of my 48m poisons and see how far it'll go. And make my crafting adjustments from there.






--------------------------------------------------------------------------------
"Never piss off a healer. They know how you're put together...they can just as easily take you apart."
Kiarda Kismet
Master (in order) - Medic, Doctor, Teras Kasi, Smuggler, Carbinier, Marksman, Artisan, Architect, Combat Medic, Pistoleer, Scout, Squad Leader, Image Designer, Entertainer, Dancer, Brawler, Fencer, Merchant, Pikeman, Swordsman, Creature Handler, Rifleman, Ranger, Bounty Hunter, Commando, Musician. Droid Engineer.
Unlocked 6/5/04
Page 5 of 5