Combat Medic Archive

Thread: Big List of CM Issues for August (VOTE!)

Pulpp
Mon Sep 08, 2003 2:16 pm
#53

My picks:



1) #1


2) #2


3) #8


4) #15


Sort of. I'm more for the ability to Bio-buff (ie: add limited poison power-ups) to weapons. EVERY crafting class EXCEPT CMs have an economically viable skill (for which players will pay). Why wasn't this added to your list?!?! **edit** YOU FOR BEING AN SELFLESS UNPAID VOLUNTEER!!


5) #4


6) #7


7) #9


8) #13


9) #3


10) #14

Pheloneus
Mon Sep 08, 2003 2:33 pm
#54

1- #1 Combat Med Crafting/Schematics


2- #20 Medical Missions


3- #13 Combat Medic Effectiveness


4- #14 AoE Stimpaks


5- #10 Combat Queue


6- #2 Combat Medic Support Line


7- #15 Bio Weapons- Have to have all three types for this.


8- #7 Faction Points


9- #8 PvE Viability


10- #16 LoS Issues





There is my list




Jichiir


Master CM/Pistoleer


Atlan Sovereignty


Kettermore Server Coronet, Corellia





Bosryth Otwen-Master Shipwright, Master Artisan, Master Merchant
Osavi-Master Whatever he decides to be at that time
Leader of The Enigma Collective
DropOff Vendor -3035, 6091 North of Theed
Otwen Starship Corp -3036, 6006 North of Theed
Tringard
Mon Sep 08, 2003 2:43 pm
#55

1) #1 Combat Medic Crafting/Schematics

2) #9 Lack of Communication from the Devs

3) #8 PvE viability

4) #7 Faction Points

5) #15 Bio Weapons
- or weapon add ons so that we can sell something

6) #2 Combat Medic Support line

7) #11 Pet healing

8) #3 DoT Problems

9) #18 Group Performance Enhancement

10) #10 Combat Queue



Tringard

Former MCM / Master Carbineer
Then, Ranger in training/TKM, medic
Now, unsure of myself
Tasmen
Mon Sep 08, 2003 3:51 pm
#56

Eep, thought I voted and I had not. Here goes:


1) #1


2) #9


3) #8


4) #7


5) #14


6) #2


7) #15


8) #16


9) #3

10) #12




~~ Valina Raeta -- Master Combat Medic/Doctor/Pistoleer (Chilastra) ~~
~~ Selling Ouchless Band-Aids For Your Owwies~~
~~ -304,-5896 South of Coronet, Corellia ~~
~~ -4337,-2425 Just outside Imperial Outpost, Dantooine ~~
Elenora
Mon Sep 08, 2003 6:09 pm
#57

lol im not voting to protect this crappy correspondent system


hehehe




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Reign
Mon Sep 08, 2003 9:36 pm
#58

# 9
# 6
# 1
# 2
# 8
# 7
# 3
# 10
# 13
# 16






Fyrr Flerr
No skills to mention
Maris Paradis, Corellia -- (4850, -2440)
Fearsn
Mon Sep 08, 2003 11:54 pm
#59

Not going to list 1 - 10, just going to list what I think of each item posted.


1. a. 13 chemical release must be a mistake.


b. CM Med use in the 700s is without the advanced componets I beleave which makes this very hard for usto get the best AOE's in the game. This is kinda good cause they are very powerful and if they were very easy to make, it would be overpowering.


c. Advanced Recilience Compounds need to be fixed, bad.


d. This is true, read (a.) but I dont see a problem with it. The resources will come around.


e. Its true, but I dont think its a problem. We cannot heal wounds very well, big deal.


f. If the lack of conductivity is effecting the outproduct, the yes fix, butI dont think it is.


g. I dont think there are way too many resources needed for the profession.


h. We dont need survey skills, that is what Artisans are for.


i. A and B stims are definately low, but if you use the advance components, they work well. I think this is fine the way its at right now.


j. Would be cool to have another type of poison type effect to throw at the enemy, but its not neccesary at the moment.


2. a. Would be cool to add a few new skills to the line but make sure they dont overpower us like they did for the commando's and BH's.


3. a. No need on longer range for DOT's.


b. Didnt know this was a problem, resist rates determined by the resources you used.


c. Determining AoE I do not see as a problem


d. I dont like diseases in this game, I would not mind seeing them replaced with something else, there is no good time to use one other than griefing. Its not an effective combat tool. Poison works alot better to win a fight.


e. A master doctor should cure a poison and disease in one shot almost every time.


f. Disease and poison should go away as soon as your incap wears out due to Incap timer going to 0. Not cause it makes sense, but it would improve gameplay.


g. Poison and Disease need to count as a kill without needing to use a weapon.


4. a. Mind damage in this game is a huge issue, I find the fix is going to have to do with being able to heal mind damage while on the battlefield.


5. Factories are fine.


6. a. TEF's is a big issue in the game, not just for us. However, if we use our AOE on someone, and it hits a overt, then you should get a TEF, I see exploit written all over that if no TEF is given for a AOE heal. Just be careful.


7. a. b. c. Faction points for CM should be received from healing those that do the target faction NPC. Also Poison and diseaseing a faction NPC should give you Faction points according to the damage you do.


8. a. I wouldnt say they are underpowered in PvE, although we do very little damage compaired to a fighter class.


b. Again, poisons need to be considered as damage to the target.


9. a. Combat Medics are by far less bugged than other classes and I agree the other classes should be fixed first, however, a small problem like 13 components needed instead of 3 for Stim E's should be fixed in 3.6 seconds.


b. I dont see an issue here cause not much has been changed, and that which has been changed, has been explained well.


Must go for now, will complete when I am able to get back to the computer.

Fearsn
Tue Sep 09, 2003 1:04 am
#60

ok, back at it, now where was I? Oh yeah, number 10.


10. a. Adding our skills to the combat queue, brilliant idea.


b. Timer for using medical heals and poisons is so off sometimes. It seems to have to do with latency. Sometimes I can heal every 3 or 4 seconds like I should be able to and others you get the long delay after the 3 or 4 seconds that is suppose to be there. Its like boarding a shuttle. Boarding will begin in 2 seconds, 15 seconds later, boarding is about to begin.


11. a. I think healing a pet should give you some XP, although it was easy to exploit this and see why they took it out of the game. Thank the Exploiters for this nerf.


12. a. Well for healing your group, you can use Cntr - 1 through 9 and 0 as the tenth person in your group, but this is unreliable because its hard to count what number you need to push when its say the 6th person who needs healing. Maybe a number by each group members name and you can place each person where you want them in the group. So the ones who will need healing more could be Cntr 1 and those that dont need healing as much could be after the first 10 spots.


13. a. Combat Medic effectiveness should max out at 100


14. a. b. c. For the AOE stims, all 3 of these notes definately need to be fixed.


15. a. giving combat medics special guns would make the class out of balance, there are plenty of points left over to get weapon skills if you desire to go that direction. But it would be cool.


16. a. LOS is a tough arguement. I do not think we should be able to fire through walls but I do think we should be able to fire over fences. I dont know there code, so Im not sure how easy of a fix this would be. But would rather see LOS removed until they fix it than for them to put it back the way it was.


17. a. b. Droids are crap right now, I have no use for them anymore.


18. a. Making combat medics have group buffs is a great idea, like giving them a AOE adreniline boost that improves action/health regen.


19. a. b. Skill tapes should be of use to masters of all professions and I have 104 combat medicine use because of a skill tape and some of the AoE C poisons made with excellent resources might require above 100 just to use them. Now 104 is nothing to write home about but if I do happen to make area C's that require a 104 instead of 100 or below, I will mass produce them untilI run out of materials.


20. a. Give Smugglers a mission terminal before us. But it would be nice to have one if it were useful. Gives the game more variables.


Those are my thoughts. Good to see such well thought out post Zarlor.

Sleksheea
Tue Sep 09, 2003 1:59 am
#61

Sorry for not keeping format, but Ithink every issue brought up needs serious consideration. I'm a novice combat medic, and from what I have seen on LOWCA, all the resources to make combat poisions and dieases are BELOW 24 points out of 1000. I'm not sure if that is the issue with my grenade throwing ability, but I am ticked that as a support unit, I have to be on the front lines because my poision-C grenade has a max range of 18 meters. That is really gay. Why can a novice scout throw a trap out to 45+ meters yet a professional classed grenade thrower can throw only as far as he can spit? I have ranged healing II as well, and my ranged stim-C grenades only get out to 24 meters. Even with these low quality resources, I think the minimum should be at least as far as a scout can throw a trap! 99 out of 100 thrown A and B poision grenades do not take effect! Here let me stand here for a while so you can take shots at me while I use up my combat time throwing useless grenades that I don't get any exp from, loose mind/action/health from doing so, and have to spend so many resources for (factory made Infection Amplifiers, 56 units of material for one sub component that makes a grenade with only 8 uses?!?!)


OK, enough about how I'm all ticked that my class is practically worthless other than keeping others alive so they can get faction points and loot...


Please INCREASE GRENADE RANGES! Also it would be nice if poision/diease grenades had an immideate affect... like a damage effect at tick 0 instead of tick 1. I mean, by the time that diease does anything (the 1% of the time it does) your almost dead and you cant' even heal yourself because you have to wait for some stupid reason after throwing the grenade!


All in all, at levels II and III skills, so far I feel totally worthless in PvP, and in general except the fact I can heal decently at short ranges.




I TOLD them they should have made our spherical space station out of the same magnetically shielded walls as the garbage compactor! -Sleksheea
Such
Tue Sep 09, 2003 2:54 am
#62

Great things, not to much time to votes. I will later on tonight. But for #12 there is a hotkey I found by pressing ctrl-1 for first person in your group (yourself not sure if it is first but always yourself) And ctrl-2 for next person, and so on. Not sure what it is after 10 never been in a group of more then 4. So let me know if you find out how to select the tenth person.
Stewbidoo
Tue Sep 09, 2003 6:43 am
#63

1) 3.DoT Problems
2) 8.PvE viability
3) 11.Pet healing
4) 15.Bio Weapons
5) 20.Medical Missions
6) 1.Combat Medic Crafting/Schematics:
7) 9.Lack of Communication from the Devs
8) 14.AoE Stim Problems
9) 13.CM effectiveness
10) 4.Mind Damage


Not in order.


Umbria Vak'dor
Novice Combat Master

ssabmud
Tue Sep 09, 2003 7:00 am
#64

1) 1
2) 9
3) 10
4) 14
5) 2
6) 3
7) 18
8) 15
9) 16
10) 4
zandra
Tue Sep 09, 2003 9:13 am
#65






Such wrote:
Great things, not to much time to votes. I will later on tonight. But for #12 there is a hotkey I found by pressing ctrl-1 for first person in your group (yourself not sure if it is first but always yourself) And ctrl-2 for next person, and so on. Not sure what it is after 10 never been in a group of more then 4. So let me know if you find out how to select the tenth person.





you can't


what you do is put your cursor on the list on the left and select each one from there.


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