Combat Medic Archive

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

Elenora
Fri Aug 29, 2003 4:20 pm
#53

Lol not to be rude or anything...but state packs are in the doctor line not the CM line...this is the CM board


Maybe u should put this issue up on the doctor boards?




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Sem-Ja
Fri Aug 29, 2003 9:52 pm
#54

I'd like to see the CM componets be effected by CM expermination. Having to get a doc to produce them for you or getting the doc skills is rather annoying if you want top of the line componets.


I'm still a n00b CM. switching over from smuggler. Sadly I'm not really using much of the poisons at all. the low range, little damage and high resist of the monsters/npcs makes isn't kinda pointless. I can earn medical xp much faster healing wounds or injury's int he med center than going thru 5 sets of A poison kits and hoping for one to hit.


B poison kits (the single hit ones not the AOE version) need to get rid of the factory requirment componets. I fully understand it for the high end kits. But B poison kits would be nice without having to worry about needing identical componets.


I really liked the bio weapon idea. How about a slight alteration to that. A Bio-launcher. Sort of like a grenade launcher. But you load in the poison/diease/ranged/AOE packs into them for ammo and it lets you shoot much further than what you can throw. Cause reality of it is that not everyone can throw a 70 yard touchdown. It could be a weapon CM's or even WS can make mayeb 2 or 3 version of it, at support 2 => support 4 => master. Also gives the packs a slight more umpf in damage and to hit as well of range of course.

PsionicHawk
Sun Aug 31, 2003 12:27 pm
#55

Two more issues that have not been said yet.


First, Area of Effect stims that target yourself will not affect an area.


Second,There have been times if I am out of range with a ranged stim and try to heal someonewith astim has been wasted and no heals get done. This can be reproduced by me but I have not checked with others. I use the icons on my toolbar to heal. If someone would please try and confirm what I am saying, that would be great.





a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

PsionicHawk
Sun Aug 31, 2003 12:31 pm
#56

I could have worded the second one better.


If I use a ranged stim on someone who is out of range for the given stim one use will be wasted and no heal will be given. It will still display the message "Target is out of range for this action" or something to that affect. Again if someone could confirm that this is not just happening to me it would be appreciated.




a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

SolSpur
Sun Aug 31, 2003 10:07 pm
#57

Heres my 2 creds


1) Make there be away to turn off auto deffend. It slows our heals durring combat. We are a support group not a front line fighter. Our priority should be to heal everyone and keep them fighting fit, their well being above our own.


2) I do like the idea of a combat medic specific weapon although it doesn't have to be a gun, maybe something small that can be thrown like the rest of our meds and poisons. My suggestion is an area of affect type weapon that causes random status effects for a short time, but no damage as we are a support group. Heres a hypathetical situiation:


Combat medic A throws the bio weapon at bad guy group B, C, D, and E


Bad Guy B's eyes begin to water, accuracy reduced by X%, reduced field of view and slightly blurry


Bad Guy C feels sluggish, attack speed reduced by X%, movement speed reduced by X%


Bad Guy D is dillusional, movement controls are reversed, no one can understand what he's saying


Bad Guy E is radioactive, gains an area of affect causing any friendlies around him to take healing reductions, also glows bright green for effect.




12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
tycho778
Sun Aug 31, 2003 10:36 pm
#58

i would like to see stims that cause states...ie...stun, blind, dizzy.
Tolen
Tue Sep 02, 2003 9:19 am
#59

This one's not really combat medic specific, but would prove very helpful to us I think... The qualifier "%TT" needs to return the name of the target in group chat. It works in most other chat types, but returns nothing useful in groupchat. In large groups with multiple medics, it would be very handy to create a macro that combines /healdamage with a /g "Healing %TT" statement, to let the other healers know what was happening...nothing more irritating than choosing a hurt ally for a heal, only to get the message "you heal soandso for 9 health and 15 action" or something along those lines, because someone else just healed him. Being able to call ones heals would help reduce this a bit, Ibelieve.


Tolen

Zarlor
Tue Sep 02, 2003 11:43 am
#60

I have got soooo much stuff to catch up on after the long weekend, that I wo't be able to get in to compile this list today. By Thrusday, though,I will get it put together and up for a vote. (Actually I'm hoping to get it done tomorrow.) Just to let you all know.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
FleetCommand
Tue Sep 02, 2003 8:58 pm
#61

Ok, I didn't read all the pages, it's 12:30 and I'm tired...I just got this idea from reading the Bio Weapon thingy on the first page...sorry if it's already been suggested or thought of.


Give us aBio-Warhead Launcher at Master level, it'll only have 100 condition or something, andyou can load it up with whatever type of disease/poison you have on you, your 'ammo' is limited by how many charges the disease/poison has. It has a max range of 64m, but it has to be equipped like any other weapon to use (thus, making you unable to shoot any other weapon).


I guess only Master Weaponsmith could make one...and only a Master CM could use one...


I can just imagine running around the battlefield with this big rocket launcher in my hand, firingAoE diseases and poisons. (Never actually made a poison, we do get AoE Poisons/diseases, right?)


Of course the HAM cost for firing the weapon, and the reload times would have to be balanced for obvious reasons.




Name: Osyro Apok
Species: Zabrak
Galaxy: Ahazi
Player Since: June 29th
Skoobster
Wed Sep 03, 2003 12:34 am
#62

Thx Zarlor.
ShadowoftheVoid
Wed Sep 03, 2003 5:33 am
#63

the bio weapon sounds like a cool idea and a better use for the poison/disease packs since we need los now. in escence the weapon would be similar to a tranq gun...you would have basically a weapon that fires hyperdermic needles and you'd have to craft the ammo for it...damage would be completely based off the pack used for ammo, range would be like all other weapons with the ideal somewhere around 20-30m...and the weapon would have 0 armor penetration..but a adv version of the rifle (at say master cm or whatever) might have armor penetration: light..


this coupled with better poison/diseases would make life a little more interesting i think




Haydir Ter-Luceyn TKM/mBrawler
Tyranny Jedi
Krys Ter-Luceyn Dancer/Doctor
Tomas Ter-Luceyn Artisan/Architech/Musician
Luceyn l60 NE Hunter - WoW
Merrin
Wed Sep 03, 2003 5:54 am
#64

If the point of a bio-gun is range, then it would be pointless since poisons can be crafted to be longer than "gun range" using a bio-gun would be sort of counter-active. I would go for a bio-gun if it let me apply poison on the run, fire faster than I can apply for by hand, and use less mind per application =p

Styled shots would be cool as well, but what in the world would they be? Maybe cone AE attacks like a chemical spray or something...



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Merrin Nightwind
Master Doctor, Master Combat Medic, Carbine Specialist
Starsider, Test Center
#starsider @ stratics.frws.com
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Hooster
Wed Sep 03, 2003 8:15 am
#65

Better area of effect heal/poison/disease animation. How about a fine mist over the area? This would let people see if they are in the area you are healing.


Defensive AOE, smoke screen anyone? - Defensive bonus


Tear gas?- knock down if fully sucessful and direct hit, reduced aim if glancing/edge effect.


How about a CM Morter to lauch these bad puppies?


AT-ST attack - poison cloud. You can't bleed them (no hydrolic fluid?), but you can heal them (let's just stick this needle in the armor that blasters can't penetrate, and give you a little penicillin to make your armor all better), unlike other faction pets. The people inside don't breath? We are an advanced class, let us have a little bit we can do damage wise.


Sorry, wrong forum for the Nerf the AT-ST rant.



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