Combat Medic Archive

Thread: Terrain Negotiation

Xytroncore
Wed Jan 14, 2004 1:12 am
#66






DuckMaestro wrote:

but the difference is in the idea of a scout vs. the idea of a combat medic. in a general sense, scouts should be better in traveling across terrain than a person not trained specifically for wilderness.




No, we're field medics and we have to cross battlefields quickly to heal wounded, there's our justification for terrain negotiation.



_________________________________________________________
Manimal : Gunslinger
EvilMustache
Wed Jan 14, 2004 3:00 am
#67






DuckMaestro wrote:

you gotta think more on the abstract lines....think beyond the skillboxes, beyond the xp, beyond the mods.


-duck






Let's not get to abstract here, just look what happened to California...




- Every Flame is a win for me!
Tiotzo
Wed Jan 14, 2004 11:37 am
#68

PersonalIy, I love the CM terrain neg mods,I also have explore4 scout so I burstrun pastx34's .



Tiotzo Mefaw, Novice Scout
Imperial Military Police - White Cell Squadron
"Keep your distance, and keep existence."
www.whitecellsquadron.com


BuB64882
Wed Jan 14, 2004 12:26 pm
#69

I'm not in game, and could be wrong, but Master Scout has TN 50, and MCM has TN 40, plus a lot less Burst Run Eff. So Master Scout DOES have more TN than MCM. What's the issue?


I hope you don't need a stim on a hill...I may not be able to catch up.


And I agree with Pahd...camps, mask scent, and harvest make giving up scout very difficult. But I did it. I couldn't do it without enough TN to catch up with my group and heal them.





-Sereena Teal
KnightHawk420
Thu Jan 15, 2004 6:29 pm
#70






BuB64882 wrote:

I'm not in game, and could be wrong, but Master Scout has TN 50, and MCM has TN 40, plus a lot less Burst Run Eff. So Master Scout DOES have more TN than MCM. What's the issue?


I hope you don't need a stim on a hill...I may not be able to catch up.


And I agree with Pahd...camps, mask scent, and harvest make giving up scout very difficult. But I did it. I couldn't do it without enough TN to catch up with my group and heal them.








You are wrong. MCM is at +50 just like a master scout.



Although I haven't really done an fact based trial yet on this....



But it seems to me those with scout skills as opposed to just having the +50 terrain negotiation are faster. Although I don't see any reason why this might be. But it seems in my experience havin run along side scouts, and vica versa.... that scouts seem to be faster in base speed.



Now I'm not saying they can climb a hill faster than us per se.... thats entirely tied to TN... however in just flat ground run speed, it seems to me anyone with at least novice scout is a bit faster.


Anyone else ever notice this?




Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
Loonytic
Fri Jan 16, 2004 3:35 am
#71

the whole point of give the CM +50 TN was that we could keep up with the group.. whats the point of a CM if he can't keep up with the group?
Loonytic
Fri Jan 16, 2004 3:39 am
#72

I will add one thing.. and thats TN is not that important now with bikes and mounts
whitecastle
Fri Jan 16, 2004 8:34 am
#73

Tried to heal from a vehicle recently? No TN is not AS important now...but still helpful when your tryin to heal up in camp and someone wonders off...needing emergency heal...to get to em faster. Ideally your group stays together...but life--even in game--is rarely ideal =P Having the TN bonus for a greater purpose...to get to an ally and heal them quickly...is a wonderful for the CM's



Pan Dora
Back again...and staying off her back for once!!
***
Atlantea Nix--Master Entertainer, Infinity
DuckMaestro
Fri Jan 16, 2004 3:08 pm
#74

i have been thinking about this further, and perhaps what i dont like is the way the TN mod works altogether.


First... having the TN mod do 2 different things depending on its range of values is not too appealing to me. They should keep the 0 to 50 but move the 50 to 100 into a prone speed mod (or something similar to what ill mention next)


Second.... its very unrealistic and therefore annoying that a person with enough TN can run up an 85 degree incline like he's superman. Its not physically possible (minus any FS).


TN should be changed to the following:


instead of +50 TN= 100% incline speed, make it +50 =75% incline speed, 110% base speed (flat ground). [those numbers are just rough guesses... subject to discussion]. And then at Master Ranger level the total TN mod could be +60, boosting incline speed to 85% and base speed to 120%. Like i said, rough numbers, but think qualitativly.


That way TN seems more logical. It would seem to me that somebody trained in running rough terrain would be able to run across flat ground faster. Let's get rid of this full speed running up 85degree inclines. It ruins the immersion and ruins the combat gameplay too.


Perhaps i took this discussion the wrong way for this forum (i.e. continue it in the scout forum) but nevertheless it does apply to CM's because CM's have TN.


And frankly, i am surprised that not many other people have complained about the insane running speeds up sharp ledges and hills before.


any comments?




- Duck
I give up.
AcidRaineV
Fri Jan 16, 2004 3:21 pm
#75

It's never a good idea to increase some professions base speed of movement but not all. You think kiting is a problem for the melee pvpers now? Wait til I jump in range, throw my poison, and run from them all day long while they die. You'll hear a much louder cry for Nerf TN then my friend.




hRainh
hCommander of KoNHh

XavierCalixto
Sun Jan 18, 2004 9:34 am
#76

I'm not gonna read the whole post, short or not, but I read most of it. Conceptually, Scouts should recieve Burst run efficiency and duration. Just because they "know" terrain, doesn't mean they know how to move quickly over a battlefield from casualty to casualty. They ought to definitely have the endurance to keep up burst run for long periods. Where the TN comes into play with Nov CM's is that they would have "trained" specific ways to traverse rough terrain QUICKLY. A Master CM has gone through the basic training for CM's (NCM) and is a battle tested, proven, and highly trained individual. Ask him to run long distances with nothing more than time as incentive and you'll geta good laugh. He'd say, i'm no scout, why would I want to sprint long distances. The scout would say why would I walk up the cliff when I can run around it.


I don't really see the problem here. IMHO.

avatar007
Sat Mar 20, 2004 5:04 am
#77

how are jedi's over coming this?

i know theres a way to do it,yet the information is being witheld

so i encourage you all find out,and gather whats needed before they fix things

otherwise youll be a NERFED jedi while all the rest run around like scouts
Taerryn
Sat Mar 20, 2004 5:08 am
#78






avatar007 wrote:

how are jedi's over coming this?

i know theres a way to do it,yet the information is being witheld

so i encourage you all find out,and gather whats needed before they fix things

otherwise youll be a NERFED jedi while all the rest run around like scouts






Forcerun gives +50 Terrain Negotiation while active. SEAs can help too, I have a +10 to Terrain Negotiation.
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