Combat Medic Archive

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

TECalen
Tue Sep 09, 2003 10:51 am
#66

Zarlor thanks for putting this together



My Votes in Order:


#9 (Why do I have to go to the Doctor forum to see a Red Name talking about CMs?)
#1
#3
#7
#8
#10
#2
#11
#5
#4 (its here because I doubt anything we say/do will get them to do anything on this)




TECalen

Kasha Svol, MCM/MD
Pistol Specialist
Lowca
Zarlor
Tue Sep 09, 2003 11:58 am
#67

Pulp,I added the chemical ammo idea to issue #2 (I've seen it in several places, so what the heck, may as well make sure it's in there.)



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
DanLucky
Tue Sep 09, 2003 3:26 pm
#68

-1

-15 : Since we already have poison gas, (ie. AE poison) how about a gas that lasts longer than instant, perhaps creates an area that remains poisoned/diseased so creatures passing through it have chances to be affected. But I also like the idea of class specific weapons like a radiation gun.

-8

-3

-14 : Add when using the '/healdamage self' command it will use a ranged stim if that is all that is available

-10 : Have meds drop to the front of the queue instead of having to wipe the combat queue to have meds take effect when needed, which is in most cases immediatly.

-7 : Looting NPC's that are killed with poison.

-2

-13

-6
Kullervobolg
Tue Sep 09, 2003 6:33 pm
#69

1. Combat Medic Crafting/Schematics


7. Faction Points


16. LoS issues


3. DoT problems


4. Mind Damage


8. PvE viability


5. Factories


13. CM effectiveness


2. Combat Medic Support line


20. Medical Missions

Zarlor
Wed Sep 10, 2003 12:22 am
#70

Feersn & Sleksheea: I'm guessing you probably won't read this anyway, since it doesn't look like you actually raed the original post to begin with.


But in case you do, thanks for the commentary and all, but I need to narrow down a Top 5. If you comment but don't vote, then your commentary in all likelhood will simply be lost to the posterity of time (or the trashing of the message DB, whichever comes first.) Right now i don not have a listed vote for you and as such you have npo voice on which issues that are important to you will show up on the Top 5 that the Devs have requested correspondents to send to them.


This is an official Top 5 list that is supposed to go straigt to the CM developer for commentatry. If you don't vote, you don't get a voice in that process.


Just to let you know.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Merrin
Wed Sep 10, 2003 1:33 am
#71

Zarlor:

One of the processes in which poisons persisted after cloning was fixed. This is the main one that everyone whines about - when people toss AE poisons(and pre-patch AE diseases) around they would stick on player corpses and appear on the player after they cloned. The way cloning works is that the event that is supposed to cancel all state changes is death...when you die, poison, bleeding, and the various states get removed. However, being able to apply AE poisons and diseases on corpses bypassed this. The patch fixed this aspect of the issue.


I believe #7 and #8 make more sense as a consolidated issue. #7 is really just an extension of #8. You stated:

7. Faction Points

· CM’s don’t get anything in the way of Faction Points if the poison/disease is the killing factor. Same for loot or harvesting of any MOB killed by poison/disease.

· FPs should also be provided when healing groupmates in the way that Combat XP is now being provided for healing them, as well.

· Consideration is also being asked in the area of FPs in PvP. Considering that CMs will often drop an opponent using something like a poison from range, where they need to be as a support/healing profession, they will rarely ever be able to DB an opposing faction player, and as such get no faction credit for the kill. This obviously affects all classes to some extent, but it particularly poignant among the support classes.


The first two points of #7 are PvE issues and belong under #8; no faction points are granted for incapping someone in PvP, only DBing them. Poison does not grant a "kill credit" for deaths that are caused entirely by it, nor does it personally grant you a "kill credit" if you do not deal damage to it while in group. This means you do not get xp, looting rights, or faction adjustments for poison alone. Healing group members for Rebel/Imperial faction adjustments is something that should have been implemented in PvE like they were with "regular" factions, but this is again an issue that is part of #8.

Third point in #7 is not a class issue whatsoever, it is an issue with how PvP mechanics work in this game in regards to FP rewards. If you consider this a viable request for a correspondent report, then the marksman communities will ask for the same since brawlers are generally closer to player targets than marksmen and have more opportunities for deathblows. This is not a problem with our class, it is a problem with players. If players don't want to share FPs, no amount of class changes will stop a greedy player taking all the DBs. The wrong changes, however, will "imbalance" the class and cause whining and bandwagoning. When I PvP I get the most DBs because the people I group with realize how hard it is for a support class to get FPs in PvE. Again, I stress that no class changes can force players to do this, it is an issue has to be handled between players or through an overhaul of PvP FP allocation(which I doubt would happen).

8. PvE viability

· Poisons, the main weapon of a CM, are underpowered in PvE compared to other elite combat classes.

· No xp for the damage done by poisons, other than initial med xp.


I'm taking an educated guess here that the most powerful single target poison possible, using advanced components and exceptional materials, is around 700 points of damage per tick. Average poisons go around 500-550ish damage. This would be equivalent to a 2000-2400 damage bleed since poison ticks four times in the time that a bleed ticks once. Depending on the target and the profession you are comparing it to, this is better or worse than what is out there. On "low level" mobs yes our poison sucks in terms of relative DPS vs any other weapon out there. On high-end mobs like Dark Jedi, Nightsister Elders/SMC Arch Witches and Krayt Dragons, our DPS is comparable any other single profession, if not better. The only exceptions are Heavy Sword, Commando and maybe Fencer. It is a fact that against these mobs and npcs that conventional attacks just don't do damage - Commando Heavy weapons I do not consider a conventional attack - and that bleeds do 90-95% of the damage in a high end encounter because they ignore armor and resistance modifiers.

So what can be done to address this? Because our Poisons are DoTs and do not take into account resistances and armor levels, raising damage for "easy" targets would make us overpowered against "hard" ones. Closest thing I can think of as a possible solution is to add a special Target CL:resistance system that takes into account Poison Damage, and uses CL 300 mobs as the benchmark:

CL 300 would give a 1.0x damage modifier when poison is applied to the target. Damage formula might be something like:

(Poison Effectiveness)[(Comat Medicine Effetiveness + (300 - Target CL)/150] = Damage per Tick

Against a diseased nuna, a Master Combat Medic with a 300eff poison would deal roughly 1183 damage per tick, which would kill the thing in one tick. Against a rancor (CL 50), the same poison would deal 1085 damage per tick(10 ticks to kill - 70 seconds - which I think is reasonable). Against a Dark Jedi Master or Greater Canyon Krayt Dragon, it would deal the same damage as before. This does not make our DPS the same as other elite combat professions against really low end stuff, but it would make us more viable when facing targets with 10k HAMs while not overpowering us against CL 200+ targets.

For that last point, this is kind of a half-truth. We do not get medical xp for the damage dealt with Poison and frankly I don't think we need it because medical xp is easy to get. However, we do get full-blown weapon xp if we attack a poisoned target. If you poison a target, shoot it once, then let poison kill it off, you get xp as if you dealt all the damage with the weapon...you also get full faction point credit and looting rights. Personally I think it is a good thing that poison does not give xp for damage, or you would be cutting in on the xp that your groupmates receive.


So there you have it - the first two points are issues in PvE and should be categorized as PvE issues(#8). The third point is not something that can be dealt with though class changes and should not be listed at all. This makes issue #7 something that shouldn't even exist...it is like posting #8 twice.



---------------------------------------
Merrin Nightwind
Master Doctor, Master Combat Medic, Carbine Specialist
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Kavedawg
Wed Sep 10, 2003 4:39 am
#72

All of the above in any order.....I just want the ball to start rolling



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
azrel
Wed Sep 10, 2003 4:58 am
#73

1. #7


2. # 12


3. #13


4. #14


5. #15


6. #18


7. #19


8. #2


9. #8


10. #1


.

bapess
Wed Sep 10, 2003 6:22 am
#74

1) #2


2) #6


3) #7


4) #10


5) #11


6) #19


7) #15


8) #13


9) #1


10) #14





Trassk
Master Combat Medic / Master Pistoleer
Bela Vistal Contingency www.belavistal.com
Visit Fide Mea on Corellia

DroidRacer
Wed Sep 10, 2003 7:56 am
#75


  1. #9

  2. #3

  3. #8

  4. #2

  5. #20

  6. #18

  7. #15

  8. #19

  9. #1

  10. #13
Zarlor
Wed Sep 10, 2003 8:13 am
#76

Merrin: It doesn't really matter now. Folks have voted on them as seperate issues, so they are just going to be seperate issues for this cycle. I didn't really make the list o begin with and if you really wanted it that way so badly it would have been nice to have had you jump in on the initial request I made asking for help in creating a consolidated list of issues.


As it stands, it will probably be something for your REAL Cm correspondent to deal with anyway, not me. I'm just standing in and fully admit I have not devoted nearly as much time or effort on this as I did with the Doc list. I think that was stated fairly obiously upfront when I offered to do what I could over here.


So I'm not goin got change any of the issues significantly like that simply because they were already stated in the manner they are and people voted for them in that manner as if they were seperate issues. Heck as of this moment Issue #7 had 32 people vote for it and #8 has had 44. So some of the folks who though #8 was an issue worthy of being in the top 10, apaprently did not think #7 was worthy of it. My hands are tied here. Ethicially it would be misrepresentation to consolidate those issues now as it would alter the votes already made.


The only other option would be to redo the list and restart the voting process yet again, delaying us for another week. I don't thank any of us really want that. I'd rather make sure these issues get in.


Oh, and thanks for the disease update, I've annotated the list I have right now.


I'll put up the full list with those little annotations right after the voting, so it is reordered. Then it will be a list not for voting, but strictly for commentary that I expect the new correspondent can do what they like with.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Fearsn
Wed Sep 10, 2003 4:19 pm
#77

Zarlor, I have a small problem with the way this list is set up. For example, #1 has many issues, but only 2 of them I think are bugs and need to be fixed. Some of them, like resources needed for stims I think are no issues at all. If you put forth the effort to look for these resources and collect them, then you will get them eventually. So I can put 1 down on my list knowing I dont agree with every issue on it.


Another problem is alot of people want to be better. Of course everyone wants to be better. Have you ever seen a BH or a Commando after the last patch say they think they are too powerful? You never will because they enjoy being better than most of the other players in the game even though there is no question that they are overpowering classes. Its one thing a player will never admit. What ever they add to this class, they need to ask themselves, is this gonna hurt PvP or help it.


If you had the ability to heal mind damage on your list, I would put that as Number 1 because its needed to balance out PvP.


So, out of your 1 -20 I am going to put this.


1. 1. Fix our bugs


2. 3. Disease effectiveness? Docs need better poison cure.


3. 14. AoE Stim Problems


4. 10. Combat Queue great idea. Timer on heals, Lag? Much longer than it is suppose to be.


5. 18. Group buffs


6. 17. Droids? Who needs em?


ActiveNick
Wed Sep 10, 2003 5:10 pm
#78

Great list... if the top 6 *do* get fixed/implemented, I'll be a CM for a long time. Here are my votes in order of preference starting with the most important:


#2 - CM Support Line
#1 - CM Crafting/Schematics
#7 - Faction Points
#3 - DoT problems
#9 - Lack of Communication from the Devs
#8 - PvE Viability
#14 - AoE Stims Problems
#16 - LoS Issues
#15 - Bio Weapons
#10 - Combat Queue


Great work Zarlor!





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