Combat Medic Archive
Thread: Combat Medic Fixes!
Gnuut wrote:
Like it or not Range was not a bug. The DEVs state it is a bug because they want to shift the blame to the CMs. Let me offer an example. How could you honestly call defense stacking a bug and ask players to not stack? Short of not playing or surrendering those skills there is no way.
For the same reasons, a Master CM's range bonus is built WITHIN the skill tree. You can't ask a Master CM to give up his skills and still be a Master CM. Many things in this game are bugs which are then turned into exploits. Range is not one of them because the ability lies within the skill tree not within the player.
Many times someone will state that the DEVs have tried to fix this before and failed. This is untrue. The DEVs capped the experimented base range at 48m. But you are trying to tell me that the guy who works on CM issues within SOE just happened to forget that CMs scale their range up to double base at Master? Gimme a f**king break.
Like I said beforethis change makes Master CM worthless and invites more dabblers to the profession. Setting aside the crafting, the only difference between an MCM and a 4404 CM will be a12.5% increase in power and maybe a 6m range increase.
Message Edited by jfang on 07-09-2004 02:49 PM
As stated before it was not a bug, the devs just didnt take into account our range modifiers. Jfang is right that the range on poisons was caped long ago. The cap was 48 meters on the poisons themselves. With CMs 2x range modifiers it was possable to throw 96 meters but at the cost of effectivness. With all things I believe there should be a cost associated with the benefits. Bile is balanced due to the fact range is sacrificed for charges. Dokowa sacrifices effectivness for potency. With spider venom there is no cost, its just better then any cm can craft.
Heres my concerns with this supposed fix:
Master CMs have a 2x range modifier while novice CMs is 1.05. If the devs change the range modifier for master making it 1x does that mean novice cms modifier is .05? With a .05 modifier a novice cm using a 48 meter poison will thow 2.5 meters. Using a 20 meter bile poison leave them with a 1 meter range.
Giving cms a 4 second timer does fix poison spaming but doesnt fix the problem itself which is havla. It has been brought to the devs attention by the cm and chef corrospondant that is is a buged food. Simply removing it would fix the problem. Is it possable to get an official word from the devs that it is working as intended and ment to aid docs in counteracting poisons. Untill then to me and many others its still a bug.
Though not really a concern but important still is the reason behind this fix. For months players complain and complain with no word from the devs. As soon as jedi begin to complain it becomes a top priority. I was under the impression there would be no fixes till the combat balance due to the fact everything will change. If jedi are all that matters to them where does it leave the common player? Is Bob the jedis $15 a month worth more then Bill the carbineers?
This fix was done for all the wrong reasons and hurts the true cms most.
FoTM cms will move on, they could care less.
CM nerf cries will continue, if you give a mouse a cookie...
Reiella wrote:
Well, this should be considered, but kinda odd after talking to my Commando friend at least... It does appear that Fire at least takes the 75% reduction, but that may be because of how the Fire DOT works [initial damage + dot damage determined by initial damage]. I have no clue myself on how Bleeds work either though.
JayBurns wrote:
Perhaps the reason no one has heard of a 75% reduction for this profession, is because the devs simply aren't going to do thatto poisons/bleeds/disease/fire, because you know if they do it to CMDoTthey will have to do it to everyone else with a similar ability and then no one is happy. There are many ways to balance thisCMissue out without forcing their offense into disuse, and I for one think that inthebalance we will see huge changes, the devs know they can't go on forever by simply changing one profession to suit another.
Regards,
JBurns
I know that bleed skills are based on a percent of the initial damage, and in the case of PvP, based on initial damage after the 75% reduction and before armor penalties(seems like 50% of the initial damageor less, in PvE and PvP). I have noticed that torsoshot (healthfire) seems to have the same tick as the initial damage, butI imagine they gave commandos a special nerf in PvP because even after the 75% reduction a shot from the flamethrowerhas much higher damage in relation to any other weapon.
The problem with nerfing CM DoTs is that they have no weapon damage to base a penalty on, so if they decide to go through with the 75% reduction they would have to add code that reduces the poison tick itself in PvP. If they simply removed the stacks of poison/disease and the speed at which they could be applied,the CMDoT would still be useful in PvP, but not as an overpowering primary attack. The downtime between thrown poisons after this fix would force CMs to use other skills in their arsenal, such as switching to area stims or mind heals inbetween tossing bombs, which is the other half of CM that seems to be neglected all too much.
Regards,
JBurns
Pahdbacca wrote:
jdmaldo wrote:
quick question
this "core group of cms" that you all speak so highly of... are those the guys that where the first cms on your servers? the guys who owned the crap out of everyone and were godly elite before anyone else figured out cm was the win? the same group of guys who are now pissed that everyone has their godly profession?
Read through the CM forums. I have nothing to hide.
No offense, but your post seems a little negative. If it's leagal where you are at, crack open a beer and relax a little. If ya wanna push peoples buttons, try the GCW forums instead.
I'm all those above andPahdbacca is one of the first few CM/Docin SWG.
If you want to know who I am, just ask on Bloodfin server.
Happymob wrote:
Don't kid yourself though - if they reduce our damage by 75%, in 2 weeks you will see armies of riflemen/doctorsinstead of combat medics. PvP will be just as boring for the majority of professions. The real problem is not combat medic damage and it never has been. The real problem is mind damage in general. In the era of 80% composite, 2500 strength buffs, and 450 power Stim-Bs, nothing else matters in PvP except mind damage.
Message Edited by Happymob on 07-09-2004 07:11 AM
BINGO!!
jfang wrote:
As for making this more dabbler friendly, it may or may not. Healing range is being changed so that you can't throw 96m, but a MCM can still throw farther than a 4004 CM. (At least I hope one can.) And even if this makes the profession more dabble friendly, there is no harm in that. There is no reason to expect that you have to be a master of a profession to be able to use it well, and in fact this is a major complaint of artisans, armorsmiths, weaponsmiths, and almost every crafting profession (that you need to mastertheir class to have fun with it or compete in the market).
You're now stand corrected, based on the results tested and given.
DeadBent wrote:
Im not reading 5 pages of dont do this..do this bullcrap...here is what needs to be FIXED.....THE ABILITY OF CMS TO THROW POISONS AND DISEASE THROUGH WALLS.......THIS IS AN EXPLOIT THAT I JUST HAD TO DEAL WITH ON STARDIER BEING EXERCISED WITHOUT MALICE.....SOMETHING IS WRONG WHEN THE DEVS TELL YOU TO DEAL WITH IT,THEN ALLOW THIS KIND OF BLATENT EXPLOIT OCCUR....ITS NOT NEW...IVE BEEN POISONED FOR MONTHS THROUGH WALLS AND OUT OF SITE OF THE SO CALLED SUPPORT CLASS OF COMBAT MEDIC...IM SICK OF IT...FIX IT SOE...SHOW AT LEAST ONE PERSON THAT THEY ARE PAYING FOR SOMETHING WORTH THE MONEY...FLAME ME ALL YOU WANT...CHANCES ARE IM DONE PLAYING THIS GAME UNTIL THIS ISSUE IS FIXED AS IT IS THE ONLY REAL PROBLEM I HAVE WITH SWG AT THIS TIME.
Cool. Feel free to quit. Don't post if you can't be constructive.
Here'sa question for you--please answer it if you actually know. Did that Combat Medic target you specifically, or were you hit with the AoE splash?
If you were hit with the splash, this is a WELL-known bug...and it works with ALL AoE and Cone effects (yes, Rifleman's StrafeShot2 also can shoot through walls). This is not a CM-only bug...it has to do with the programming of AoE and Cone effects.
Fremen_Feyadkin wrote:
These fixes are not enough!
*A 4 second timer is a JOKE!!! Even before Halva hit the scene CMs were cutting swathes through armies. Make it a 30 second timer and you might be onto something positive for PvP.4 second timer is an insult.
* 75% reduction in CM dot ticking is a must! Every other prof got hit with this and so should CMs. 600 ticking mind area poison devastates armies like no other prof can. Combine that with the area mind diseases and the fact that poison and diseaseAs, Bs, and Cs stack and you've got an extremely overpowered prof.
*If 75% reduction is out of the question then I offer an alternative. A simple soultion would be to remove spider venom and CM effectiveness from the game. Make the crafted poisons/diseases hit for what the actual listed strength of the p/d is. I find is crazy that a CM can make a weapon that can hit for 6x as hard as the best looted dot weapons (barring legendary weapons). A person can kill hundreds of jantas and nightsisters for a decent poison, disease or fire. A CM can put forth an equivelent effort in gathering resources and crafting and make a weapon that is at least 6 times as powerful, sticks 100% of the time, is ranged, can be used without unequipping their jawa rifle, and cripples numerous people.
*CMs never miss. Every other combat prof will miss with attacks that are far less powerful than /applypoison and /applydisease. This issue should also be addressed.
*Area poisons and diseases are far overpowered as well. They should either be removed completely or Area Cures should be added. And the area cures should be of equivelent power to the poisons and diseases. Like TH said, some poisons need multiple cures.
Before you feel obliged to inform us of your amazingly *unique* observations into the realm of the Combat Medic, perhaps you could take just a few moments and peruse our forums. You might find numerous posts of people who feel the same way you do, and the reasons why these "nerfs" probably will not occur.