Combat Medic Archive

Thread: CM exploit thread 11/24/03

Pahdbacca
Mon Nov 24, 2003 6:40 am
#1

I am posting this thread to ask about any exploits affecting Combat Medics or, yes, cause d my them. I think the major one was fixed with the patch (CMs are no longer able to poison factiion NPCs without getting agro).


Please feel free to post any more that you might have.


Also, please feel free to start discussion about the range of CM poisons in this thread. I myself have been able to craft weak poison that can be thrown 84m by a master CM.




-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
WildWildMaN
Mon Nov 24, 2003 7:07 am
#2

Ppl on Eclipse now accusing me on exploiting cause of a bug/nerf to pet damage - it doesnt count anymore towards loot sharing pool. So if i do 10k damage with poisons then i get loot right unless other _player_ did more damage than I, not pets. It is possible by only commando or rifleman.We need a note from devs - is it a nerf or a bug ?


As for range, my normal packs are 315 base/42 range and sniper packs are 186 base/49 range




Prett
Member of Dantooine Scouts Guild.
Militia member russian town Banir.
----
Master Swordsman
Master Pikeman
Elite Imperial Soldier
Imperial Pilot Ace
Fliper
Tue Nov 25, 2003 5:17 am
#3

TsunamiKata
Tue Nov 25, 2003 11:57 am
#4






Pahdbacca wrote:

Also, please feel free to start discussion about the range of CM poisons in this thread. I myself have been able to craft weak poison that can be thrown 84m by a master CM.




I don't see a problem with this. Longer range is compensated by lower damage, in-order to achieve the distance, charge has been be experiemented instead of effectiveness. Our ability is completely at the mercy of the resources that's spawning on the server. We live and die by the quality of the components we use.


With all the best material that Bloodfin can offer, my single Mind Poison C pack has these stats:


Range: 37


Potency: 123


Effectiveness 308


Bare in mind that I've been collecting CM material since late July, early August. This was crafted with the BEST possible material in Bloodfin. With the exception of additional experiement points, this is as good as it gets on the server.


So, breaking it down to lament term. This poison at the hand of Master Combat Medic has these capabilities.


74 Meter target acquisition radius


2-3% possible resist rate perhaps less


616 damage per tick which break it down to 77 damage per second (My CDEF pistol does more than that on Bodyshot 2)






TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Alred
Tue Nov 25, 2003 6:08 pm
#5

Here's an exploit for you:


Have an entertainer do image design on you. They loose a little bit of mind. Do a mind heal and get 120 wounds. The entertainer can then heal your wounds and get lots of xp from that.


With a combat medic and an entertainer working together, they can master both professions insanely quick.

donnysabertooth
Tue Nov 25, 2003 6:23 pm
#6

good idea, i think im going to do that, actually what i found that worked well was buy wound c's, have a commando burn my 4 GSPs, then heal them all, it takes quite a bit of time to heal them all, but im making like 60k medic xp an hour, im assuming thats really good



aivut
The UnTouchAbles
Pappi
Tue Nov 25, 2003 8:25 pm
#7






Alred wrote:

Here's an exploit for you:


Have an entertainer do image design on you. They loose a little bit of mind. Do a mind heal and get 120 wounds. The entertainer can then heal your wounds and get lots of xp from that.


With a combat medic and an entertainer working together, they can master both professions insanely quick.







huh, that's not that fast, and it's not an exploit.


if you have entertainers, a CM, and volunteers, thenhere's aknow method to getboth theentertainment group and the CM good xp:disease all 3 mind stats ofthe volunteers, and when the entertainer dance use AoE stims on them. if that's not fast enough, poison the health/action of the volunteers.





stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
Cocomono
Fri Nov 28, 2003 10:34 pm
#8

I was mad about the no death/incap on DoT, so I decided to use it to my advantage. I applied poison to a Giant Worrt, did not do anyother type ofdmg than poison. When it reached 1hp I kept reapplying the poison for 500med exp each time. The Worrt slowly walked away, like most animals do as I constantly applied poison to it. I'd hit the 80k Med XP cap in 20-30mins,10mins if I had a mind buff. I got 500med xp every 4 seconds provided I had the mind, you do the math. Getting master doc was the quickest profession I've ever mastered.



Kru'gar
You might be a Red-Neck Jedi if......you hear "Luke I'm your Father, and your Uncle too."
Sleksheea
Mon Dec 01, 2003 1:49 am
#9

This is not an exploit but a broken ability... you can stack bleeds, poisons, and fire dots, but you can not stack diseases. If you throw a single disease then an area disease, the area disease cancels out the single disease. They do not add up the damage.



I TOLD them they should have made our spherical space station out of the same magnetically shielded walls as the garbage compactor! -Sleksheea
Kyller_Relic
Tue Dec 02, 2003 12:03 pm
#10

To extend the exploit Cocomono was talking about, if you get an AOE posoin and goto a weak lair, attack it, get anywhere from 5-10 small creatures around you and use an AOE poison, you get around 300xp per mob, so at 5x300 (or in my case it was 350) = 1500xp or 10x300 = 3000 xp per every 5 seconds or so. If I had a trainer I could have mastered Doc in about 10 to 15 minutes.


Easy to nerf. Only get xp for the first poison. That way you can poison at most 6 times (Once for each attribute, but after that you need to move on).




------------------------------------------------------------
Master Medic; Master Combat Medic; Doctor
Medic FAQ: http://www.iootnega.com/medic/medicfaq.asp
Life is far too serious to be taken seriously...
NaNoDeMoN
Wed Dec 03, 2003 6:51 am
#11

___________________________________________________________________________________


Easy to nerf. Only get xp for the first poison. That way you can poison at most 6 times (Once for each attribute, but after that you need to move on).


__________________________________________________________________________________


Lets not add more nerfs to the game, heaven knows its had enough, just make poisions kill again...but hey, theres a whole nother 30 threads on that topic.

NaNoDeMoN
Wed Dec 03, 2003 6:55 am
#12

You want a bug? try find a big group of the same Mob. a nest for eg. Target and poision one of them with an AOE poision, and low and behold, only the targeted mob attacks u. All the other mobs who also got poisoned with the AOE, but were NOT the target couldnt care less and will happily sit there until the hit the +1 cap. Try this on a non-pack hunting type of group of mobs and see.

Kyller_Relic
Wed Dec 03, 2003 4:16 pm
#13

I tried it on multiple non-hunting types and most of them would aggro on me. Though there were a couple that would not. Not to mention that they would bet bored after a while and wonder off. Which of course would make me mad, Im trying to use the pip-squeek for some free xp, where does he think hes going!



------------------------------------------------------------
Master Medic; Master Combat Medic; Doctor
Medic FAQ: http://www.iootnega.com/medic/medicfaq.asp
Life is far too serious to be taken seriously...
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