Combat Medic Archive

Thread: My Questions and observations (about CU, but not bashing it)...

saxmahoney
Thu Apr 28, 2005 7:20 pm
#1


First, I'd like to say that I LOVE the CU. I've been a master doc/master cm for my entire life in SWG and am keeping that now even after the CU. Only downside is that over the next several days, I will have to organize every item and every button on my toolbar, but that's only temporary. That said, I was wondering if someone could help me on my way.



  1. When I poison someone using the toolbar command button, it usually does about 200-250 per tick. It uses no charges from any enhancement pack. Other thing, is when I DO use the enhancement packs, which were converted from the old poisons: As, Bs, and Cs turning into neurotoxin enhancers with 250, 500, and 750 effectiveness respectively. However, among all of these, they seem to be random on the application tick and vary. Also, the difference between a 250 and a 750 effectiveness pack seems minimal, less than 100 points per tick.

    The question becomes, should I put the pack in the toolbar and click it, or use the fancy icon to do it? Quality packs seem to do more damage, but you do not get any sort of timer on cooldown, queued up, or execution. Is the command icon supposed to draw from the pack or remain innate?


  2. In healing (this is a cross CM/doc question). What is the deal with bacta jab? Is an adv. jab supposed to be weaker than an improved shot? I was just wondering the pro's/cons of this ability.

    On a side-note, I was wondering the same thing as with the first question. Should I put the pack or the command in the toolbar? I noticed the same thing with bacta spray where it did not draw charges from a pack and the command was weaker than when using the pack itself.

I think that's mostly it: The "should I use the command or the pack on my toolbars?"
What are other people doing, or is there any information on what is going to be done in the future?

Message Edited by saxmahoney on 04-28-2005 07:29 PM



Saxmahoney
h
Master Doc / Master CM N
NSA High Council of North Star, Tatooine
-------------------------------------------------------------
Enjoy the present. Remember past memories, but don?t dwell on past mistakes.
Look to the future with excitement, but don?t be afraid of what tomorrow may bring.


Tamm
Thu Apr 28, 2005 8:24 pm
#2

have you used the fire thing yet? i was a bit excited that perhaps i can toss fire at those nasty sbd's in death watch bunker i mainly heal the combat group thats my role with our dwb team so actually dealing some damage with my mcm skill i thought was kinda exciting. would be pretty kewl if the paralize works on it too. It makes sense that you cant poison or disease a machine but you might be able to burn it or slow it down!
Yny
Fri Apr 29, 2005 7:03 am
#3

Only role I've been able to figure out successfully is the one where I stand 20m in front of the group and when they agro an animal, I kd them with my pistol and paralyze them.

Brainplay
Fri Apr 29, 2005 5:11 pm
#4






Yny wrote:

Only role I've been able to figure out successfully is the one where I stand 20m in front of the group and when they agro an animal, I kd them with my pistol and paralyze them.






If you've gone pistoleer your "stopping shot" is far better than paralyze and has an extra 15m range over our medical ability. Additionally it works at 65m with any rifle. Paralyze is a last resort thing if no pistoleer or smuggler is around.


As to the other questions.



  1. The question becomes, should I put the pack in the toolbar and click it, or use the fancy icon to do it? Quality packs seem to do more damage, but you do not get any sort of timer on cooldown, queued up, or execution. Is the command icon supposed to draw from the pack or remain innate? No the command icon does not and never has drawn from a crafted pack. Yes there is a major downside now that we dont have a quene to show when you can reuse it.


  2. In healing (this is a cross CM/doc question). What is the deal with bacta jab? Is an adv. jab supposed to be weaker than an improved shot? I was just wondering the pro's/cons of this ability. Apparently this has been a major complaint from doctors about their healing or lack thereof. Since the dev's felt the need to severly nerf the amount of healing that a master elite profession can do ANY extra healing ability is a welcome one. The reuse timer on bacta toss is much longer than bacta shot and spray is too much of a risk to use thanks to its bugs and high pixel cost. Just be careful and do alot of staring at your MIND bar (the one you can barely tell if its draining thanks to a stupid color scheme) since your MIND doesn't regen as fast as your action does...even with foods.

    On a side-note, I was wondering the same thing as with the first question. Should I put the pack or the command in the toolbar? I noticed the same thing with bacta spray where it did not draw charges from a pack and the command was weaker than when using the pack itself. Packs will always give you a slight boost in healing. Anywhere from 100-200 points extra which you really really need with our pathetic heals. If you have the innate command and a pack on the toolbar when you use the pack it should set off a visible timer on the innate command. Thats the only way to tell right now.

I think that's mostly it: The "should I use the command or the pack on my toolbars?"
What are other people doing, or is there any information on what is going to be done in the future?


So far its been too risky for me to not be able to see the timers on these things. I generally go with the innates and take up a quartet in the far right side. Bacta shot, toss, infusion, and a crafted spray pack. Crafted spray because I rarely use it that often and when it needs to go off I need it as big as possible (which is a joke since its a poor heal). We've been taking on level 85-89 lately and I can't afford to bumble a heal so seeing the timers is absolutely necessary. What really gets me is the amount of agro I end up getting with this unbalanced "hate" system and the amount of healing I have to do on myself.







Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

NoStyleGuy
Fri Apr 29, 2005 7:45 pm
#5

ok i was checking out all the bacta, jobs, jabs, infusions, sprays, shots, etc. But im still confused as heck. Does anybody wanna quickly run down each funciton? Oh and all those crazy new CM abilites are makin my head spin; neuotoxin, paralyze, ... omg! I liked Heal Poison, Mind Poision, or Stim A, stim B..



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Yny
Fri Apr 29, 2005 10:15 pm
#6






Yny wrote:

Only role I've been able to figure out successfully is the one where I stand 20m in front of the group and when they agro an animal, I kd them with my pistol and paralyze them.





I have no figured out how to tank effectively. One at a time...

Brainplay
Fri Apr 29, 2005 10:25 pm
#7






NoStyleGuy wrote:

ok i was checking out all the bacta, jobs, jabs, infusions, sprays, shots, etc. But im still confused as heck. Does anybody wanna quickly run down each funciton? Oh and all those crazy new CM abilites are makin my head spin; neuotoxin, paralyze, ... omg! I liked Heal Poison, Mind Poision, or Stim A, stim B..





Bacta SHOT= single medium heal granted at novice medic. Increases with healing efficiency. FAST Refresh.


Bacta TOSS= single medium ranged heal (35m) granted at 0/2/0/0. Slightly affected by healing efficiency but more inclined to go up in power by getting the "improved" versions.


Bacta SPRAY= Area low power ranged heal (20m) granted at 0/4/0/0. Slightly affected by healing efficiency but more inclined to go up in power by getting the "improved" versions.


Bacta INFUSION= single heal over time granted at 1/0/0/0 Doctor. Slightly affected by healing efficiency but more inclined to go up in power by getting the "improved" versions. Heals for between 90-180 every 2 seconds for rougly 10-12 "ticks" (I'll get back to you on that one).



Neurotoxin= poison ticks every 10 seconds for anywhere between 60-280 damage. 2min 30sec timer


Deutronium Toss= fire ticks every 10 seconds for anywhere betwen 80-350 damage. 2min 30sec timer


Infect= disease...worthless. 1-3 wounds every 30sec-1min30sec depending on the version. No BF gathered as a result.


Thryoid rupture= slows opponents attack speed. Unknown by how much exactly but thats what its "supposed" to do.


Hemmorage= slows opponents action regen. Worthless for PvE but very handy for PvP. Affect is only slight though


Paralyze= medical root short duration Can only be applied when within 15m of your opponent. Lag may cause it to appear as 20m but that is incorrect. Inferior to pistol or smuggler root specials.


We get some other debuffs but they are surprising worthless since the ranged and even melee versions prove to be much better. Maybe if states get a boost and applying them becomes harder will the others become handy. Even our snare is way too short lived.







Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

TimePalladin
Sat Apr 30, 2005 4:57 am
#8

Heh. cm is once again the FOTM..



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NoStyleGuy
Tue May 03, 2005 3:45 am
#9


hey, i was 4404 CM for a while pre cu, but i wasn't much for PvP so it wasn't all that great.


thanks for the rundown




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Ihovo
Tue May 03, 2005 4:24 am
#10


[qoute]If you've gone pistoleer your "stopping shot" is far better than paralyze and has an extra 15m range over our medical ability. Additionally it works at 65m with any rifle. Paralyze is a last resort thing if no pistoleer or smuggler is around.[/quote]


I got stoppingshot from pistoleer, the smugglers stoppingshot (forgot its name) and the paralyze, and if I m not totaly wrong they are all different... The smugglers stopping shot works only if you don t deal any damage to the target, as soon as it get the next hit, it can move and attack again. The pistoleers stopping shot stops the movement, but I think the target can still attack (not totally sure). What I m sure about is, that both shots got a delay, and ya can t root an enemy right after the root ended. Paralyze got a) no delya, ya can use it again on the same enemy right after the effect went of, AND b) I think its the only root that can stop movement, stop attacks, AND allowes to deal damage to the target.


I might be wrong, but atm I m pretty sure it works this way.

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