Combat Medic Archive
Thread: Big List of CM Issues for September (Discussion)
- the FP issue goes deeper than only not getting FP if i kill something with poison:
FP is calculated based on damage you dealt and level difference between you and the opponent. Poison/Disease damage does not count into that and that needs to change.
- the subcomponent crafting issue is not that we don't get to carry over our Medic exp. and assembly skill:
that is how it is for every other profession (minus Docs). The issue is, that we only have 50 skill in Assembly and Experimentation for all the subcomponents because that is where Master Medic takes us. We either need to get added skills to Medic crafting to get it up to 100 at Master CM or to bring Master Medic up to 100 as it should be in first place.
- the A/B type viability problem:
i'd like to see the experimentation and assembly skill beeing revamped to that you can craft the best versions when you get them. this basicly means to take out the assembly and experimentation system as it is and grant new ones like A-type Assembly and Experimentation at the Crafting skill where you get the A Ranged/Area Stims and Poisons/Diseases, B-type Assembly and Experimentation when you get the proper schematics and so on. This would allow a more linear progression instead of the steep curve that makes anything below CM Crafting IV useless. Anyhow, this is a general crafting issue, basicly any class be it armorsmith, weaponsmith or chef faces the drawback that you have to be a Master to make viable items out of schematics you get at Novice. A Carbineer doesn't need to be a Master to make Action Shot 2 usefull either.
- Experimentation:
currently the stats we can experiment on are not very obvious. Experimenting on Ease of Use changes Potency, Charges change Range and EE changes power. I'd rather see Range seprated and get it's own experimentation bar (combined with area of effect) and Potency tied to the EE experimentation as well as Duration beeing experimentable on. In case anyone is afraid this would create better DoT's take a look at is:
- Charges
- Range/Area
- Ease of Use
- Effectiveness
- Duration
basicly there is even more things we would need to experience on, but we could better choose which way we want our DoTs/Stims to go instead of having to experiment on all 3 anyway as it is right now.
- Duration needs to be looked at
if i poison or disease someone, it takes 4-5 ticks for the bar to go all black or him to get incapped, faster if i use single target C's. there is no reason for them to last for up to 15 minutes or more, depending on incap-imunity timers. if i want a DoT to last that long for tactical reasons, i should be able to experiment one to do so at costs in the other attributes, but it should not be this way by default.
- Resources harvesting:
we definatly need an information on when our harvester stopped working for whatever reason. now i know, this is impossible with the way structures are currently handled because they are only generated when you get to them and than get calculated on how much they harvested, how much power/maintainance they consumed etc.one attempt would be to addsome information to the lots-used data (when it is a harvester) about what it is set up upon and when the resource shifts this generates an email, because the depletion of the resource checks that table. For Maintainance/Power this is not as urgent except that we need a display for power as we currently have for credits displaying how long it will last if the structure runs fulltime. whatever number that is that is currently diplayed on power, it gives no information (because no-one knows what it means)
- for the record:
i don't like the bio-weapon idea. at all. and if they add poison/disease powerups to weapons, they better move the appropriate cures to the Medic line because if everyone uses them, about everyone that can heal needs to be able to cure them.
forgot one:
- Animations:
currently the animations for the following actions stop you dead in your tracks for a fewseconds:
- initiating combat with something
- ending combat with something (f.i. it died)
- applying any type of CM pack
this bug was once fixed in beta, but it was back when the game went live.
what this bugbasicly does:
- let's say, you are fighting mob a that is rather easy and pass mob b on the way and decide it's ok, to give it a bleed to increase your pace of killing things.
bad move. initiating combat with that creature stops you and lets the other mob close up on you and if it hits for 500+ and runs as fast as you do, well hello Mr. Smith, how is the cloning business.
- let's say, you are fighting 2 mobs and the one you have targeted finally dies and you forgot to target the other creature before it did
again, bad move, never target a creature that is about to die when you are kiting more than that one mob, or say hello to Mr. Smith
- let's say you kite a mob with normal shots and bleeds and stuff and try to warningshot it, only to see it shrugging it off at no effect, as most mobs do, or as lag does for most mobs. now you are out of melee range and want to apply a poison.
bad move again. you need to be almost at max range for most of your standard packs to apply it while kiting because if you do and you are not... Mr. Smith is very pleased you are appreciating his service, you know?
Wow Zarlor, great write up.
I just hope someone takes the time to look them over.
Thank you for your services, you've done an outstanding job.
Additions:
- CMs have to stand up when applying ranged heal, but doctors do not. Can it be made consistent ?
- CMs have to STOP to apply heal or poison - every other profession can perform their combat action (shooting/healing) while running. That makes it very hard to catch someone to apply poison and very hard to apply poison while running away from melee/close range fighters (as they can catch up while CM stops).
Substruction (just one
- Improvement of Doctor cures needs to be considered to bring them into line with CM poison/diseases.
Can you PLEASE remove this issue ? Move it to Doc list if you feel it's a big problem (for Doctors obviously), I have not seen pure CMs (without doc) complain about it.
On "good" servers (Chilastra for example) good poison cure B packs work much faster then good poison C packs, if you need stats - let me know.
Yeah, I second that. Mad props to Zarlor for stepping up -- and doing an awesome job, too. Too bad he can't stick around and represent us for the long haul. Hopefully, we'll get somebody with half the heart and dedication he's shown us to carry on here permanently. I also hope we've seen the last of the crybaby correspondents bailing on their commitments to the profession communities.
i think the timer on the poisons was meant for PvE (where you need the 5mins to tick off that much ham) and they should shorten like 1/3to 1/5 for PvP. as it stands tho dont know if you guys noticed or not...but bleeders do damage on essentially the 0 tick...but poisons do not.
as for the animations...they do have a 2-3m slippage in the range...probably for lag reasons...but its still there..and the heal is actually done BEFORE the animations...which is good since when i stop i die...so at least the target gets healed before i drop.
Altho i wouldnt think tossing a pack is all that hard while running...but i think they just re-used the grenade/trap animations...which do require you to stop and throw as well but i may be wrong here...its been awhile since i played with grenades/traps.
The calling the droid issue...dunno i can pull mine out anywhere anytime..as long as im not within about 10k of my place of residence. i found that if im in the theed area (where my house is) i cant pull it without a camp, in town, or near my house...but i goto kaadara and can pull it np...and if im off planet i can pull it anywhere too. Dunno if im special or its the bot (R2 with med mod 100rating, chem/food crafting station, and now useless datapad and storage).
Im waiting one more patch, and if atleast the top 5 issues are not fixed, im switching classes.
Shadow: Which planets did you pull one? There are some bugs with that right now where you are not supposed to be abel to pull your droid out anywhere, but on several planets you can. In particular you definitely can on Rori, Dantooine, Dathomir, Lok, Yavin IV and Tatooine. You cannot on Talus or Corellia. Not certain about Naboo. The pint is you are not supposed to be able to pull out in those places unloes you are within, say, 64m of your declared residence, within a town/cities limits (before you get the "you have left" message), in a camp or in a public structure (including houses and PA halls that are public). You may also be able to pull in private houses that you have rights to, but not in private PA halls you have rights to.
Pretty much the same goes for any other pet on those planets.
Well, I'm disappointed to see Bio Weapons and/or (preferably) craftable weapon power ups didn't make the Top 5....because in my opinion, CMs DESPERATELY need a sellable skill (we cost a lot to maintain but no return?)...
And MycroftTHan, these types of weapons are ALREADY in the game (NPC loot drops)...generally, the mod is for farily low damage with a limited duration. Would a 5-10% max potency,50-100 dmg, 24 sec 1000 charge power-up be terrible? I'm just throwing numbers out...but that's hardly unbalancing in any way...just gives CMs a market.
That said, I'm happy with the way the list turned out ![]()
Errr...I'll be damned, the craftable mods (ammo) is there...I need glasses ![]()
I'm perfectly content now at least....but lets see if the devs ever respond....