Combat Medic Archive

Thread: SOE is almost forcing CMs to be Docs too

CilianT
Thu Aug 14, 2003 9:19 am
#1

So I didn't think this was a big issue at first. Ya docs get buffs, and revive and cues, but those are their bread and butter skills. CMs get poisons, ranged heals and AoEs. This makes it great having a doc and CM in a group and skills compliment well. However, the problem arises when you start crafting. Doctors take those skills you learned as a medic, and take them further. CMs start over. I have come to realize that a master Doc / CM can make medicines far supior to a pure CM. Why? Because of the stupid subcomponents that we got int he medic tree. At first I didn't think much of this, throught 5 experimentation points was the cap and frequent failures was expected. But now that I am nearing master CM I have found this to not be the case. I refuse to take any doctors skills, I do not want to be a pure healer. I prefere the CM / pistoleer route, but anyone who chooses this path is unable to produce the same quality or power of meds as the CM/Doc. Should it be this way? I think not.


CMs and Docs share no common medicines (except for whats in the medic tree) so why should a CM need Doc crafting to make good subcomponents? This makes ne sence. I am tired of failing 70% of my experiements on bio controllers and whatnot and only having half the points in the first place. Furthermore, does SOE want CMs to get all their subcomponents from a master Doc? This seems pointless, as causes the cost of ranged stims and poisons for the CM (things Docs cannot make) to have a higher cost then should be. That, or suffer the reduced stats on your less then par subcompoents. So what can be done?


I think for crafting, of all medicines and subcomponents in the MEDIC tree there needs to be a check for which skill is higher. That way once you pass the level of master medic in CM crafting you can start making better subsomponetns. And this makes perfect sense. If I can make a ranged stim D, why can't I make a similarly experimented bio controller? This way, once you reach master medic, you can craft those sub components just as well as a master doc without being required to take that unrelated skill. But, this migh go against the existing code with all the different skill checks and modifiers that are already buggy enough. So what else?


It has been proposed before to give a new set of CM specific components at novice CM and move the poison subcomponents there as well since a medic and doc have no use for them. This would allow pure CMs to create the best ranged stims and poisons which makes perfect sense. Furthermore, we can only make normal stims as well as a master medic and does not allow us to gain any advantage in making stims we have no specialty in leaving all that for the docs.


I gave up going revive and giving buffs to make strong combat skills, please don't force me to have to take both elite and hybrid healing professions just to be the best I can be at my chosen profession.


Thought?

Malir
Thu Aug 14, 2003 11:39 am
#2

Well said CillianT. I'm with ya 100% on this one.



QueCheto ElCapo
Adventurer
Elenora
Thu Aug 14, 2003 11:43 am
#3

lol ive posted this issue weeks ago and most people were surprising against our own line of components...


some even came out to say that it was good for class interdependence....


I gave up on bumping this issue cuz it seemed like interest had died out




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
HoTron-rex
Thu Aug 14, 2003 11:56 am
#4

yeah, i totally agree. docs get 10 points and we get 5.... gee thanks devs



------------------------------------------
High Chancellor- KGB SWG
Hotron - Master Riflewoman, Master Pikeman
Nereus - Master Doctor, Master Politician
Ysaanne - Secretist Extraordinaire
MichaelF77
Thu Aug 14, 2003 1:36 pm
#5

I think this is a very low priority issue, here is why:
You need factory made components to make any decent stimpacks.
If schematic experementation is working (ie your finished product is the same as schematic) then you can always buy schematic from any doctor - and it's good for class interdependancy (you buy guns and houses, resources and droids, why not schematics)?
If schematic experementation is not working - it does not matter.

Also even experementing on simple base components does not give you anything as discussed in this thread here:
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=2747

Compare my stims (5 point experiment on bases)
20 charges,
77 potency,
240 effectiveness,
19 range.

With Ele (10 points experiment on bases)
24 charges
64 potency
205 effectiveness
22 range

They are about the same (charges/range traded for effect/potency).



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
Elenora
Thu Aug 14, 2003 1:51 pm
#6

oh btw the way post patch....


24 charges


80 potency


258 effectiveness


24 range


lol it was 24 charges base...one point in potency 9 in effectiveness....


basically the new base(pre experiment)stats on the mind dots post patch were almost as good as my fully experimented pre patch mind dots...


sekir have u made any post patch mind dots?





--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
CilianT
Thu Aug 14, 2003 2:16 pm
#7








MichaelF77 wrote:

You need factory made components to make any decent stimpacks.




Agreed.





MichaelF77 wrote:

If schematic experementation is working (ie your finished product is the same as schematic) then you can always buy schematic from any doctor - and it's good for class interdependancy (you buy guns and houses, resources and droids, why not schematics)?




This is my point, WHY would a combat medic be required to goto a doctor for a schematic for HIS medicine. At this time there is NO crafter interdepency. If this wasn't the case I wouldn't have an issue. A droid engineer doesn't need to goto an armor smith for better droid armor. So why would we need to goto a doctor for a better liquid suspension? Futhermore, buying schematics would be a difficult market, as you need the exact same resorces as used in the schamtic, or serial number on any subcompoents. This is why there is no inter-profession crafting at this time.





MichaelF77 wrote:
If schematic experementation is not working - it does not matter.




Huh? To my knowledge schamtics hold the knowledge out the outcomes of you experimentations. Please clarify what you mean here.





MichaelF77 wrote:

Also even experementing on simple base components does not give you anything as discussed in this thread here:
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=2747




In my experience this is not the case, experiemented subcomponents do have an effect on the final product. For example with stims. Bio controllers effect charges predominately, and liquid susspension and CRDMs effect base healing. With experimented subcomponents, made in a factory I get better base combine results then unexperiemented subcomponents made by hand. Furthermore, using well experiemented subcomponents reduces the experimental risk in the final combine. Ever put 6 points into something and notice there is 0% risk even though risk scale isn't 0?


As far as your comparisons to final product power with Elenora, is this even valid? The types of resorces combined during the crafting session will have a large impact on the final result. Unless your resorces had the same stats your comparing apples to oranges.

Elenora
Thu Aug 14, 2003 2:22 pm
#8

I would have to say that u are wrong about the crafting interdependancy...


I'm pretty sure that armorsmiths need certain types of components from tailors...but i could be wrong but I dont think so...


but anyways this doesnt apply to us because, we have teh ability to make the components just not the ability to make them thebest we can..now stim pack components are debatable since doctors use them too, but dot components are absolutely not debatable, these need to be in the CM line and no where else....doctors dont even use these components....


sekir btw have u been using pre or post patch comps...i was making post patch mind dots with pre patch comp and still getting incredible results...


need to get my factory emptied out to see how the post patch comps will work now...I dont think there will be major difference since components had the least # of resourcestats effecting their final stats




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
CilianT
Thu Aug 14, 2003 2:27 pm
#9

If you refering to armor lining, I think the armor smith still makes them, but I'll have to look into that. Im not saying I'm wrong, but to the best of my knowledge I'm right. Please prove me wrong so I don't have to regret staying away from the doctor tree.
Elenora
Thu Aug 14, 2003 2:32 pm
#10

regardless of if AS need tailors or not, the fact is that we still have the schematics unlike the armors for the tailor schematics so its a different story...at the least the dot comps need to be moved to the CM line...


the only draw back i see to that it, by moving the dots components or creating a new set of Cm specific components, we will server our last connection to the medic/doctors making nothing in medic really effect our new packs or skills in the CM...


that would mean we effectively have 2 prereq which basically do nothing to enhance our advanced professions abilities. Just as ranged support gives us nothing in the CM tree, ties to medic line will be cut as well...




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
CilianT
Thu Aug 14, 2003 2:42 pm
#11

Ya I didn't think about cutting off the medic in us, but what's it matter if we can make better stuff? I guess we still have the ability to make stim Ds which use a little less resorces and are good for self heals. Up untill I could make ranged Ds I used normal stim Ds. So medic skills are useful up until your a master CM I guess. Still, we have basic wound tending abilities from the medic tree.
PeanutButterCoffee
Thu Aug 14, 2003 2:53 pm
#12

Well, about crafter interdependancy:


Do CMs craft anything that doctors can use? No.




Evai
Novice Pikeman
Master Doctor
ORA
+Never Knows Best+
beefwater
Thu Aug 14, 2003 2:55 pm
#13

Well ive heard your complaining and thought hard about what you said. I myself a doctor, feel that you have a good point, but what you are missing is the fact that your nothing more than a "MEDIC", hence ....combat MEDIC. Doctors have more skills cause their are doctors, they are not offensivley effective on the battle field like a CM. Now i understand that it may suck to not have as many points ,but the point is that medics are not as effective healers, you want it to be equal. Thats not gonna happen, somehow you want this perfect world where CM's can heal the whole planet just as good as a doc, and kick a whole lot of butt. NO. I have a hard enough time fighting and healing, thats my choice , you CM's are better fighters. The point is that a doctor worked hard to get those points as high as they did, ou expect it to come easy to a simple medic? I think not. The game is a team game, so you wont be as good and we cant be as offensively effective, as ya said, we are a great team. But its crazy to ask to have a simple medic be as experimently effect as a .......listen closely.....a "DOCTOR". Your job is to fight and heal, our job is to heal. see the diffrence? Im not saying that you cant fight if your a doctor , cause man do i fight, i just dont complain cause i dont have poisons or anything, i got what i got, thats it.
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