Combat Medic Archive
Thread: Updated CM issue list
Items fixed and in game will be Green
Items that are fixed / adjusted but not yet on TC will be yellow
Items still under disscussion or in the works but noton the internal serverare Orange
Items that still need attention are blue
- 13 CRDM's needed for the ranged stim E
- CM's need more mobility to keep up with thier group
- Corpses can be poisoned/diseased
- Timers on heals need to be looked at to get rid of the 6 second "you must wait" message
- CM med use is too high on AoE diseases
- ARC blueprint won't load
- expermentation points don't carry over for CM components
- CM components use conductivity for experimental effectiveness
- CM medicine effectiveness stops at 90 instead of 100
- CM's get no xp, FP, or loot rights to poison only kills
- reactive gas decay resistance is too low
- More of a support role is needed for the CM rather than just being a stim dispenser( this will take some time )
- Uselessness of the A and B level poisons and diseases
- A better expermentation system for Potency, effectivness, ease of use, duration, and range
- More abilities geared toward PvE
- A better spread of skills through the CM tree to provide usefull skills outside the master CM box
- Resist rates across the servers needs to be examined
- The usefullness of disease needs to be examined
- Meds should drop in the Combat Queue with the rest of our attacks
- A request to change the inventory icon colors to poisons/diseases to better identify them
- FP should be awarded for healing groupmates in the way that combat XP is awarded
- mind damage needs to be addressed
- AoE stims won't heal faction pets unless targeted.
- AoE stims at times can heal an enemy CH pet (probably during the follow;trick;attack exploit)
- Factories do not seem to produce any type of xp for the owner
- Notice mails should be sent to the person inserting the schematic rather than the factory owner
- A method of selecting the power type in your inventoryto use for a factory is requested
- A "Time to compleation" timer is requested for factories
- A remote method of checking factory / harvestor status is requested.
- an increase to factory production would be nice
- A user selected notification system for harvestors, ie the user selects the message to be sent when maintenance reaches 1000 credits
- Medical mission terminals for doctors/medics/combat medics
- Bring back XP for pet healing at a reduced rate
- A local player targeting system option is requested, so a user can cycle through people in a crowded area who are not grouped with the user.
- A local item targeting system is requested to aid in looting corpses,PvP DB,and pulling backpacks out of walls
- Droid medical module modifiers effect /healdamage in a negitive fashion
- Resuscitate is requested for CM's, perhaps a bad clone version would be in line
- Medics/doc's/CM's would like the ability to turn off auto retaliate
- Resources used for the CM advanced components are too rare and expensive to obtain ( revisit another day)
- A better method of scaling a CM's capabilities is needed for mission terminals
This is just a rough draft, please post anything that I missed or you would like seen added to the list
Excellent List, Kave. Great work, and Thank You for putting in the time!
/salute
Excellent list, thanks for putting in your time!
Negative on # 16. I don't want dabblers in CM profession, it's either you're a CM or you're not, there is no in between. And you should generously reward those who are Master Combat Medics, for theirdedication.
#25 - 30 are miscellaneous, and is not Combat Medic specific. I wouldn'tbother to post unless you have nothing better to add.
Negative on # 33. You shall earn your experience honestly and dedicately, despite the fact you and sit at cantina and macro heal those entertainers.
#34-35. Nice thought, but I don't think it's really directly relevant to CM specifically. I don't care those that are not on my team.
#37. No thanks, I don't want to craft more **edit**.
Those are some of my thoughts.
Tsu
16. NO. Most of the proffessions truly shine at master level, so is the Combat Medics.
22. NO. Mind issues were already addressed, just befriend an enterntainer.
33. NO. No xp for pet healing should stay. Just go out find a team, and xp would skyrocket.
37. NO. I dont have problems with ability to rezz being limited to doc's. I would rather had new CM ability to put down flames (and flamer dot).
Wookiee Master Combat Medic/Rifleman
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=11145
grrr forums bugged on me. Here. explains it in as much detail as I could find.
Also, to be perfectly fair, /dragIncapacitatedPlayer should incur a TEF.
Kavedawg wrote:
Items fixed and in game will be Green+
Items that are fixed / adjusted but not yet on TC will be yellow#
Items still under disscussion or in the works but noton the internal serverare Orange$
Items that still need attention are blue@
- +13 CRDM's needed for the ranged stim E (revisit later)
- +CM's need more mobility to keep up with thier group
- +Corpses can be poisoned/diseased
- +Timers on heals need to be looked at to get rid of the 6 second "you must wait" message
- #CM med use is too high on AoE diseases
- #ARC blueprint won't load
- #expermentation points don't carry over for CM components
- #CM components use conductivity for experimental effectiveness
- #CM medicine effectiveness stops at 90 instead of 100
- #CM's get no xp, FP, or loot rights to poison only kills
- #reactive gas decay resistance is too low
- $More of a support role is needed for the CM rather than just being a stim dispenser( this will take some time )
- @Uselessness of the A and B level poisons and diseases
- @A better expermentation system for Potency, effectivness, ease of use, duration, and range
- @More abilities geared toward PvE
- $A better spread of skills through the CM tree to provide usefull skills outside the master CM box (this is kinda in line with #12)
- @Resist rates across the servers needs to be examined
- @The usefullness of disease needs to be examined
- @Meds should drop in the Combat Queue with the rest of our attacks
- @A request to change the inventory icon colors to poisons/diseases to better identify them
- @FP should be awarded for healing groupmates in the way that combat XP is awarded
- @mind damage needs to be addressed
- @AoE stims won't heal faction pets unless targeted.
- @AoE stims at times can heal an enemy CH pet (probably during the follow;trick;attack exploit)
- @Factories do not seem to produce any type of xp for the owner
- @Notice mails should be sent to the person inserting the schematic rather than the factory owner
- @A method of selecting the power type in your inventoryto use for a factory is requested
- @A "Time to compleation" timer is requested for factories
- @A remote method of checking factory / harvestor status is requested.
- @an increase to factory production would be nice
- @A user selected notification system for harvestors, ie the user selects the message to be sent when maintenance reaches 1000 credits
- @Medical mission terminals for doctors/medics/combat medics
- @Bring back XP for pet healing at a reduced rate
- @A local player targeting system option is requested, so a user can cycle through people in a crowded area who are not grouped with the user
- @A local item targeting system is requested to aid in looting corpses,PvP DB,and pulling backpacks out of walls
- @Droid medical module modifiers effect /healdamage in a negitive fashion
- @Resuscitate is requested for CM's, perhaps a bad clone version would be in line
- @Medics/doc's/CM's would like the ability to turn off auto retaliate
- @Resources used for the CM advanced components are too rare and expensive to obtain ( revisit another day)
- @A better method of scaling a CM's capabilities is needed for mission terminals
- @Still some bugs within the stim timer.
This is just a rough draft, please post anything that I missed or you would like added to the list