Combat Medic Archive

Thread: -Combat Medic Issues List: Discussion-

vortexala
Mon Aug 16, 2004 4:54 pm
#1


In preperation for the Summit, Sandbox testing and the Combat Revamp, I will be attempting to gather together an issues list as well as a 'Top 5' for the Devs.


Below is the list from our previous 'Top 5'.


If there are other issues, please list them in this format:





Issue:

Fix:




Remember to keep it to single items and make it as clear and concise as possible


Also, If there are issues you think should be removed from the listing(i.e. 14, 15, 17), simply state which one(s) and a short reason why.


This is NOT a voting thread, simply an information gathering thread.



Note: some of the items have either been fixed or changed, so I went ahead and rewrote them. The notes for what has changed is at the very bottom.






1) Issue: Inter-profession Crafting Interdependency - Others dependent upon us:


CMs currently are dependent on Doctor crafted components in order to make the Best Stims. CMs are also dependent upon Artisan and Scout skills to obtain certain resources. Many CMs would like to have other professions dependent upon us for items and/or components.


Fix: Implementation of any/all of the following:




  • Chef poison/disease resistance foods require a crafted component from a CM.


  • Armour resistance layers requiring a CM crafted component.


  • Weapon addition to add a DoT attack requiring a CM crafted component.





2) Issue: Resource Requirements


Many CMs feel the resource requirements are too rare/specific. Some also feel that the spawn rate is too low as well.


Fix: Increase the spawn rate to something that is, at the least, decent. A spawn rate of once every 2-3 months is not overpowering OR maintain the current spawn rate but make the stats better all around.







3) Issue: Increased Usefulness of Mindheal:


Mindheal, currently, has drawbacks which outweigh it's usefulness. It lacks any true range and the wounds/bf it causes are too high.


Fix: Increase the range of /mindheal and lessen the wounding. (note: this may become a non-issue with the HAM Revamp portion of the Combat Revamp, in which it is thought that mind healing will be as easy as Health and Action healing)






4) Issue: PvE Damage Output:


Combat Medic Damage in PvE is woefully inadequate. Poisons and Diseases offer little to PvE encounters and are sometimes outdone, damage-wise, by simple use of low level marksman weapons.


Fix: CM Damage increase for PvE situations. Anywhere from 2-3 times current.(note: this would automatically require a damage reduction be placed on CMs in PvP)






5) Issue: Faction Points:


Combat Medics would like to be able to obtain faction points for using their abilities. Whether it be via healing fellow factioned members during GCW related encounters, or by use of poison/disease during GCW Encounters.


Fix: Implementation of a code similar to 'kill credit' for healing, only substituting a drastically reduced ammount of Faction Points for Combat XP. Implementing some form of 'kill-credit' Faction Point gain for damage dealt on a Factional Target.







6) Issue: No Incap/+1 Change:


The implementation of the +1/No Incap was an attempt to end the 'incap dance', basically allowing poison to triple-incap a person to death or(at the time) being incapped continuously over an extended period of time due to immunity timer on getting up from an incap. Due to changes and fixes, some CMs would like to have this rule removed.


Fix: Allow Poison to Incap on it's own






7) Issue: Line of Sight/Z-Axis Issues:


Combat Medics have the ability to 'bounce' an AoE offensive Med off of a single valid LoS target and then effecting everything within range of that target, regardless of their current location. Combat Medics also have issues with knee-high logs/boulders/rocks/etc blocking their ability to throw ranged/area meds.


Fix: Make it so that things like walls and the ground actually interfere with throwing meds, but items such as Rocks and Logs do not.






8) Issue:Usefulness of Disease:


Disease needs it's usefulness examined. In PvE encounters, it has little to no use due to low and slow damage dealt(see #6). In PvP, due to the Stat Cap(a buffed player not receiving more wounds then their unbuffed stat+1) diseases are also of little use.



Fix: Change diseases to:



  • Current effect PLUS Prolonged exposure causing different states(dizzy, stun, blind, etc).

  • Change diseases to debuffs in that it would act as a 'spice downer' and reduce a stat by a certain ammount(perhaps removing a doctor buff entirely) for a certain period of time.





9) Issue: Money:


Medic is the only starting profession to not have a dedicated mission terminal from which to earn credits utilizing their skills and as this is our Novice Profession Requirement, it hinders our ability to earn credits as well.


Fix: Implement a Medic Mission Terminal.


Our skills are also not taken into account when attempting to obtain a Destroy mission other then novice. A Master Combat Medic and a Novice Combat Medic receive the same Destroy Mission difficulty level, a problem no other Combat Profession has.


Fix: Allow CM skill level to dictate mission difficulty.


Combat Medics also don't have a viable sale item. All other crafting profession have items or services they can sell to earn credits, Combat Medics do not. Our customer base consists solely of others within our same profession.


Fix: Implementation of ideas from Issue #1






10) Issue: Damage Mitigation/Resists:


Combat Medics do not have any Damage Mitigation or Resistances within the profession except what is granted in the Ranged Support line of Marksman(Ranged Defense +6/Melee Defense+2).


Fix: Grant one or more of the following:



  • Ranged/Melee Mitigation Level 1(or higher)

  • Increased defense mods

  • Resistances to Poison/Diseases within the Combat Medic Skillset.





*11) Issue: Poison/Disease Range Progression:


Combat Medics are now within the 64m cap of all combat professions. However, the difference in range from Novice to Master on offensive meds is far too low.


Fix:Change the formula to provide a more level progression from Novice to Master.






*12) Issue: Stim Range:


Combat Medic ranged and area stims have abysmal ranges. This is due to the fact that the necessary subcomponents lack a ranged category.


Fix:Increase the base crafted range rating on Area/Ranged stims to something akin to our Poison/Disease base crafted ranges(with experimentation used to further that range)






13) Issue: DoT Tick Intervals:


Currently Poisons tick every 10 seconds, Disease every 40. This will cause a large amount of damage to be done at one time each tick. This has the effect of perhaps panicking certain players and causing them to feel an immediacy in seeking medical attention quickly or not at all.


Fix: Shorten the intervals between 'ticks' while maintaining the same damage output. This would make seeking medical attention within the first tick not so critical.






14) Issue: Healing While Mounted:


Combat Medics would like the ability to heal while mounted.


Fix:



  • Allow ONLY stims to be used while mounted(ranged, area, and regular)

  • Allow self-healing only.





15) Issue: DragRange:


Combat Medics feel that the range on /drag should be increased. Currently we are limited to the same range as a Master Medic. Being the 'Range' and 'AoE' specialists, we should have at least an increased range for /drag.


Fix: Increase the range for /drag.






16) Issue: Experimentation on Stim Components:


Combat Medics would like to be able to fully experiment on their Stim Components as opposed to relying on a Doctor to make the components/schematic for us.(note: this is linked to Issue #1 in that some feel if Doctors are made to rely on us, then there is no need to remove our reliance on them)


Fix: Allow full experimentation for the Stim Components.






17)Issue: Flamethrower/On Fire Cure:


Combat Medics would like to have the ability to cure the On-Fire state.


Fix:



  • Addition of the Fire Blanket to the Combat Medic Profession(either simply copying it over to a skill, or lowering the current Fire Blanket ability from Doctor to Master Medic)

  • Addition of a seperate item for Combat Medics to use to cure the on-fire status(preferably with a range and/or AoE effect)





ADDED


18) Issue: Poison/Disease Range:


Combat Medics are having a hard time reaching anywhere near 64m with their offensive meds. Even with high quality resources that range is still out of reach.



Fix: Tweak the range forumla to allow reaching 64m to be more common than it currently is.






ADDED


19) Issue: 4 Second Rooting Animation


Combat Medics are rooted for the entirety of the throw animation, regardless of what we're throwing(stim/poison/disease) and if we were already in motion. This puts Combat Medics at a distinct disadvantage compared to other combat professions.



Fix: Remove the rooting.







*11) Issue addressed(90m range). Reworded to discuss current range progression issue.


*12) Issue addressed('you have been poisoned' message). Changed to discuss stim range issue.





~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Bamboozle
Mon Aug 16, 2004 6:52 pm
#2


Oh oh oh! I'll start!


1) Add that, yes, doctors need DMs from us, but we want more. more more more!
Also, maybe remove the suggestion about armor resistance layers. Innoculations are enough.


2) Personally, I don't think this is an issue any more. It seems to me the "rare" resources spawn fairly often now, at least on my server (Chimaera).


3) Maybe letting Master CMs have mind stims is a solution? It's controversial, I know, but worth mentioning.


6) I disagree on this one, but I know many of us don't, so never mind me.


8) Hmmm... I though disease in PvE helped a lot? Someone said it ups the battle fatigue on the MOB, causing the poison and disease to tick more. I could be wrong though.


10) Good one. I think ranged mitigation would be the best option, since it doesn't stack.


16) Yes, please!


17) I don't know... The devs have made it pretty clear (through their actions) that state healing is for doctors only. Maybe worth mentioning though.


18) Oh dear god, yes please!


Good work, Texxie!






Message Edited by Bamboozle on 08-17-2004 03:52 AM



The Kitten's Diary, Day 781: I have discovered a most delightful way of making life miserable for my captors. Yesterday, I ate the woman's precious begonia, and today I have dismembered the amaryllis in the bedroom window. She is furious over the loss of her darling house plants! I find it highly gratifying.

Shai - Lieutenant Colonel of the Imperial army, FK division
Resource Vendor in the BlueDog Mini-Mall, Haven Island, Corellia -2010 -4670

Bamboozle
Mon Aug 16, 2004 6:58 pm
#3

Actually, I'd like to add one:


20) Issue: Area cure effectiveness

Many CMs feel that the area cures recently given to doctors are too effective. An average area cure can remove any non-loot enhanced poison in one shot.


Fix: Reduce the effectiveness stat on area cures.



Did I get the colours right?







The Kitten's Diary, Day 781: I have discovered a most delightful way of making life miserable for my captors. Yesterday, I ate the woman's precious begonia, and today I have dismembered the amaryllis in the bedroom window. She is furious over the loss of her darling house plants! I find it highly gratifying.

Shai - Lieutenant Colonel of the Imperial army, FK division
Resource Vendor in the BlueDog Mini-Mall, Haven Island, Corellia -2010 -4670

PsionicHawk
Mon Aug 16, 2004 7:22 pm
#4

I'm in red






1) Issue: Inter-profession Crafting Interdependency - Others dependent upon us:


CMs currently are dependent on Doctor crafted components in order to make the Best Stims. CMs are also dependent upon Artisan and Scout skills to obtain certain resources. Many CMs would like to have other professions dependent upon us for items and/or components.


Fix: Implementation of any/all of the following:




  • Chef poison/disease resistance foods require a crafted component from a CM.


  • Armour resistance layers requiring a CM crafted component.


  • Weapon addition to add a DoT attack requiring a CM crafted component.

While this was partially done with the latest publish, It's still hard. Most of the time not money is not made on a subcomponent, I doubt highly that many CMs will find a huge market for this. Money is still a concern as a CM money can only be shifted around the CM community (since only CMs can use CM products) or exported to the crafting community. Has anyone actually found a good market for dispersial mechs?






2) Issue: Resource Requirements


Many CMs feel the resource requirements are too rare/specific. Some also feel that the spawn rate is too low as well.


Fix: Increase the spawn rate to something that is, at the least, decent. A spawn rate of once every 2-3 months is not overpowering OR maintain the current spawn rate but make the stats better all around.


LOW DR ON TITANIUM ALUM = GRRRRRR. I'd also like to see a few less named resources and a few more planet specific, akin to Doctors.







3) Issue: Increased Usefulness of Mindheal:


Mindheal, currently, has drawbacks which outweigh it's usefulness. It lacks any true range and the wounds/bf it causes are too high.


Fix: Increase the range of /mindheal and lessen the wounding. (note: this may become a non-issue with the HAM Revamp portion of the Combat Revamp, in which it is thought that mind healing will be as easy as Health and Action healing)


More or less agree with this, I'd alter this to: has drawbacks with CAN outweigh it's usefulness, just a slight wording change.







4) Issue: PvE Damage Output:


Combat Medic Damage in PvE is woefully inadequate. Poisons and Diseases offer little to PvE encounters and are sometimes outdone, damage-wise, by simple use of low level marksman weapons.


Fix: CM Damage increase for PvE situations. Anywhere from 2-3 times current.(note: this would automatically require a damage reduction be placed on CMs in PvP)


True in most cases, however if implemented you would need to see some mobs with poison damage reduction (NSE, Kryats, ect), however in most ways that people earn money (terminals) CM damage skills are inadequate as the profession currently stands.







5) Issue: Faction Points:


Combat Medics would like to be able to obtain faction points for using their abilities. Whether it be via healing fellow factioned members during GCW related encounters, or by use of poison/disease during GCW Encounters.


Fix: Implementation of a code similar to 'kill credit' for healing, only substituting a drastically reduced ammount of Faction Points for Combat XP. Implementing some form of 'kill-credit' Faction Point gain for damage dealt on a Factional Target.


Agree, would like to see some fractional XP given for medicine use.







6) Issue: No Incap/+1 Change:


The implementation of the +1/No Incap was an attempt to end the 'incap dance', basically allowing poison to triple-incap a person to death or(at the time) being incapped continuously over an extended period of time due to immunity timer on getting up from an incap. Due to changes and fixes, some CMs would like to have this rule removed.


Fix: Allow Poison to Incap on it's own



Debatible, could go either way.







7) Issue: Line of Sight/Z-Axis Issues:


Combat Medics have the ability to 'bounce' an AoE offensive Med off of a single valid LoS target and then effecting everything within range of that target, regardless of their current location. Combat Medics also have issues with knee-high logs/boulders/rocks/etc blocking their ability to throw ranged/area meds.


Fix: Make it so that things like walls and the ground actually interfere with throwing meds, but items such as Rocks and Logs do not.



Personally I would like it so that no AOE attack can go through a wall. It solves many exploitish issues (dueling a friend, targeting a creature, ect)







8) Issue:Usefulness of Disease:


Disease needs it's usefulness examined. In PvE encounters, it has little to no use due to low and slow damage dealt(see #6). In PvP, due to the Stat Cap(a buffed player not receiving more wounds then their unbuffed stat+1) diseases are also of little use.



Fix: Change diseases to:



  • Current effect PLUS Prolonged exposure causing different states(dizzy, stun, blind, etc).

  • Change diseases to debuffs in that it would act as a 'spice downer' and reduce a stat by a certain ammount(perhaps removing a doctor buff entirely) for a certain period of time.

Agree, usefulness of disease needs to be addressed esp since wounding can't go below someones base health, mostly 399 wounds on a given stat (save mind).






9) Issue: Money:


Medic is the only starting profession to not have a dedicated mission terminal from which to earn credits utilizing their skills and as this is our Novice Profession Requirement, it hinders our ability to earn credits as well.


Fix: Implement a Medic Mission Terminal.


Our skills are also not taken into account when attempting to obtain a Destroy mission other then novice. A Master Combat Medic and a Novice Combat Medic receive the same Destroy Mission difficulty level, a problem no other Combat Profession has.


Fix: Allow CM skill level to dictate mission difficulty.


Combat Medics also don't have a viable sale item. All other crafting profession have items or services they can sell to earn credits, Combat Medics do not. Our customer base consists solely of others within our same profession.


Fix: Implementation of ideas from Issue #1


I would like to see an item that decays or has a limited number of uses be sellable to the general public.







10) Issue: Damage Mitigation/Resists:


Combat Medics do not have any Damage Mitigation or Resistances within the profession except what is granted in the Ranged Support line of Marksman(Ranged Defense +6/Melee Defense+2).


Fix: Grant one or more of the following:



  • Ranged/Melee Mitigation Level 1(or higher)

  • Increased defense mods

  • Resistances to Poison/Diseases within the Combat Medic Skillset.

Agree, some defenses should be given to CMs.






*11) Issue: Poison/Disease Range Progression:


Combat Medics are now within the 64m cap of all combat professions. However, the difference in range from Novice to Master on offensive meds is far too low.


Fix:Change the formula to provide a more level progression from Novice to Master.


Here's my fix. First reduce the range on Dispersial Mechanisms. Make the cap on range 32. Make this cap as hard to acheive as the 48 cap was before. Bring back the old range calculation forumla (Base range*(1+CMSkill/100).






*12) Issue: Stim Range:


Combat Medic ranged and area stims have abysmal ranges. This is due to the fact that the necessary subcomponents lack a ranged category.


Fix:Increase the base crafted range rating on Area/Ranged stims to something akin to our Poison/Disease base crafted ranges(with experimentation used to further that range)


Agree







13) Issue: DoT Tick Intervals:


Currently Poisons tick every 10 seconds, Disease every 40. This will cause a large amount of damage to be done at one time each tick. This has the effect of perhaps panicking certain players and causing them to feel an immediacy in seeking medical attention quickly or not at all.


Fix: Shorten the intervals between 'ticks' while maintaining the same damage output. This would make seeking medical attention within the first tick not so critical.


Agree, I would like to see damage every one second. This would end also end the current bug Apply T=0 Cure T=5 Reapply T=9 Tick T=10.







14) Issue: Healing While Mounted:


Combat Medics would like the ability to heal while mounted.


Fix:



  • Allow ONLY stims to be used while mounted(ranged, area, and regular)

  • Allow self-healing only.

Not a critical issue, I guess it would be nice but IMO there are bigger things to worry about






15) Issue: DragRange:


Combat Medics feel that the range on /drag should be increased. Currently we are limited to the same range as a Master Medic. Being the 'Range' and 'AoE' specialists, we should have at least an increased range for /drag.


Fix: Increase the range for /drag.



AGREE







16) Issue: Experimentation on Stim Components:


Combat Medics would like to be able to fully experiment on their Stim Components as opposed to relying on a Doctor to make the components/schematic for us.(note: this is linked to Issue #1 in that some feel if Doctors are made to rely on us, then there is no need to remove our reliance on them)


Fix: Allow full experimentation for the Stim Components.


Mixed feelings on this, esp since they must aquire Rancor Bile or get dispersial mechanisms of their own







17)Issue: Flamethrower/On Fire Cure:


Combat Medics would like to have the ability to cure the On-Fire state.


Fix:



  • Addition of the Fire Blanket to the Combat Medic Profession(either simply copying it over to a skill, or lowering the current Fire Blanket ability from Doctor to Master Medic)

  • Addition of a seperate item for Combat Medics to use to cure the on-fire status(preferably with a range and/or AoE effect)

Agree. Personnally I feel that CMs should be given the ability to cure all states except for prehaps poison and disease. I think both CMs and Docs should get a fire cure, Docs should be more powerful, while CMs should be ranged and/or AE. The best way to implement this would be to create a CM item that requires just Dispersial Mechanism and Chemical Release Controler. No Janta Blood or strong Advanced Liquid Suspensions to create an imbalance. With just a chemical release controller the numbers that can be created can be controlled very easilly.






ADDED


18) Issue: Poison/Disease Range:


Combat Medics are having a hard time reaching anywhere near 64m with their offensive meds. Even with high quality resources that range is still out of reach.



Fix: Tweak the range forumla to allow reaching 64m to be more common than it currently is.


I don't have a problem with the difficulty of reaching 64m, I have a problem with the varience between NCM and MCM







ADDED


19) Issue: 4 Second Rooting Animation


Combat Medics are rooted for the entirety of the throw animation, regardless of what we're throwing(stim/poison/disease) and if we were already in motion. This puts Combat Medics at a distinct disadvantage compared to other combat professions.



Fix: Remove the rooting.


Agree, area poison cures don't get rooting, either give that rooting or remove ours, fair is fair.







ADDING


20) Issue: AE Area Cures (a personally pet peeve of mine)


AE should trigger when targeting yourself. Also times when your not allowed to heal (usually in busy/laggylocations. Suspected fractional issue but it's very random).




a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

bradimere
Mon Aug 16, 2004 8:31 pm
#5

i didnt see it listed, but here is my suggestion.


What would it take to have CM's recieve the same amount of experimentaion points as Dr.s for medical crafting ?


Thank you.
Jedi-scout
Mon Aug 16, 2004 10:13 pm
#6

Remove cure poison and cure disease from doctor tree's. All cure poison and diseasepacks, area or singles,should fall into the combat medic tree's.



Canadian Shield FIGHT Club -Retired-

The Original Dark-Jedi Killer


StaticEel
Mon Aug 16, 2004 10:53 pm
#7

ADD - Move area poison/disease cures from Doctor to CM or give CM's the single cure's. CM's are less usefull on a battelfield than doctors. They can cure stats, poison/disease/fire, rez, heal damage almost as well as a CM, heal wounds better than a CM, buff, and give the new innoculations. CM's can poison/disease which has little effect in PvE and now almost worthless in PvP for people who know what they are doing, heal mind which physicaly pains me to think of doing and we have our ranged heals. They of course do not work well because rarely now do people attack health or action, they always go for the mind. Sorry this just irks the living crap out of me.

ADD - Fire, perhaps give us a pack that when thrown has an area affect that disperses a sort of flame retardent chemical that lessens the damage done by fire stats but will not cure them.

ADD - Give us the ability to heal stat effects or decrease the time in which they are active via an area pack.

ADD - Love the idea of giving CM's better defenses. It would allow us an advantage over doctors on the battlefield and let us live longer to apply our poisons/disease and heal teamates. Perhaps some Defense vs. of the more often used stat effects such as dizzy and also ranged and melee defense would be a plus as well.

ADD - The difference in throwing range between novice and master mentioned earlier should be greater.

ADD - Rethinking of innoculations resistance but still think doctors should have them *though hopefully they will lower them with patch 10 is it?*

ADD - to allow combat medics to perhaps make money, let us make rebreathers for players to use, will have a limited time before the filter runs out and one time use, easy to make but doesnt last as long as the innoculations. Perhaps gives high resistance for 10-20 minutes with cooldown timer after uset to prevent constant looping of wearing them. Though they are redundant with innoculations they could come in handy in a battle if your innoculations wear off while in combat. Since they dont cost as much as an innoculation players might seek them out for quick battles or for backups.

ADD - Raise medecine use level of B stims forcing players to either expend more skill points or seek out a CM, doctor, or dedicated medic to heal.

ADD - AAAAHHHH LET US HEAL MIND without getting wounds, doesnt even have to heal as much as our stims would just let it be ... SOMETHING!! Being a Twi'lek CM my secondary mind stats are inadequate so if I ever mind heal someone incapped it wrecks havvok with my willpower and focus, I can't do it more than 2 or 3 times without being useless and yes it is with two brandy but the encumb on my armor like everyone elses is rather high. Perhaps give it a longer range as well since we are a RANGED healing profession hence our RANGED stimpacks.

ADD - More usefullness in battle which I think the above help to accomplish. Make players seek us out for our ability to keep them alive and assist them in defeating the enemy rather then nuking them back to the stoneage.



Sorry if these seem more like ideas rather than issues but there is not much to build on in the CM profession without adding or taking away.
Pahdbacca
Mon Aug 16, 2004 11:23 pm
#8


I think that all of the ideas have merit. I do not agree with all of them, but they are important enough to enough people that they should all be included into a vote.


Texxie......I owe you many beers/whiskey/tequila/milk/coffee/Pop (soda for those of you who live in the wrong parts of the country) or whatever it is you drink because of whatI am going to post (It is also important enough that I will miss out placing harvesters on 995oq talus water and hunting 950/970 oq/pe talus avian meat tonight)


One of 3 things needs to happen for combat medics to be viable in the future.

1) more support abilities will be needed in the profession, or the current support abilities will need to be improved

2)more combat abilities will needed in the profession, or the current combat abilities will need to be improved

3) the skill point requirements will need to be lowered.


The firstproblem is, I can't give any specifics as to what should be done, because we will be putting the cart in front of the horse if we make lists of things we want fixed/changed before we know what will happen in the combat balance. Will a /mindheal ability be needed after the combat balance? Will area damage healing be needed after the combat balance?


The second problem is....IN MY MIND......what should have been battlefield medical abilities were given to other professions other than the Combat Medic.

------Corresponding problem: Any of these problems given to the combat medic, and we will be stepping on the territory of other professions now. The CM would need new types of battlefield states or injuries to get unique abilities added to the profession.


Who does the following involved in combat---- Doctor in Blue, Medic in Green, CM in red, other in yellow....please note, I have left out squadleader abilities because I am VERY unfamiliar with the profession.


Before combat:

Action/Health and substat buffs: Not combat medics, but doctor

Mind and substat buffs: Entertainers

Innoculations: Not CMs, but doctor


In Combat:

Healing Health/Action damage: An ability gained in medic, Doctors and CMs do not get any additional modifications to these abilities beyond master medic

Ranged/AOE healing: CM

Mind Healing:CM

Terrain negotiation: CM/Scout

Bleeding: Ability gained at medic, CMs get no additional mods to this

Drag incappacitated: Gained at medic, CMs get no additional mods to this

stun: Doctor, unavailable in the CM skill tree

blind:Doctor, unavailable in the CM skill tree

Intimidate:Doctor, unavailable in the CM skill tree

Dizzy: Doctor, unavailable in the CM skill tree


Poison cure:Doctor, unavailable in the CM skill tree

Disease Curesoctor, unavailable in the CM skill tree

Fire state:Doctor, unavailable in the CM skill tree

Rezes:Doctor, unavailable in the CM skill tree

Apply poison: CM

Apply Disease: CM


After Combat:

Health/Action wounds and substats: Initiated in medic, medics and CMs get no mods for this after novice medic. This ability is greatly increased in the Doctor skillset. Scouts/Rangers also have VERY limited abilities with this

Mind wounds: Entertainers

Battle fatigue: Entertainers


Personally, I think the Devs goofed up in not giving CMs the ability to cure any state effects, especially the AoE cures and the Fire cures. CMs get no state cures whatsoever.


Possible Fixes: new states the CMs can take care of. Increasing abilities such as bleeding controll or drag distance in the CM skillset. Possibly a continuation of the damage treatmen mods gained in medic. I LOVE the idea of being able to heal wounds on the battlefield that Kave brought up (without a droid)


It rankles me that I have all these beefs but not much to propose to fix them. Help me out here guys.



-----------------------------------------
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
somerandomuser
Tue Aug 17, 2004 4:53 am
#9

Comments:
1) Additional Fixes:
Area Cures: make CM craftable or require more than 1 CM Component (Resielence compounds perhaps?)
Innoculations: require CM components (resilence compounds again?)
New Clothing: rebreathers/gas masks that occupy face(where SE goggles sit)/belt/bandolier slot and provide protection to poison/disease.. Require CM component(s)
Note: Affects #9 as well

3) Additional Fix:
Mindheal Self Targetable: If you could use mindheal on your self to heal mind damage but incurring current levels of mind wounds mindheal would be greatly more useful than it currently is

4) Note:
Related to #13 DOT tick intervals.. constant damage application may make a noticible difference in CM PVE

9) Note: See #1

13) Note: see #4

16) Additional Fixes:
Add new skills to Doctor skilltree: Doctors Assembly, Effectiveness, Experimetation, and Use.
Remove Existing Medic Use Eff Exper and Assembly from Doctor trees.
Expand Medic skill categories to use the full range from 0-100 in the same way Artisan does.
Adjust Doctor level Schematics/Items to require 'Doctor Use' Instead of Medicine Use (including stim-D's and E's)
Adjust Medic level Shematics/items Accordingly
Implement New Skilltapes for Doctor Skills.
On Publish give Doc's "trade in value" for their Experimentation/Assembly tapes (and items already loaded with such) at a doc trainer for items with Same values but in Doc Skillsets
Change medical crafter's Apron to Doctor's.. or implement new schematic

Additional Issues/Fixes:
20) Issue: In current state Skillpoint Requirement is Too high
Fix: Give more Ability to combat medics (defenses, state cures, DOT cures)
Fix: Lighten the Skilltree load (2 lines of medic + ranged support max or just Master Medic)

21) Issue: Medicalforage
Fix: remove it..
Fix: have it forage the concentration percentage (when surveyed) number of Units of whatever is foraged (eg: if there is a 67% concentration of Lokian wild wheat.. /medicalforage will forage 67 units on sucess)

22) Issue: Statecures
Fix: move Statecures to Master Medic.. thus allowing statecure availability to both Doctors and Combat medics
Additional: Consider implementing Ranged/Area statecures for CM's

23) Issue: DoT Cures
Fix: Consider giving CM's ranged/area DOT cures

24) Issue: Ressicuitation (spelling?)
Fix: Consider Giving CM's Res packs (NOT RANGED.. i'm not that insane).. Dependant on Effectiveness roll to succeed

25) Issue: Area Heals Targeted on self
Fix Allow Area Stims to Area Heal when targeted on Self (currently they do not heal anyone but yourself as far as i've seen when doing this)



that's all from me for the moment.. kind of a rehash of old ideas..




The primary weakness of a troll is supposed to be fire..
So why the hell are they always getting themselves into flame wars??

PsionicHawk
Tue Aug 17, 2004 5:12 am
#10


I do know the squad leader profession, so I'll update Pahd's list.






Before combat:

Action/Health and substat buffs: Not combat medics, but doctor

Mind and substat buffs: Entertainers

Innoculations: Not CMs, but doctor


In Combat:

Healing Health/Action damage: An ability gained in medic, Doctors and CMs do not get any additional modifications to these abilities beyond master medic

Ranged/AOE healing: CM

Mind Healing:CM

Terrain negotiation: CM/Scout

Group Terrain Negotiation: Squad Leader (up to 60)

Group Defenses: Squad Leader (up to 30 Melee, 30 Ranged)

Bleeding: Ability gained at medic, CMs get no additional mods to this

Drag incappacitated: Gained at medic, CMs get no additional mods to this

stun: Doctor, Squad Leader,unavailable in the CM skill tree

blind:Doctor, unavailable in the CM skill tree

Intimidate:Doctor, unavailable in the CM skill tree

Dizzy: Doctor, Squad Leader,unavailable in the CM skill tree


Poison cure:Doctor, unavailable in the CM skill tree

Disease Cures: Doctor, unavailable in the CM skill tree

Fire state:Doctor, unavailable in the CM skill tree

Rezes:Doctor, unavailable in the CM skill tree

Apply poison: CM

Apply Disease: CM


After Combat:

Health/Action wounds and substats: Initiated in medic, medics and CMs get no mods for this after novice medic. This ability is greatly increased in the Doctor skillset. Scouts/Rangersalso have VERY limited abilities with this. Squadleaders with TKAs in the group.

Mind wounds: Entertainers. Squadleaders with TKAs in the group.

Battle fatigue: Entertainers






Edit: I assure you, I am not in the wrong part of the country. It is in fact soda.

Message Edited by PsionicHawk on 08-17-2004 08:14 AM



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

Ellenore
Tue Aug 17, 2004 5:26 am
#11

Issue: Despite DOC/CM being so focused on crafting and taking up much sp we get no acess to vendors.

Fix: Give one vendor to either novice or master box for cm/doc wich can hold 100-200 items



Ellen
Selling high quality pharma 4 stims and area stims
Bastion, Lok -200 -2575

vortexala
Tue Aug 17, 2004 5:42 am
#12

Woah... this is what I miss when I go to sleep.

Great feedback so far, folks



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
somerandomuser
Tue Aug 17, 2004 5:53 am
#13

morning texxie (and gratiutous bump for those who still don't see the stickies)




The primary weakness of a troll is supposed to be fire..
So why the hell are they always getting themselves into flame wars??

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