Combat Medic Archive

Thread: TH on CM Range...

Zurck
Fri Jun 18, 2004 1:32 pm
#1






Opasa wrote:

Thunderheart - I feel for you man, I bet you wish you rephrased that huh? No offense, but after reading that, it seems like you havent played the game in the past 6 months. How can you possibly say that when there are rifleman and combat medics galore busting everyone up, especially the Combat medics? And no offense again, but I've noticed a trend in topics that you post in: if a question is brought up regarding a post you made earlier, you never return to post in that topic again. How about you prove me wrong and actually post in this one, saying that the dev team would never allow an imbalance so that a certain group of people are overpowered, and explain the situation of combat medics and riflemen in the past few months. I know youre not the head honcho and that you have a boss, its just me and it looks like everyone else really want you to eat your words.



"Nah, I don't wish I had rephrased that. When looking at community issues, sometimes playing the devil's advocate is both healthy and necessary foran important issue. This community is full of a lot of really smart people who write compelling essays and topical positions everyday. Sometimes, to understand how important a specific issue is to a community at large, this sort of discussion is critical. I suspect I will always make those kinds of comments from time to time.


As for combat medics and riflemen, well there are a couple things to consider. The first is that the game very much needs the combat balance (I'll have a lot more details about the status of that after Publish 9 goes to live). There are a great many aspects of combat out of balance right now, which is why we all agree the CB is a very important issue that effects a lot of players. A key element to the CB is that attacking the mind pool specifically won't be as prevalent - - the HAM revamp and changes to specials will take away from that combat focus. The second thing to consider is that combat medic attack range is a bug that is going to change very soon.


Moving on to the core question of, "will Council members are expected to "cut swaths" through crowds of people, and killing large crowds of players" is a pretty important question. Since it is a lightning rodfor the community, I brought it up several times today and here are the counterpoints:



  • The existing PvP ruleset is still in place and "cutting large swaths" through crowds of people will depend on all those people being declared.

  • Jedi under the rank of Knight have been designed to be in normal combat scales. They can declare overt like normal players and will be hunted by Bounty Hunters for sure. In terms of PvP combat at this level, Jedi have been balanced to be in line with other combat professions. An outnumbered Jedi (providing the other players are of comparable levels) will almost always go down.

  • Force Ranked Jedi are declared overt all the time. Light Jedi are declared Rebel and Dark Jedi are declared Imperial.

  • There will be 100 or less Force Ranked Jedi per server.

  • Force Ranked Jedi utterly depend on killing each other for experience.

  • Force Ranked Jedi loose FR experience when they die in combat to other Jedi and loose even more FR experience when they fall in combat to non-Jedi. Keep in mind, when FR Jedi loose experience, they loose rank.

Beyond that, Force Ranked Jedi are intended to be fearsome and Rebel teams and Imperial Teams with a Force Ranked Jedi with them are supposed to be targets you think twice against before challenging.


The things I have to look into is the status of loosing XP for PvP deaths and Force Ranking and see where that is at after the new version of TC-Corbantis that will be up a little later this afternoon. (It would be helpful for you guys to log on to TC-Corbantis to log on and see what you find out.)





Kurt "Thunderheart" Stangl
Assistant Community Manager"




Sall M'on
AoD
Black Sands, Tatooine
jfang
Fri Jun 18, 2004 1:50 pm
#2


Unfortunately, nothing new here...


We know that range is a bug, we know it will be fixed "soon" (and has already been fixed according to patch notes... ), and many combat medics (including myself) will be happy when it is fixed for real, assuming it doesn't break something else (like ranged heals). Thanks for sharing it with us anyway though.


By the way, where did you get this quote from? I don't doubt it's authenticity. I'm curious as to what prompted TH to respond to it though, and what other context the post is in (and other questions it might answer)?
Zurck
Fri Jun 18, 2004 1:52 pm
#3

I am happy as well just wanted to share it with the rest of you...


http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=200268&page=1


On page 3 I think is where the quote is from.



Sall M'on
AoD
Black Sands, Tatooine
jfang
Fri Jun 18, 2004 2:21 pm
#4



Aha. Thanks a lot.



Edit:

Wow, is it any wonder why devs are so closed mouthed? Once you open a can of worms...


I wonder if we could start a "you can post on the combat medic forum what you are thinking, burn you at the stake for every minor thing you mess up or change your mind about" movement, and get some more dev interaction here...

Message Edited by jfang on 06-18-2004 05:30 PM

vortexala
Fri Jun 18, 2004 4:41 pm
#5

I'm just hoping that TH mentioning the range bug there will get it out more to folks, so they can stop complaining about the 10000m Poisons of Doom...



~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...
Gnuut
Fri Jun 18, 2004 8:42 pm
#6

Course they don't bother to mention whether the 4 second animation crap will be removed.



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

jfang
Sat Jun 19, 2004 7:28 am
#7


I doubt it will be. The devs have stated several times that 65+ is a bug, but never mentioned the animation to be a bug. Not to mention it's hard to imagine a bug happening to create a throwing animation, so we can assume that the throw animation was intentional and as designed.


I also think it's a good thing which counterbalanced using poisons and diseases (much like the animation for charge shot counters the tendency to spam charge shot for carbineers). That they made a mistake so combat medics are more effective now than originally intended is not to say they should strengthen combat medics beyond their original design when they fix the bug.


If they fix range then it turns out to be misbalanced they can (and probably will) re-evaluate it. But until then, there is no real reason to over-react about a range bug fix.
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