Combat Medic Archive

Thread: Official Combat Medic Correspondant Problems List

filthy_mcnasty
Wed Jul 23, 2003 11:27 pm
#1

alright, so to make it plain and simple what the Devs need to look into is Combat Medic medicines, what skill they use, and their functionality as designed and when using Medic skills.


PROBLEMS:


Disease/Poison - too high resists compared to crafting difficulty. Too low effect to warrant use. Effectiveness and Resists based on Master Combat Medic using personally crafted medicines. Use of very high quality resources and very well experimented componentsand experimenting on Ease of Use stat seems to help the packs get resisted less but still many believe they are not working as intended. Apply Poison/Disease, using these skills does not intitiate combat with an NPC or Creature.


Ranged StimPacks - working as intended, however, when used within standard stimpack range the /healdamage command does not use a ranged stimpack. But when a ranged stimpack is used manually it works the way it should. Placing the packs on the toolbar is a work around for this issue. Currently the issue is believed to be caused by the /healdamage command automatically using the highest heal value pack you have, so a StimD at 550 would be used instead of a Ranged C with 500 even though the target needs the ranged pack.


Area StimPacks - using the wrong skill, using Medicine Knowledge instead of Combat Medic Medicine Knowledge. Resulting in inability to use higher end stimpacks. Also AOE packs do not affect the area around the target, only the target.


Combat Medicine Crafting - Ease of Use stat becomes higher instead of lower with more experiment successes. Also fix the typo on the Ranged StimPack E to not require 13 Factory Crate Chemical Release Components.


SOLUTIONS:


Disease/Poison - lower resists on Disease/Poison as Combat Medic Efficiency skill raises. Boost effectiveness to make poisons/diseases worth using in combat. Make Apply Poison/Disease initiate combat. Make successful experiments in the Effectiveness stat make the packs land more often as opposed to higher successes with Ease of Use doing that.


Ranged StimPacks - make /healdamage use a ranged stimpack since they have no minimum range. Make /healdamage look at the target's distance before looking at the highest heal value of the meds you are carrying, use ranged when they are outside of 7m and regular when inside 7m.


Area StimPacks - change from medicine knowledge to combat medic medicine knowledge.


Combat Medicine Crafting - make successful ease of use experiments lower the required combat medicine knowledge as intended. Fix the typo for the Ranged StimPack E.



GENERAL ISSUES THAT ARE NOT SPECIFICALL COMBAT MEDIC RELATED:


VERY specific resources require for medicines and components. This affects ALL crafting classes. You have 81 skill pts available after Mastering Combat Medic (and getting the required skills for Novice Combat Medic). It might be wise to spend some getting Surveying 4, or buying a few harvesters to supply yourself with resources and a source of income.


Doctors benefitting from Medic experimentation and crafting skill. This needs to be changed so a Master Medic has +100 crafting skill and experimentation and so that Doctors start over as all elite crafting professions do.


Please add comments and problems here that are NOT already listed. If possible try to offer solutions for the problems. Please keep replies to additions to the list only.




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none-1
Wed Jul 23, 2003 11:40 pm
#2

good list. a few things combat related that need to be worked on is:

1. when someone uses a heal it is entered into the que (and not shown)behind all combat related things already entered forcing the medic to clear the que to do an emergency heal.


2. sometimes when you heal someone it messes up your targeting and you are forced to retarget the person before you can continue doing special attacks. (example i do several body shots twos, i heal myself, i click to body shot two the enemy again, it shows up int he que but dissapears without firing it, i continue doing regular fire on the guy but i have to retarget him before i can body shot two again)


solutions:


1. either make a separate que for medical related stuff or more appropriately since applying medicine stuff is ussually done as you see something happening, jsut make it so that when a medical command is issued it takes precedent over everythign else and is done next


2. this is really more of a coding issue


Other general problems


sometimes with lag when you try to heal something and then go to target a creature to kill, the game thinks you issued the command on the creature instead of what you had selected when the command was first issued.


that is my main gripes at the moment, hope these get looked into.

Merrin
Thu Jul 24, 2003 2:37 am
#3


filthy_mcnasty wrote:

Ranged StimPacks - working as intended, however, when used within standard stimpack range the /healdamage command does not use a ranged stimpack. But when a ranged stimpack is used manually it works the way it should. Placing the packs on the toolbar is a work around for this issue. Currently the issue is believed to be caused by the /healdamage command automatically using the highest heal value pack you have, so a StimD at 550 would be used instead of a Ranged C with 500 even though the target needs the ranged pack.



In my experience this system works fine. Ranged stims are used when they are needed to reach a target, and the highest value stim is used at conventional healing range. I have never had any sort of problems with this. Drawing from your example, if I had a 550 stim D and a 500 ranged stim D and stood within 7m of the target, it would use the stim D. If the target was outside of this range, /healdamage would automatically choose the ranged stim, not the highest level stim. I reached Master Doctor before Combat Medic, and with both 600 value stim Ds and 200 value stim As in my inventory, the /healdamage command would automatically choose which stim was best in the situation...and I wouldn't want it any other way. If I run out of conventional stimpacks, ranged heals still work within the 7m range using /healdamage.

Ranged StimPacks - make /healdamage use a ranged stimpack since they have no minimum range. Make /healdamage look at the target's distance before looking at the highest heal value of the meds you are carrying, use ranged when they are outside of 7m and regular when inside 7m.




By what I've seen in game this is how it works already. On a side note, if a pure Combat Medic wanted to use Ranged Stims exclusively, why would (s)he have regular stims in the inventory?



---------------------------------------
Merrin Nightwind
Master Doctor, Master Combat Medic, Carbine Specialist
Starsider, Test Center
#starsider @ stratics.frws.com
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Fossi1
Thu Jul 24, 2003 2:46 am
#4

1. "Yavin_Fiberplast" does not exist. So no advanced dispersion mechanisms.


2. At least on Corbantis, no one can load Advanced Resliency Compounds into their crafting tools. This bug effects other crafting schematics as well.


I cannot judge if poisons are underpowered, because quite frankly I haven't seen what a poison with advanced components can do. I have a hard time calling them underpowered until I can see this.


3. Dispersion Mechanisms, Resilency Compounds, And Infection Amplication Devices (and their advanced counterparts) are all keying off of Medical Crafting Experience, instead of combat medical crafting experience as they are only used in a combat medicines.


4. Advanced ranged speed should effect poisons and disease delay times, but currently does not.


5. First Aid on a pet triggers (regardless of owner) the extra self-heal time wait.


----


Apply Poison/Disease does initaite combat if it is not resisted.


MycroftTHan
Thu Jul 24, 2003 2:48 am
#5

Merrin, because using Stim C/D for selfhealing or close range healing is cheaper and better than using Ranged Stims.
Merrin
Thu Jul 24, 2003 4:36 am
#6

MycroftTHan:

From what I read he wants to make is so that /healdamage uses ranged stims -before- using conventional stims at close range. I know that using conventional stims at close range is better than using ranged stims at close range...this is why I am wondering why he is proposing such a "solution".



---------------------------------------
Merrin Nightwind
Master Doctor, Master Combat Medic, Carbine Specialist
Starsider, Test Center
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WhiteRaven
Thu Jul 24, 2003 5:04 am
#7

heal damage will not use ranged stims at closer range than 7 meters. It give the "No Valid Medicine Found" error.



now maybe because your a doctor that has something to do with it, but as a Master Combat medic only its bugged for me.




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Khragon
Thu Jul 24, 2003 6:18 am
#8

Filth are you looking for balance issues as well or are we dealing with just bugs/fixes ATM? Nice bug list BTW, you covered the main ones I've had issues with.
AmidEpoc
Thu Jul 24, 2003 6:41 am
#9

1] Factories do not pull from factory crates.

2] Ranged Stimpack Es requires *13* chemical duration units.

3] All levels of "Combat Medic Support" say they help the medic get to the patient faster but neither the speed of the character nor terrain negotiation is improved. Terrain negotiation should be improved with each level of this skill.

4] Doctor "state" kits all have a "range" experimentation option (although it can't be used at range). The state kits (with range) SHOULD be a combat medic option since these are battlefield conditions, there is no reason why both doctors and combat medics couldn't both use state kits with the CM having a ranged option.

5] Area kits and disease and poison kits need a complete overhaul.

So basically almost all the class defining stuff of combat medic is broken and even the ranged stimkit E's are broken thanks to the 13 chemical unit requirement to craft a single kit. This should be noted in the report -- there is not one aspect of combat medic which is not somehow broken once you reach the top end of the class.

As a PS, combat medic xp is using the exact same xp as the medic and doctor trees. That is, if you're a master doctor you can hit master combat medic by doing huge heals in the hospital or in the field and NOT by lobbing your ranged kits and poison/disease packs. You can get crafting XP making woundkits instead of poison/disease kits. And of course the reverse is also true. This is simply wrong.
Combat-Medic
Thu Jul 24, 2003 6:50 am
#10

"heal damage will not use ranged stims at closer range than 7 meters. It give the "No Valid Medicine Found" error."



I don't understand why CM's have issues with this. I use /healdamage all the time and have 0 issues. 6 meters is the range for Stim D's. +6 uses ranged stims. As Long as I keep normal Stim D's in my pack along with Ranged Stim's I've never gotten that error. I can send logs if you wish? I'd like to know what all these CM's are doing to get this error. I've not seen it once when I have the appropirate medicines.



One of the things I'd like to see is poison/disease D's. The highest ones are C's. USing poison/disease takes up the heal "que/time" Ie acts as if I healed instead of used Poison. In nonsolo situations I feel that would make using them more worthwhile as well by making them more potent.





Tasha -====MASTER CM; Pistoleer 0/1/4/1; Doctor 0/4/3/0====- Corbantis Server

Salin'a -====MASTER Dancer; CH 1/1/0/0; Unarmed III====- Chilastra Server
Nohup1
Thu Jul 24, 2003 6:54 am
#11

Need to be able to heal Mind Damage. I can live with everything else.
LehaLongshot
Thu Jul 24, 2003 9:03 am
#12

" As a PS, combat medic xp is using the exact same xp as the medic and doctor trees. That is, if you're a master doctor you can hit master combat medic by doing huge heals in the hospital or in the field and NOT by lobbing your ranged kits and poison/disease packs. You can get crafting XP making woundkits instead of poison/disease kits. And of course the reverse is also true. This is simply wrong. "


I think the problem that people arehaving is notabout getting thewrong kind of craftin get exp, it's about the fact thatcombat med components, injection amps resilience compoundsetc, cannot be experimented on. I'm not even sureif experimenting on the components now actually increases the power of the poison/disease, but it should if it does not.These components are only used forcombat medicalcrafts, soit's completely logical thattheir experimentation depends on the combat crafting skill not doctor. I'm not sure ifthis is whatpeople are saying, butI think it's what they mean. You are right though, I gained practically all my combat med levels crafting regular medic stuff. Didn't really bother to get enough combat crafting ingredients.



Leha Longshot - Flurry - Novice Rifleman, Novice Combat Medic

deWoern
Thu Jul 24, 2003 9:13 am
#13

Hello all,


My Factory does pull from factory creates. Done Stimpacks D with it.


Another problem is, that Area Poisons arnt having any area Effect, only single.


Cu




Cyfer - Farstar (MCH- Ranger)
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