Combat Medic Archive
Thread: When will they fix Cm SEA's?
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R-a-g-e1
Mon Aug 16, 2004 3:48 am
#1
Honestly here, How many "fixes" have we had lately?
Fix the cm med use and cm effectivness while u doing all these other "fixes"
Throw us a bone for the love of god.
P.S. I too lazy to see if it is on the list of things we need but imagine the possibilties in templetes if they did work.
jkray8472
Mon Aug 16, 2004 6:12 am
#2
They will never fix the CM med use tapes, just as they intentionally disabled the "Med Use"skill mods.
As for the others (Healing Range, Ranged Injury Treatment Speed, CM Effectiveness), no one knows when (or even if) they will ever fix these.
There are still so many bugs that have existed since the beginning of the game that the Devs have blatantly ignored....even simple bugs, like a typo in one of our schematics, took them about 6 months to fix.
Mmaxx
Mon Aug 16, 2004 7:34 am
#3
I doubt the effectiveness will ever get fixed either. If it did work, there would be a cap at 100 overall anyway so MCM would never get any bennefit from it. If that mod worked then it would lessen the value of the Master Title. Med Use should never work. For Docs or CMs. If a 4404 CM could do everything as well as a Master CM except craft, what would be the point of all those other points?
A MasterDoc and CM should be able to use more things, and use them better, then a non Master. No clothes should change that.
DoctorGriggs
Mon Aug 16, 2004 7:36 am
#4
jkray8472 wrote:They will never fix the CM med use tapes, just as they intentionally disabled the "Med Use" skill mods.As for the others (Healing Range, Ranged Injury Treatment Speed, CM Effectiveness), no one knows when (or even if) they will ever fix these.There are still so many bugs that have existed since the beginning of the game that the Devs have blatantly ignored....even simple bugs, like a typo in one of our schematics, took them about 6 months to fix.
Thank god they did disable med use and CM med use attachments. I can imagine how damaging it would be. Have someone with novice CM tossing area stims or a novice medic using Stim-D's.
vortexala
Mon Aug 16, 2004 3:21 pm
#5
No idea when the SEAs will be fixed, if at all. Still haven't gotten the ability to fully test it yet. Hopefully soon, though...
Also, there's all kinds of junk still floating around in the loot tables. There are still grenade experimentation SEAs that drop occassionally, and those were from back in beta when Commandos made their own stuff. Not to mention all the 'broken' items and 1 unit of random resources.
Loot tables need a serious scrubbing...
neutrineaux
Tue Aug 17, 2004 12:54 am
#6
i understand and agree that if there is a cap at master, the sea's should not let a non-master get all the same effects as a master. and med use increases would just worsen the problme with novice medics using very potent meds that already undermines our value as advanced medics. i just disagree that there should be a cap in all instances. if the sea's benefitted masters, too, it could be a good thing, at least in some skill areas.
but my big point of contention is that they still drop these items when they do not work. for the love of pete, how discouraging do they want this to be? you finally get a loot drop and it is nerfed, bugged, or just plain never gonna work?
that just sucks. the management should be ashamed of themselves.
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