Combat Medic Archive

Thread: Combat Medic Issues revisited:

PsionicHawk
Tue Jul 05, 2005 8:36 pm
#1


Last compiled issue list. New Comments in aqua



Experience

Combat Medics don't get medical XP for using non-healing abilities. It would be much welcomed if all CM abilities grant medical XP.

Nothing has changed in this regard

Healing:

It is felt by many that Combat Medics have a hard time fulfilling the role of healer while in a group.

1) The Heals themselves don't heal for enough damage. A small increase would be welcomed.

2) The ability to heal incapacitated players. Medics cannot do this, jedi can. It would be good to see this ability returned.

3) The Argo obtained for using heals is too high.

4) CM and Doctor Rez is buggy

Possible solutions, decrease the amount of argo that healing gets. Increase the effectiveness of taunt, decrease the cool down of taunt. Also a better visual indicator of what is current attacking you would be welcomed (The old HAM bars above the head worked and would do nicely)

For the most part the changes in Pub 19 solved most of the healing issues in Combat Medic except for the new targeting issue.

Infect

Almost everyone agrees. This is a useless or broken skill. No wounds are generated or is generated so slowly as to be not be noticed. Please examine the usefulness of the skill.

Still an issue and is needed to have CM be the '4' in offense it was given in the documents

Deuterium Toss / Neurotoxin

At Master level these skills work fine. At Novice the miss rate is well above what it should be. It should be possible to poison something at novice CM, right now that isn't the case.

Solution: Increase the hit/miss rate at Novice CM

It is also wished that an area neurotoxin be granted. It would deal less damage then neurotoxin and have the same AoE of Bacta Spray.

Nothing changed here

De-buffs
While debuffs like Paralyze and Shock seem to work as intended the debuffs that affect Action and Mind are useless in PE, and have a narrow usefulness in PP. Examine the Doc buff vs CM rebuff. Since Doctor buffs can be applied outside of combat and CM ode-buffs must be applied while in combat CM buffs should be able to out beat Doctor buffs.

A visual effect added for paralyze that way group members know which creature to avoid attacking.

Again, no changes



Previous issue thread:
Clicky

So what are your current issues relating to Combat Medic?

Message Edited by PsionicHawk on 07-05-2005 11:38 PM



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

PalithiCitiezen
Wed Jul 06, 2005 3:16 am
#2






PsionicHawk wrote:

Last compiled issue list. New Comments in aqua

Examine the Doc buff vs CM rebuff. Since Doctor buffs can be applied outside of combat and CM ode-buffs must be applied while in combat CM buffs should be able to out beat Doctor buffs.


Message Edited by PsionicHawk on 07-05-2005 11:38 PM




please in the name of balance don't make cm debuff that strong that they make a doc buff complete useless. that would make the cm to powerfull, we would have the same effect we had with the too powerfull mind poison, one cm needed to toss his poison and the battle was over, no thanks not again.


the role of the combat medic is to assist his group mates, not to rule the battlefield! (well at least in my opinion)


Eulbobo
Wed Jul 06, 2005 4:30 am
#3

Maybe beeing able to make skills automatically use enhancers if you have some in your inventory would be a great idea...



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Ilcbar
Wed Jul 06, 2005 2:07 pm
#4

I think we should have access to a cybernetic arm (maybe the commando one) that will increase our range on debuffs, dots, and stims.



< WooKs >
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Jack-Aubrey
Wed Jul 06, 2005 3:19 pm
#5





PsionicHawk wront:


De-buffs
While debuffs like Paralyze and Shock seem to work as intended the debuffs that affect Action and Mind are useless in PE, and have a narrow usefulness in PP. Examine the Doc buff vs CM rebuff. Since Doctor buffs can be applied outside of combat and CM ode-buffs must be applied while in combat CM buffs should be able to out beat Doctor buffs.






Why not make a special that litterially "debuffed" the player. It would just take away a max of 3 (?) buffs, which are selected at random. This wouldn't make CM overpowered, and wouldmake us into actual "debuffers", rather than a proffession with a bunch of useful states.



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Like the wind.... sshhshhhwhooooshwhwhhshhhhh
Phaylen
Wed Jul 06, 2005 4:44 pm
#6

Looks like you cracked some devs heads PsionicHawk. Jedi can no longer heal while paralyzed. Probably snuck in patch 19, just tested it last night.
Silent_Hero
Wed Jul 06, 2005 5:19 pm
#7


just a small issue, and this goes for all the enhancers, if when we use them their would be some kind of cooldown timer on the item themselves so I have an idea how long until I can re use it.


Also Bacta Jab enhancers don't seem to work for me.I have to physically target myself to use them, when I use just the skill it default heals me.


If bactatoss default healed yourself when you had a creature targeted would be nice as well.


Yeah the throw range arm would be very nice! Or if one of the weapon ranges worked. I would be more than happy with a simple +5 range.

Message Edited by Silent_Hero on 07-06-2005 05:23 PM



Dareth El'dor - Master Rifleman,4004 Doc,4404 CM

Meuw
Wed Jul 06, 2005 10:35 pm
#8

I just have to say that after coming to CM from being a longtime CH that this forum is so refreshing. It is so pleasant to be in a profession that works so well that only a few rather minor problems can be listed. The irony of it is the CM problems as minor as they are to the survival of the proffession will likely be solved long before those that have destroyed others.



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Bria-Meuw-retired MCH, MCM, MBH
Bria-Mackarel Joe-MAS, MT, MA
MataHairy
Wed Jul 06, 2005 11:05 pm
#9



What I see as issues:


(1) Targetting for heals is very difficult, making people miss targets and difficult to self heal.Macroing a "/heal self"type of command is not sufficeint unless enhancers are automatically pulled from inventory (see Item #2).


(2) Let enhancers pull from inventory. If there is a concern about using them in all cases even when you dont want to, make them only work from top level inventory and not when in bags.


(3) Rez problems


(4) There is no actual increase in skill as new versions of heals are learned (e.g. "Improved" or "Advanced" version), only an increase in healing efficiency. Becasue of this, Master Doctors with minimal CM skills (4440 medic/MD) can outheal MCMs on combat medic heals. There is little incentive tolevel up for new skills.


(5) The droid and enhancer modifiers to skill are a constant amount (also can be considered a multiplier to healing efficiency), so they have a much higher impact on low level medics than masters. Consequently, because of the non-linear healing system, low level medic and CM heals areincredibly powerful,andcan be asstong as a master doc or CMswhen using modifiers such as enhancers and droids.


Did the devs really intend to let a 0000 medic, with 15 skill points,be able to heal for 1300+? Or a 0200 Medic to heal with Bacta Toss Enhancers for 1600+?


(6) Modifiers to Bacta Infusion seem to be broken, or severley crippled.

Message Edited by MataHairy on 07-08-2005 06:12 AM



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
Puttley
Thu Jul 07, 2005 3:57 am
#10


personally as a 4000 CM my huge issue is the "this is not a valid PVP target. its killed me so many times when i've been bashing on batca toss and get that response
A_Lamer
Thu Jul 07, 2005 2:34 pm
#11

Everything seems right in this revisit, though I'm fairly certain I've been able to use toss and spray to heal incaps out of incap pre 19.

One issue I have that you brought up is the area nuero. Obviously I'm all for it existing, but only as another skill, possibly also gained at novice and effectiveness increased as you progress the CM tree. The reason? neurotoxin despite being completely useless as a health drain (since it doesn't stick) is the best tool in my arsenal when grouping high level mobs. Neuro is the only skill I have that can pull a SINGLE enemy that can group aggro. My misfit group of idiots and hooligans came across kimos the other night, and we only survived because the CMs in the group (me and one other) used neuro to pull off a single kimo which we as a whole could state, daze etc to a point where it didn't 2 hit db us. We were doing great until our rifleman decided it would be cool to fire on one of them before we even got into range. /sigh My clothing is at 50% and I bought it 2 days ago...



Starsider: Denala Vik'nar BH/Pistoleer/Combat Medic
eapers
Thu Jul 07, 2005 6:40 pm
#12

I'm glad that our healing issues have been resolved. Stuff to add:


1) Enhancers should pull from inventory while using the normal special so we can see the cooldowns in the toolbar.


2) (this one is mostly about PvP) Rezzing isvery difficultas a MCM, because without picking up some medic we cannot drag dead players. Seeing as most players do not die in convenient places, this often makes rezzing not an option. I would like to see some sort of drag granted at novice combat medic.


Other than that, the other issues are still valid such as infect being useless and the really poor performance of low level combat medics. Lookin good!






JOHNNY-JONES JACKSON

AFK
UrNmE
Thu Jul 07, 2005 7:06 pm
#13

Paralyze being broken by a duel during a bh mission. Essentially I paralyze and state, after the paralyze, their buddy does a /duel and breaks the paralyze.
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