Combat Medic Archive
Thread: Collection of issues for report of week #2 ? :)
let's start collecting the still unadressed issues without discussing them (i.e. if you want to discuss something, start another thread) to get an overview (i.e. issues not adressed in Q's or filthy's post)
- animations on all CM packs cause you to stop when you are moving/running, major pain in PvE and a killer at times in PvP
- assembly and experimentation of all subcomponents base on Medic skill (50) that does not improve in the CM branches unlike Doc's
- Fiberplast_yavin is not a viable resource
- Ranged E requires 13 CRDM's
- since CH now get the ability to heal their pets without taking Medic, can we get our own ability to aquire the resources we need without taking Artisian...
- theway poison and diseases work, they are a rare option (in terms of viability) in both PvP and PvE, i.e. diseases are pointless in PvE and only a griefing tool in PvP; withthe large amounts of time both require to take effect, they are pointless with the current pace of combat except in some very specific cases. This issue could be reduced by adding an initial effect when they hit.
- there is a large discrepancy in Exp gain for Medical compared to Medical Crafting Exp starting with the use of Stim C/Ranged C forcing us to grind out the remaining crafting exp. the 1/10th exp on factory runs while we need factory made components for all of the upper level packs further increases the problem.
I wont discuse them but here they are
-1 Area Stims requiere Medicine use NOT Combat medicine use...... this is not hard to fix Devs DO IT pls
-2 nothing works from master CM crafting or from master CM ( they are all area effects, E stim have a typo 13 CRDM instead of 3)
-3 Dots=Useless!!!! figure it out, try them out 4 yourself
thanks devs
Nosferatus Master Combat Medic Eclipse
- since CH now get the ability to heal their pets without taking Medic, can we get our own ability to aquire the resources we need without taking Artisian...
Rant
What's next? Creature Handlers also able to make their own food to feed their pets? I don't get it. There's a huge push in this game to effectively FORCE cross profession interaction. Giving Creature Handlers the ability to heal (even if it's animal only) is akin to allowing Medics to heal mind wounds. I don't recall seeing anything in the CH tree that even remotely implies that they are healers.
However I would love to see huge changes to novice level items. I want to see all classes able to survey should they have the tool at 32m. I want sample to be that, a one resource item sampled, per resource, every 2 minutes, but 10 seconds for a different resource. I want Mining given to the artisan with current sampling rates.I want survey distance given to the medic line - all it does is increase range. I also think that non-medics should be able to use Stim A's. YES, this does reduce player inter-dependance - but so do the current trends in hot fixes.
/Rant
- assembly and experimentation of all subcomponents base on Medic skill (50) that does not improve in the CM branches unlike Doc's
At the very least, components ought to be based off of the highest medic crafting skill. But ideally there's another change to class structure here. a Master Medic gets 100 medicine crafting skill. Doctor and Combat Medic start fresh. All of the Doctor's stim packs are now LARGE stim packs, and require doctor medicine crafting skill. Same with wound packs. Every other crafting class changes over to the advanced class crafting, I don't see why medic has to be different. I've posted the stats before, but CM is left with about 32 skill points once they get the skills they need to operate at peak effectivenss - Doctor Crafting 4, Survey 4, Master Medic, Master Combat Medic, and Ranged Support 4.
Yes the animation for throwing is a pain too...needs to be changed.....i hate how we run aorund like crazy shooting, but can't run and throw a lil glowing blue ball
I however think poison and disease rock in both PVP and PVE
the 5 minute protection from DOTs after incap needs to be lowered a little......and if it doesnt at the least the DOT should not tick without doing dmg nor where off with time during that wwait.....it should pick up where it left off.....making doctors and meditation more combat effective
But they DO need another profession to get heal-packs (BE).
Though admitedly I'd rather see THEM being nerfed (ie only BE can heal), then us get survey, it's boring to hunt for resources I'd rather buy them from people who like it