Combat Medic Archive

Thread: Devs can we get a response?

Nydes
Fri Jul 18, 2003 6:48 pm
#1

Hey devs can we get a response if you planning on fixing any of the combat medics problems or if you even know they have problems?? because as of right now the combat medic is a nearly broken profession, the only thing working is the ranged stims.


1. Poison, the poison delivery units are resisted 4 out of 5 times, every time i try to use one 4 out of 5 times its resisted, and even when they do hit and work, the dmg they do is not impressive at all, my carbines action shot does more dot dmg than my poison, and all i have to do for that is pull the trigger, for the poison i gotta travel to all my havestors (spread out all over the **edit** place) collect materials, then travel to my factory and build packs, all that work to be resisted 4 out of 5 times and do minimal dmg??


2. Disease, disease is completely pointless in pve (player vs environment) whats the use giving a swooper leader a disease if hes jsut gotta die5 shots later, and even then they are also resisted about 4 out of 5 times also, so you go through all the work harvesting the materials for them, just to be resisted, or when they do hit you give your target a minimal wound? completely useless


3. Area Effect Heals, these are completely broken, and barely work at all, say theres 5 people in front of my, injured, within 5 meters from eachother, i use my area effect heal, i hits its target, doesnt heal its target, and only heals 1 person around the target (seems to pick randomly). not to mention that the skill to use them seems to be messed up seeing how a master combat medic, can only use the area stim a, because all the others it says he doesnt have the skills to use it.


As a matter a fact the only part of the combat medic profession that is working is ranged stims, and even they are a little bit bugged, cause i cant seem to use my ranged stim at close range, only short range, so what? i have to run away from the person im trying to heal to be able to heal em?


So devs can we get a response if your planning on fixing these problems any time this year???


-Nydes


-broken combat medic/ carabineer



Nydens akisi


-broken commando

Nydes
Sat Jul 19, 2003 11:20 pm
#2

Guess no one cares about us combat medics =(
Nefarious-DDH
Sat Jul 19, 2003 11:46 pm
#3

Well to answer your first question are you useing the apply poison button or jsut throwing them? You have to use apply poison =)
MichaelF77
Sun Jul 20, 2003 10:30 am
#4

I talked to Q-3PO on the ComicCon and he said that Combat Medic issues just as any other class issues will be looked at based on feedback collected by corespondents, who would be assigned this coming week.
So hang on there a little more.



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
Tasmen
Sun Jul 20, 2003 7:48 pm
#5






MichaelF77 wrote:
I talked to Q-3PO on the ComicCon and he said that Combat Medic issues just as any other class issues will be looked at based on feedback collected by corespondents, who would be assigned this coming week.
So hang on there a little more.




That's good to hear. I've stopped making poison/disease stims for the meantime. I'd really like to be able to use them someday. It's part of why I picked this particular profession.



~~ Valina Raeta -- Master Combat Medic/Doctor/Pistoleer (Chilastra) ~~
~~ Selling Ouchless Band-Aids For Your Owwies~~
~~ -304,-5896 South of Coronet, Corellia ~~
~~ -4337,-2425 Just outside Imperial Outpost, Dantooine ~~
TwilightScout
Mon Jul 21, 2003 5:03 am
#6

You can use ranged stims at close range, however you have to manually use them. It doesn't work with /healdamage.

I used to put stims on my toolbar for that reason.
MycroftTHan
Mon Jul 21, 2003 12:20 pm
#7

This is sad, since all these issues werelisted by Slothy and me like 2 months ago...
filthy_mcnasty
Tue Jul 22, 2003 6:58 pm
#8

Please let me know what specifically was used to make the poisons, what sort of experimentation, and the quality of components used for the items in question. Also the creature/NPC they were used on and your Combat Medic skill levels. I'd liketo get as much information as possible in regards to this issue since it's been posted many times. The more information and data we give the devs the better they can address the problem.




Fark - Full-Time Pharmacist
Ahazi - Corellia
Owner of FarkMed Pharmaceuticals -155 -5844 South of Coronet, Corellia
On the planetary map under Components (till they add medical as an option)
Want a character sketch at an affordable rate? I do custom artwork, mostly character drawings/paintings! head to http://www.equinox-designs.com for more info!
WhiteRaven
Tue Jul 22, 2003 7:11 pm
#9

Filthy Area anything is not fuctioning.



Disease and Poisonare useless in PvP or PvE as it takes too long to take effect and its resisted about 80% of the time and I am a master combat medic.



Ranged Stim packs are not healing at less than 7 meters when using the heal damage button.



Area Stim packs are using the medicince knowledge and not Combat medicine knowledge skill.



Experimentation on ease of use is totally wacked and many times higher successes creates higher skill use instead of lower.



you can Apply poison and Disease without agroing the mob or getting a Tef in PvP.




-----------------------------------------------------------------------------------
The GCW needs serious attention. If you agree with that also please post a reply on this thread

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filthy_mcnasty
Tue Jul 22, 2003 7:36 pm
#10

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. 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.


Area StimPacks - using the wrong skill, using Medicine Knowledge instead of Combat Medic Medicine Knowledge. Resulting in inability to use higher end stimpacks.


Combat Medicine Crafting - Ease of Use stat becomes higher instead of lower with more experiment successes.


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.


Ranged StimPacks - make /healdamage use a ranged stimpack since they have no minimum range.


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.




Fark - Full-Time Pharmacist
Ahazi - Corellia
Owner of FarkMed Pharmaceuticals -155 -5844 South of Coronet, Corellia
On the planetary map under Components (till they add medical as an option)
Want a character sketch at an affordable rate? I do custom artwork, mostly character drawings/paintings! head to http://www.equinox-designs.com for more info!
WhiteRaven
Tue Jul 22, 2003 10:56 pm
#11

and make area stims and poisons and diseases actually affect the target and the area around the target



-----------------------------------------------------------------------------------
The GCW needs serious attention. If you agree with that also please post a reply on this thread

http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=28469

GCW Leader SWGXpansions.net
MycroftTHan
Wed Jul 23, 2003 4:42 am
#12

i think, some of the resist and effectiveness problems on Poisons/Diseases could be solved if we get the intended Skill in Medicine Assembly and Experimentation (i.e. 100 instead of the Master Medic 50)


Holo agreed to that point already during beta and i am realy sad to read Q3PO saying at ComicCon that those very same issues we (i.e. the beta tester and Holo) already agreed on that they need to be done) are getting looked at again if they are brought up again from people with 1 month playtime experience, totalyignoring what people testing the system for several months had figured.


to be honest, i'm a little bit upset about the official behavior in this issue.

TwilightScout
Wed Jul 23, 2003 7:34 am
#13

Yes. Hellooo, we've been reporting these issues for months now!

Disheartening, really.
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