Combat Medic Archive
Thread: A couple questions for Vortexala
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OMGStarsiderisdownagain
Wed Jun 09, 2004 4:17 pm
#1
Hi there, this is directed towards the correspondant for combat medics, I had a couple questions for ya. I have encountered a couple things that I wanted to know if they are suppose to be the way they are or if they are bugs in the game.
Is it a bug that allows combat medics to throw poison while swimming? I am a master doctor and I have been unable to cure states or heal players while I am swimming.
Why do I suffer 1% decay in PvP when poison is stacked on me and I become incapped, then am deathblowed? Is this a bug or is decay intended to be allowed when throwing poisons?
A friend of mine was testing some new poisons he made and he was able to hit me from 96m. Is this normal for combat medics to be able to do? I have heard that old (prenerf) poisons are able to be thrown this far, however it seems as though new ones can be made to be thrown that distance, did a bug come back?
I was in a cloning centre alone overt and a combat medic threw a poison on me from 20m outside the building. Is there a bug that allows combat medics to throw poisons through walls?
And lastly, I was told that combat medics are not affected by the 75% reduction in combat damage when in pvp, I wanted to know why they are not included when it seems clear that when a poison is thrown on me my combat screen activates, indicating that the damage I have suffered is from combat.
I do not wish to start any flame wars, my questions are directly for vortexala or somone who is in direct contact with direct information. I do not want false information as I am seriously considering taking up combat medic as it is an extremely powerful combat profession from what I can see.
Thank you very much for your time and info.
Syn Hun'atar MD
vortexala
Wed Jun 09, 2004 4:40 pm
#2
OMGStarsiderisdownagain wrote:
Is it a bug that allows combat medics to throw poison while swimming? I am a master doctor and I have been unable to cure states or heal players while I am swimming.
No idea what it's classified as. Brought to the devs attention months ago. No information available at this time.
Why do I suffer 1% decay in PvP when poison is stacked on me and I become incapped, then am deathblowed? Is this a bug or is decay intended to be allowed when throwing poisons?
Sounds like a PVP bug of which, I believe, Jest3r is aware. If not, you might want to let him know.
A friend of mine was testing some new poisons he made and he was able to hit me from 96m. Is this normal for combat medics to be able to do? I have heard that old (prenerf) poisons are able to be thrown this far, however it seems as though new ones can be made to be thrown that distance, did a bug come back?
No changes have been made. 96m range has, and continues to be, the high-end. This will be reduced in the future, probably around the time of the Combat Rebalance.
I was in a cloning centre alone overt and a combat medic threw a poison on me from 20m outside the building. Is there a bug that allows combat medics to throw poisons through walls?
From my understanding, the attacking through walls issue(which effects everyone, not simply CMs) was supposed to have been fixed already. If this wasn't the normal 'attacking through walls' bug, then it could have been the 'bounce off a valid target' AoE effect.
And lastly, I was told that combat medics are not affected by the 75% reduction in combat damage when in pvp, I wanted to know why they are not included when it seems clear that when a poison is thrown on me my combat screen activates, indicating that the damage I have suffered is from combat.
We do not have the normal 75% damage reduction. We are not a normal combat profession with multiple specials and different weapons/attacks. We have two seperate offensive moves, /applypoison and /applydisease. That is the sum total of our offensive capabilities. Due to certain issues within the game currently, we can be perceived as overpowered in certain PvP situations. However, it must be noted, that our PvE output remains the same unlike other combat professions. This will all change with the Combat Rebalance.
I do not wish to start any flame wars, my questions are directly for vortexala or somone who is in direct contact with direct information. I do not want false information as I am seriously considering taking up combat medic as it is an extremely powerful combat profession from what I can see.
Powerful in specific situations, utilizing bugs and poor coding. Play it if you find it fun, not because it's 'uber'. Remember, the Combat Rebalance is still ahead...things will change.
jfang
Wed Jun 09, 2004 6:17 pm
#3
Forgive me for jumping in here, Texxie. You said "However, it must be noted, that our PvE output remains the same unlike other combat professions. This will all change with the Combat Rebalance." Does this imply that the 75% PvP damage reduction will be changed/removed (among other things) during the combat rebalance? Am I over-inferring from your post, and this really is meant to say "the combat rebalance will drastically change everything, and this might change too"?
I ask this because there was another statement made by a dev during the fanfest I read about which could also be inferred to mean the same thing.
Thanks.
I ask this because there was another statement made by a dev during the fanfest I read about which could also be inferred to mean the same thing.
Thanks.
Gnuut
Wed Jun 09, 2004 6:24 pm
#4
I wanted to add that about 2 weeks ago I noticed I was unable to apply poison or disease while swimming.
vortexala
Wed Jun 09, 2004 7:15 pm
#5
Sorry, didn't mean to make it sound that way. What I meant was that everything, globally,will change with the Rebalance. I've no idea if the 75% PvP reduction will be removed or changed.
jfang wrote:
Forgive me for jumping in here, Texxie. You said "However, it must be noted, that our PvE output remains the same unlike other combat professions. This will all change with the Combat Rebalance." Does this imply that the 75% PvP damage reduction will be changed/removed (among other things) during the combat rebalance? Am I over-inferring from your post, and this really is meant to say "the combat rebalance will drastically change everything, and this might change too"?
I ask this because there was another statement made by a dev during the fanfest I read about which could also be inferred to mean the same thing.
Thanks.
OMGStarsiderisdownagain
Wed Jun 09, 2004 7:26 pm
#6
Thank you kindly for your responses, I do very much hope that in the coming months you find you professions balanced and improved so that it is as satisfying as I find the doctor profession. I will continue to hope for the best and not judge your profession negatively based on the actions of a few individuals who use unforseen advantages from your profession.
Be well all.
Syn Hun'atar MD <CFM>
Brainplay
Thu Jun 10, 2004 10:02 pm
#7
OMGStarsiderisdownagain wrote:
Hi there, this is directed towards the correspondant for combat medics, I had a couple questions for ya. I have encountered a couple things that I wanted to know if they are suppose to be the way they are or if they are bugs in the game.
Is it a bug that allows combat medics to throw poison while swimming? I am a master doctor and I have been unable to cure states or heal players while I am swimming. I have been unable to do this myself either in PvE or PvP lately.
Why do I suffer 1% decay in PvP when poison is stacked on me and I become incapped, then am deathblowed? Is this a bug or is decay intended to be allowed when throwing poisons? No clue
A friend of mine was testing some new poisons he made and he was able to hit me from 96m. Is this normal for combat medics to be able to do? I have heard that old (prenerf) poisons are able to be thrown this far, however it seems as though new ones can be made to be thrown that distance, did a bug come back? Even with the best of the best materials reaching the 96m mark is tough but still something we are able to do although it will be very weak. The devs have already stated that this will be capped at 64m or less at the revamp but whether or not the aoe portion will be capped as well is still up for speculation.
I was in a cloning centre alone overt and a combat medic threw a poison on me from 20m outside the building. Is there a bug that allows combat medics to throw poisons through walls? Issue with walls has been corrected mostly. There is a bit of leeway around the corners of walls but that is a small margin and only applies when outside. However, when standing in the doorway of a building the door appears open to the person closest to it and closed to someone at range. If the door appears open to you, you may make 1 attack before you have to peace and redo the same process. Its a weird bug and works for just about all combat specials. It has however allowed mobs to enter and attack players in their own homes though.
And lastly, I was told that combat medics are not affected by the 75% reduction in combat damage when in pvp, I wanted to know why they are not included when it seems clear that when a poison is thrown on me my combat screen activates, indicating that the damage I have suffered is from combat. Poisons and diseases are classed under the medicinecategory and therefore putting a 75% reduction is almost impossible. Switching them from a medical to an offensive category when they are programmed with the same modifiers isextremely tough and not the same asswitching a weapon from energy to blast for instance. Poisons themselves are not overpowered and do very little damage when compared to offensive weapons. The main problem is that they are able to target a stat pool that cannot be buffed to the extent as health and action stats and substats or healed as easily (i.e. stimB's). Add to the fact that many combat specials require using up the mind pool which many times sucks blue stuff faster than Smurfette thus compounding the problem.
I do not wish to start any flame wars, my questions are directly for vortexala or somone who is in direct contact with direct information. I do not want false information as I am seriously considering taking up combat medic as it is an extremely powerful combat profession from what I can see. As I've stated before it is the failure of one stat pool that gives us this "overpowering" effect. If the mind pool was to become a non-incap pool or able to be buffed to the level of health and action doctor buffs our true combat effectiveness (or lack of) would become known to all. There would be alot few CM's as a result.
Thank you very much for your time and info.
Syn Hun'atar MD
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