Combat Medic Archive
Thread: So, you make it good LOS is coming
Test center is down for about 90 minutes while we update it. This update contains two parts.
Update going to Live tomorrow morning:
- Increased the rate of loot drops.
- Corrected a problem on the server that would result in invalid resources occasionally being generated.
- Fixed /eject, such that it only works with player structures.
- Changed medic XP such that you no longer get XP for healing pets.
- Fixed a problem where players could apply a bleeding shot to droids.
- Fixed a problem where a server would run very slow on startup.
- Fixed a crash in the database server.
- Fixed a problem where you could dupe crafting components.
- Fixed an exploit where you could gain unlimited creature handler XP.
Changes for TC only (will go to Live with the rest of the correspondent changes):
- Fixed a knockdown exploit that made some encounters very easy.
- Fixed an issue that caused pets to be lost when transferred to a droid.
- /denyService should work correctly now.
- Corrected a problem with /tellpet.
- Combat medics must now have Line of Sight to use poisons.
-Vass
James Whisenant
SWG Assistant Buildmaster
HOW should i have a line of sight for 40m in a town?! So i can put my whole expirience in effektivness cause more than 10m poisons will be useless or the whole CM profession.
enough people whine and anything can get nerfed. proof right here
Maybe you can help by posting constructive thoughts here
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=416688
and holding up the discussion and our points of view. i think a discussion with some red line inside on the discussion boards helps us more, than here in the small forum, only BHs look for a whining post.
Woohoo, now my fambaa can see me when I poison it! No matter, it will die anyway to my mighty poi why am I dying
Hlicalanthe wrote:
Sorry for posting twice in a row, but...
Honestly, CMs should be in the best position to bring attention to unbalancing aspects of the profession, just as members of other professions are in the best position to police themselves. It's the members of a given profession that have taken the time (if they didn't grind their way to the top) to understand the advantages and disadvantages, the underpowereds and the overpowereds, gained from each increase in skill. But too many of us are short-sighted, focusing solely on fixing what we see as being underpowered, and seem to want to "protect" any obvious overpowereds from being toned-down or even, when necessary, nerfed.
may i give you some food for thoughts:
- you can only make poisons/diseases that are doing decent dps/resistrates at Master CM
- the unbalancing aspects have been diskussed back and forth since beta with no response from the devs (wait there were 3 responses: Holo: 'no major changes'; Vass: 'LoS required on TC going live next month'; unknown Dev: 'i'll just push this to live right away without telling anyone')
You know bards in EQ? they get broken every other patch because they work so different than anyone else. CM work different than anyone else in SWG.
I went from Novice Medic to Master CM twice now (actualy from Novice Artisian)
if you add up all my bug/issue/exploit posts that i made siince back in beta, the number would probably match the amount of dev-posts on all of forums.station.sony.com
I have seen3 major issues that i reported getting adressed/solved and only one of them was a class issue:
- perma-incapping players with the use of diseases (and it is still possible despite the changes)
- AE stims crashing people (and this is still happening occasionaly, tested last night in Coronet Cantina)
- AE efects not working at all on any of our packs
now how long is the list of CM issues?
Traigus list is somewhere around 70-something
the artisian list is probably as large
the issues with combat professions probably has thecombined amount of issues of those 2
and they all add up on the CM issue list because we are a hybrid of all these at some point.
so i am short-sighted, focused only on fixing the things that make us underpowered and i want to protect what overs deem overpowered because the only thing i ask for is the comunication that i think we deserve.
Depends on what you mean by "decent". I'm far from Master, but find my poisons to be a "decent" supplement to my combat. No, I don't get to use them as often as my other bleed and my regular pistol shots, but I tend to PvE more than PvP. When I do PvP, I find myself within range for my poisons more often than not, and enjoy adding the poison to the mix.
In my opinion, the CM is mostly a support class when grouping/PvPing. I find I can solo fine, but obviously my CM skills aren't too helpful then. I guess it just boils down to our expectations for the profession, because I do find even my lowly poisons to be helpful when taking down other players, and my ranged stims to be helpful when healing my fellows.
Quote: the unbalancing aspects have been diskussed back and forth since beta with no response from the devs (wait there were 3 responses: Holo: 'no major changes'; Vass: 'LoS required on TC going live next month'; unknown Dev: 'i'll just push this to live right away without telling anyone')
I think the reason it was ignored until now is because the MAGNITUDE of not requiring LOS has greatly increased. As you yourself said, much of this was too buggy for the poisons to even effect the target back in beta, so it was hard to see the effects non-LOS would have once poisons were working respectably. It's only now that some non-bugs are being shown to be highly unbalancing. While I think common sense should have told them this would be a problem from day one, the fp delivery mission fiasco shows that they don't have much common sense when it comes to issues like this that are HIGHLY exploitable (traditional use of the word here).
Proof right here that too few people can take a step back and give a critical look at their own profession.
Honestly, CMs should be in the best position to bring attention to unbalancing aspects of the profession, just as members of other professions are in the best position to police themselves. It's the members of a given profession that have taken the time (if they didn't grind their way to the top) to understand the advantages and disadvantages, the underpowereds and the overpowereds, gained from each increase in skill. But too many of us are short-sighted, focusing solely on fixing what we see as being underpowered, and seem to want to "protect" any obvious overpowereds from being toned-down or even, when necessary, nerfed.
This attitude hurts the profession, because it's very hard for someone in another profession to be able to differentiate between the root cause of a particular imbalance (i.e., non-LOS in this case) and the subsidiary effects that are exacerbated by it (a CM poisoned 20 of us through the walls of the starport for 600 dpc!). So they see the latter as a single ability that is obviously overpowered and in need of nerfing; rather than being able to pinpoint the cause of the problem, they refer to the root cause and subsidiary effects as one.
So we're left with a sitution in which multiple nerfs may be thrown at us. Luckily, I think the Devs will wait some time after implementing LOS to see how things rebalance themselves. But one problem that can't be corrected is the way other professions begin to view us because of the few rotten apples that not only denied this was a problem but at the same time had the audacity to abuse it to the *extreme*.
Sound familiar? I believe this is very similar to the situation we had with CHs.