Combat Medic Archive

Thread: Top 5 issues for CM this week

Elenora
Fri Aug 01, 2003 1:02 pm
#1

Maybe this will help flithy...if i was CM correspondant and had to make the list for this week i would say


1. Damage over time (DoT)


They need an overhaul. Resist rates are too high, damage is too low. To slow this we could use advanced parts (there is a problem with this issue which is stated below), however that would be like saying that doctors and medic had to make stim packs with advanced components in order to make passable stims packs. The fact is basic poison/disease should be effective and poison/disease made with advanced components should be incredible deadly effective.


2. Mind healing


This is a issue for all the medic classes. Right now mind damage in PvE and PvP is out of control and preventing us from doing our jobs and keeping the group alive. Admittedly this is more of an overall issue of gameplay and the concept of mind damage and is not a specific CM issue, none the less CM are very concerned about this issue and it is hotly debated on the boards.


3. Broken packs


AOE heal/poison/disease do not work. Currently, the AOE packs have no AOE effect. Hopefullythe current changes in development as Q posted will remedy the issue Ranged Stim E still requires an outrageous 13 identical CDRMs to make. I assume this is a typo from 3 CDRM since the Stim E in the doctor line takes 3 identical BECs. This seems like such an easy problem that could be fixed quickly but has not yet been. AOE heals is still linked to doctor/med use and not CM med use. This makes AOE unusable even if they are fixed. This issue will hopefully be resolved by the coming changes in development


4. Crafting issue


Crafting is too slow. Doctors have a similar complaint. Either Xp for the other trees need to be raised or crafting xp need to be lower...either way, crafting xpis lagging heavily behind medical xp. The recent changes to the UXP system on components and the return to 5% xp from factory crafting has made the issue worse. Advanced components for posion and disease packs do not work. yavin_fiberplast is not a vaild resource. The schematics will not accept advanced dispersal mechanisms. Also, as with the medic and doctor crafting, the game does not recognize the advanced properties of an advanced component when using identical items.


5. Playability


I like to call this issue, putting the combat back in combat medic. Many combat medics feel that we are getting minimum pay off for having to master ranged support. This maybe a symptom of issue #1 where the problems with DoTs have caused many to feel very weak in combat. Granted that the CM class is and should remain a support class, we are granted the only offensive ability given to any of the medic professions. Thus the ability to use DoTs should reflect the 29 extra points that have been invested in the class. Currently rather than going CM, a player should use 29 points to get a weapon specialist bleed that does much more damage over time and is much more reliable over time than the CM Dot line. Thus, the beneifts that a CM should recieve for the 29 points needed to master ranged support must balance or outweigh the utility of investing those points in another skill line. There have also been calls for improvements to the combat support tree. Some of the suggestions are training in the support tree wouldgrant a number of specialmove to enhance support abilities like a delay shot similar to panic shot or a point blank range knockdown soCMs could escape, granting of various combat bonuses such as ranged or melee defense or increase the bonuses to terrain negotation in order to get to the wounded faster. As the class is now, the large number of points we spend in order to become CMs do not pay off as in other classes such as smugglers who only need to master 2 skill sets and not a full profession and a skill set.



That's what i would submit for this week if i was CM correspondant...sees to be the top hot topics no?




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
HRR_Mute
Fri Aug 01, 2003 1:09 pm
#2

Excellent, non-biased list, particularly taking into account your own feelings about the mind healing issue.
Nohup1
Fri Aug 01, 2003 1:12 pm
#3

/elect Elenora
Lagrimas
Sat Aug 02, 2003 1:58 am
#4

Very nice organization of Combat Medic issues.


It should also be noted that under point number 4, subcomponents for Combat Medicine are currently based on Medicine Crafting and not Combat Medicine crafting. This cuts the ammount of experimentation we can do in half.


Currently Doctors can make better CM subcomponents than CM's can make. There is no reason whatsoever that Dispersal Mechanisms, Resiliance Compounds, and Infection Amplifiers should even be craftable by a standard medic, or a doctor.


Also, our ranged heals require the standard subcomponents, which still have a 25% to 38% failure rate on experimentation even using the highest quality resources available.




-Lagrimas
Duckbill
Sat Aug 02, 2003 3:32 am
#5

Sounds good Elenora



Duckbill Platypus
Master Doctor / Master Swordsman, Chilastra
Proud Member and Officer of Hidden Agenda
Khragon
Sat Aug 02, 2003 6:11 am
#6

Too bad you have to do his job for him
SirBarracuda
Sat Aug 02, 2003 6:31 am
#7

Excellent Post


The healing of the mind stat is going to have to be changed in the future. This is something any Doctor or Combat Medic should be able to do.



I agree 100% with your post. I hope these changes will be made sooner rather than later.



Elenora
Sun Aug 03, 2003 1:22 am
#8






Lagrimas wrote:

Very nice organization of Combat Medic issues.


It should also be noted that under point number 4, subcomponents for Combat Medicine are currently based on Medicine Crafting and not Combat Medicine crafting. This cuts the ammount of experimentation we can do in half.


Currently Doctors can make better CM subcomponents than CM's can make. There is no reason whatsoever that Dispersal Mechanisms, Resiliance Compounds, and Infection Amplifiers should even be craftable by a standard medic, or a doctor.


Also, our ranged heals require the standard subcomponents, which still have a 25% to 38% failure rate on experimentation even using the highest quality resources available.





I was thinking about butting the experimentation issue in but couldnt decide if it would fit in crafting, broken packs, or playability. Honet iw ould just list that whole issue as #6. Its a concern I agree but there has been more hub bub about the 5 I listed.. It is an important issueI agree, but its not really broken or heavily preventing use from playing the class...i think its about on par with the playability issue as things that would be nice to look at but not really needs to be fixed this instant...I just put #5 as that because its my pet project and i'm bit bias buts its definately a concern



--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
MycroftTHan
Sun Aug 03, 2003 6:14 am
#9

the crafting issue is one of the top 5 issues to me since it effects every single thing that we do, every single medpack we make. it may not be obvious when you take Doc Crafting as well but without it it's a pain.


why bother with top quality resources when half of your subcomponents either fail on creation or experimentation and the best you can get is 12 (CRDU) 32 (LS) and 4/4 (BEC) where a Doc can double those scores and get only 1/4th the fails..


the reason it's not discussed as hot is, because most CM's don't even have an idea it should not be the way it currently is.

Elenora
Sun Aug 03, 2003 8:11 am
#10

i agree that its a hot issue. In fact it was one of my earlier rants about the class if u remember. I posted a number of suggestion to fix this situation, but it hasnt been all that hot of a topic. Thus when I ranked the list, I did so based on what people were talking about and what threads were hot so...



--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
merton
Sun Aug 03, 2003 9:21 am
#11

Some good point but I'm in 100% disagreement with your crafting xp issue.


Combat medic support was my first finished line, I don't understand how anyone can say it's too slow. Granted it is slower than the Novice Medic line, but that's the way it should be. In fact, I think the org chem line should require more crafting xp so people don't get used to how quickly the crating is really going as a Novice Medic.


Once you get higher up the tree and you start crafting lots of stim d's and ranged d's your xp will move fast. Making 50 stim d's will rack you up close to 5000 crafting XP after you've made the med packs.


Watch an armorsmith crafting XP bar for a day and you'll never doubt the speed of medical crafting xp again.



merton
Sun Aug 03, 2003 9:24 am
#12

Actually I think 25 Stim D's will gain you close to 5000 XP - it's a crate of 50 identical bio's that you'd need. Wish I had an edit function...


Elenora
Sun Aug 03, 2003 11:05 am
#13






merton wrote:

Some good point but I'm in 100% disagreement with your crafting xp issue.


Combat medic support was my first finished line, I don't understand how anyone can say it's too slow. Granted it is slower than the Novice Medic line, but that's the way it should be. In fact, I think the org chem line should require more crafting xp so people don't get used to how quickly the crating is really going as a Novice Medic.


Once you get higher up the tree and you start crafting lots of stim d's and ranged d's your xp will move fast. Making 50 stim d's will rack you up close to 5000 crafting XP after you've made the med packs.


Watch an armorsmith crafting XP bar for a day and you'll never doubt the speed of medical crafting xp again.





Armorsmiths are crafters...everything they do gives crafting xp. We have 2 different types of xp which makes us different from other crafters...


BTW, did u gain master CM before they took out full xp for factorys and uxp for using self made components in packs?




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
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