Combat Medic Archive

Thread: Will the crafting changes nerf CM?

Angetenar
Wed Mar 03, 2004 4:13 pm
#1

I've been curious about this after reading the flames in the Test Center thread for crafting changes. I'll admit to not knowing the first thing about crafting poison so this might be a stupid question. I was just curious, will the changes proposed to how expermintation works affect the strengths of poison. Will it become a thing where, yeah, you can hit me from far away but it won't hardly do any damage or yeah, you can drop me like a fly but only from 16m away?

I've also wondered if this is also going to ruin the demand for Stim-B's since, if they also become weak, people will be dropping novice medic left and right.

Forgive me if I got any terminology wrong here. Crafting isn't my area of expertise. That's why I'm asking.



-Baccaror
Webels do it with the lights on.
vortexala
Wed Mar 03, 2004 4:20 pm
#2

The crafting changes are going to effect all professions which have a crafting portion. How much the effect will be, well, no one knows for sure...


still waiting to be a TC MCM to check it out myself...



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Grozurr
Wed Mar 03, 2004 4:40 pm
#3

could you elaborate a little? not checking the TC server forums and stuff much i have no clue what this is (shame on me for not being informed)


Grozzer
DSB
Master Combat Medic


vortexala
Wed Mar 03, 2004 4:43 pm
#4

There is a change to crafting and experimentation on TC currently. Skimmed down version is, what used to only take 5 experimentation points to max a stat now requires all 10.


With, of course, variables involved. But that's the short, short, short, mini-me version.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Mild-Breeze-Trooper
Wed Mar 03, 2004 5:55 pm
#5

And this the Devs in their infinte wisdom have decided is a good thing because of what?

Crafting wasn't frustrating enough before?


Well, we'll just have to wait and see.



Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Zarlor
Wed Mar 03, 2004 6:03 pm
#6

Well, from THs post in Dev Tracker, they seem to be saying this is good for severalreasons.


One is that it was screwed up in the first place and this is how it was supposed to be.


Two is that this makes understanding how resources affect crafting easier to understand.


Three is that it should simplfy certain parts of the crafting system to provide a better baseline from which to address many of the other crafting anomolies that most of the crafting professions have listed in the Issues (many of us even havethose anomoliesas a Top 5 issue.)


Four is that it will clearly allow much better delineation between what a Master level crafter with great resources is making compared to what a lesser crafter and/or lesser resources makes.


IF this really is going to get us fixes to those other insane anomolies we are always seeing in crafting, then I guess I would have to grudgingly admit that it may not be entirely a bad thing. I can;t ay it will make many of us completely happy to see go in, but if there really are some more positive aspects to be had, well I guess I can live with it.


At least we can say that every crafting profession is going to be hit by this so it's not like just the medical professions are getting picked on with it, or anything.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Tiolel
Thu Mar 04, 2004 4:03 am
#7

Gather your resources now, Make a TON of schematics. Can you say 'pre-patch' economy?



Nnod Ppuh, TKM/Pikeman
Tiolel Awei, Combat Medic/MD

XEN f Citadel f Sunrunner
Friends don't let friends play solo

Sarkyn
Thu Mar 04, 2004 5:04 am
#8

This is a copy of my post in the "In Test" forum. Obviously I had to explain a few things as most of the discussing people there are not CM's.




Hrm.

I'll go on tonight and test, but this sounds like the death of Combat Medics.

We have:

aIA (1 bar)
aDM (2 bar)
aRC (2 bar)
Final combine (3 bars)

Now, with 12 experiment points I can very nearly get maximum from both bars on my 2-bar subcomponents.

The final combine:

3 bars:

1) "effect" = Damage done per tick
2) "use" = Potency, which is whether the poison sticks
3) "charges" = Charges_and_Range.

So whereas now, I really like to spread out the points, getting maximum effect (if I can), and still putting at least 2 into the potency to get it to an optimal (100+) level, while investing any spare into charges (for the increase RANGE).

With this new system, favouring single line, I will have less effective subcomponents, and vastly less effective poisons over all.

:/




In Summary:

Old system favours multi-line crafting
New system favours single-line crafting

So, the new system will mean significant changes to Combat Medic's effectiveness, potency and range. We will be required to invest all our Xp points in effect to get close to our pre-patch maximums, and in doing so we will never have any spare to raise potency or range/charges.

So, yes, effectively, I imagine we will be much reduced.



Dr. Soo Chee
12pt Master Doctor, 12pt Toxicologist
BlueDog Corp Member and Supporter of Ferocious Kittens
Medicine/CM Vendor:
Corellia, BlueDog Mall -2000 -4660 (everything medical)

Princess Leia: "Darth Vader?! Only Soo could be so Bold"

Mild-Breeze-Trooper
Thu Mar 04, 2004 5:25 am
#9






Zarlor wrote:


At least we can say that every crafting profession is going to be hit by this so it's not like just the medical professions are getting picked on with it, or anything.






Well, as I see it we get the worst part of the deal as usual. At least we who didn't go for MDoc/MCM. Thedemical subcomponentsI create now with 5 experiementation points are sub standard but functional. Now I will have even worse subcomps to put into my ranged stims making me totally dependent on a class that is not at all dependent on me.




Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Zarlor
Thu Mar 04, 2004 7:20 am
#10

Actually I would say that Chefs are probably going to get the worst of it. Oddly it's because of the fact that we have the issue with certain resources not having the required attributes. (Like no combination of Organic + Inorganics will have both PE & UT on BOTH of those resources at the same time. So you ony have to worry about it being on one of them and using it to carry over to the other.)


Many of our subcomponents really are only 1 or 2 bar experimentations and we often concentrate primarily on only one of those bars in many instances, especially on the healing side.


Some of the other crafters, on the other hand, have a bit more complexity and more attributes that they rely on. THe more attributes they have to work with the harder and harder it will now be for them because lower attribute resources will now have a much greater effect in lowering the abilities of the final product than they had before. (The very top end resources won't really make much difference at all to this.)


So I think we are actually getting the better end of the deal as far as most of the crafting professions go in getting slammed by this.


The 5 EP issue.... well one could call it a "dependency" in that if you want the good stuff get a Doc to make it for you anyway, but I actually agree that CMs should be able to experiment their healing components up to 10 as well. In all, though, I think oterh crafters really are going to get hit by this worse than we are.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Angetenar
Thu Mar 04, 2004 7:41 am
#11

Excellent posts guys. This cleared up much for me, as well as teaching me few generalities about crafting I didn't know. Thanks.

To reiterate my question about Stim packs. Back before I dropped Novice Medic I used to buy my stims from a CM friend of mine. I seem to recall him saying he had to experiment the medical use level down to a level low enough that a novice medic could use it. Do these changes mean that in order to still do this the effectiveness of the stim, i.e. what it can heal, will be significantly reduced?



-Baccaror
Webels do it with the lights on.
Sarkyn
Thu Mar 04, 2004 7:53 am
#12



Zarlor wrote:

Many of our subcomponents really are only 1 or 2 bar experimentations and we often concentrate primarily on only one of those bars in many instances, especially on the healing side.






Advanced CRDM
Advanced LS
Advanced IA
(1 bar)

Advanced BEC
Advanced DM
Advanced RC
Stims
Woundpacks
Statepacks, Revives, Cure Poisons, Cure Diseases
(2 bar)

All buffpacks
All poisons
All diseases
All Area Stims, All Ranged Stims
(3 bar)

I would say that the Combat Medic is particularly hit here by a decreased effectiveness in Multi-line crafting.





Some of the other crafters, on the other hand, have a bit more complexity and more attributes that they rely on.





Such as the Combat Medic reliance on OQ, UT, PE, DR, and CD?

Needing 3 qualities in all our organics, (OQ/PE/DR)
Needing 4 qualities in all our inorganics, (OQ/UT/CD/DR)

To be honest, I would think Combat Medics rank fairly highly in the scale of impact of this change, Zarlor.

Keep in mind too, the comparison of Medical/CM experimentation tendencies:

(3 index buffpack)
Power is all, charges is ignored, med use gets 1 pt if you are making-to-sell.

(3 index poison/disease)
Effect gets a lot, but you *must* Have potency above 90 for the poison to stick, and the third index is RANGE!


One important thing to keep in mind when measuring the "effect" this change will have, is that for Combat Medics our very combat effectiveness is written on the side of our packs. While the other combat classes do need a "good gun" to be effective, no class is as dependant on our crafting as we are.



Dr. Soo Chee
12pt Master Doctor, 12pt Toxicologist
BlueDog Corp Member and Supporter of Ferocious Kittens
Medicine/CM Vendor:
Corellia, BlueDog Mall -2000 -4660 (everything medical)

Princess Leia: "Darth Vader?! Only Soo could be so Bold"

Xytroncore
Thu Mar 04, 2004 8:20 am
#13

Well it'll mean now that if there's only crappy adv resources on your server, you'll probably be better off going out and making non adv poison components that have all 900+ OQ and PE, which would obviously be pretty easy to get since by now everything except the rare resources have had very good shifts.



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Manimal : Gunslinger
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