Combat Medic Archive

Thread: New top 5 list of issues....

Pahdbacca
Tue Nov 11, 2003 8:46 pm
#1

Hiya guys! I'm new to the position here and it turns out TH wants a new top 5 list yesterday. It is my understanding that he wants the to 5 issues overall...we are not using the 3 catagory format posted in the State of the Profession thread as of yet. I will sort issues into those 3 catagories after the vote if TH still wishes that to be done (and checking to see you all agree, of course)



  1. 13 CRDM's needed for the ranged stim E
  2. CM's need more mobility to keep up with thier group
  3. Corpses can be poisoned/diseased
  4. Timers on heals need to be looked at to get rid of the 6 second "you must wait" message
  5. CM med use is too high on AoE diseases
  6. ARC blueprint won't load
  7. expermentation points don't carry over for CM components
  8. CM components use conductivity for experimental effectiveness
  9. CM medicine effectiveness stops at 90 instead of 100
  10. CM's get no xp, FP, or loot rights to poison only kills
  11. reactive gas decay resistance is too low
  12. mind damage needs to be addressed

These issues have already been addressed on Test center. I am uncertain as to how number 11 has changed. I also have not been able to log onto Testcenter in order to test #12 but Zarlor and Kavedawg have both posted some info on this in the forums.



  1. More of a support role is needed for the CM rather than just being a stim dispenser( this will take some time ) Please state one idea/thing you would like changedif you vote for this
  2. Uselessness of the A and B level poisons and diseases
  3. A better expermentation system for Potency, effectivness, ease of use, duration, and range Please state what you do not like and one idea for change if you vote for this.
  4. More abilities geared toward PvE -Please suggest 1 change
  5. A better spread of skills through the CM tree to provide usefull skills outside the master CM box what would you like changed
  6. Resist rates across the servers needs to be examined
  7. The usefullness of disease needs to be examined Please try to add a comment if you vote for this
  8. Meds should drop in the Combat Queue with the rest of our attacks
  9. A request to change the inventory icon colors to poisons/diseases to better identify them
  10. FP should be awarded for healing groupmates in the way that combat XP is awarded
  11. Still have issues with /healmind What issues do you have?
  12. AoE stims won't heal faction pets unless targeted.
  13. AoE stims at times can heal an enemy CH pet (probably during the follow;trick;attack exploit)
  14. Factories do not seem to produce any type of xp for the owner
  15. Notice mails should be sent to the person inserting the schematic rather than the factory owner
  16. A method of selecting the power type in your inventoryto use for a factory is requested
  17. A "Time to compleation" timer is requested for factories
  18. A remote method of checking factory / harvestor status is requested.
  19. an increase to factory production would be nice
  20. A user selected notification system for harvestors, ie the user selects the message to be sent when maintenance reaches 1000 credits
  21. Medical mission terminals for doctors/medics/combat medics
  22. Bring back XP for pet healing at a reduced rate
  23. A local player targeting system option is requested, so a user can cycle through people in a crowded area who are not grouped with the user.
  24. A local item targeting system is requested to aid in looting corpses,PvP DB,and pulling backpacks out of walls
  25. Droid medical module modifiers effect /healdamage in a negitive fashion
  26. Resuscitate is requested for CM's, perhaps a bad clone version would be in line
  27. Medics/doc's/CM's would like the ability to turn off auto retaliate
  28. Resources used for the CM advanced components are too rare and expensive to obtain ( revisit another day)
  29. A better method of scaling a CM's capabilities is needed for mission terminals

  30. Longer range on /dragincapasitatedplayer


  31. Out of Range" error but stim still goes off.



  32. AOE Stims healing everything but the target itself.



  33. Getting "out of range" errors for targets that aren't.



  34. Getting Invalid target errors for targets that aren't.



  35. Medical forage/non artisan survey



  36. Last but not least.... The new DoT cap. Dunno what we can say about it yet as it hasn't hit live, but please feel free to vote for this showing your concern. I will provide links to 2-3 of the bigger threads if this one gets voted in.


  37. If you vote for 32-34, plese cite examples of problems you have had


Please vote for 5 of the above in the order of #1 being the issue you are most concerned about. Also feel free to add any additional issues if you have any.


Hereis a link for the Doctorissues http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=19497


Here is a link for the Medic issues http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=8132


The most important on your list will get 2 points. The second will get 1.5 points. Items 3-5 on your list will get 1 point each. This is being done to float the most important issues to the top quickly. I am sorry about the rush on this list. Please vote ASAP. I have not been given a deadline yet but will probably be given one soon.





-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Agent001
Tue Nov 11, 2003 9:22 pm
#2


  1. The new DoT cap.

  2. Meds should drop in the Combat Queue with the rest of our attacks

  3. FP should be awarded for healing groupmates in the way that combat XP is awarded

  4. Longer range on /dragincapasitatedplayer

  5. Resources used for the CM advanced components are too rare and expensive to obtain ( revisit another day)
rhaspede
Tue Nov 11, 2003 10:47 pm
#3

1. The new DOT cap


2. FP should be given for healing grouped members the same way combat xp is given for healing grouped members


3. Resources required are too rare and expensive to obtain


4. ARC schematic will not load


5. Longer range on /dragincapacitatedplayer

PsionicHawk
Tue Nov 11, 2003 11:28 pm
#4

You have too many things that are related in seperate Catergories.


Example, Fixing AOE stims is at least 5 differant catergories. They should all be under one. "FIX AOE STIMS". BTW 12 should read AOE stims do not heal fraction pets AT ALL, targeting has nothing to do with it, at least this is the case with my expirience.


#1) FIX AOE STIMS, many people are not sure of the reasons it doesn't always heal. We assume there is some odd sort of fractional issue involved though.


#2) 8. Poisons/Diseases/Stims Drop in the combat que.


#3) 29


#4) Other: I request a dev post regarding the "Vision ofthe Proffesion". This is more then a "simple" request. It will let us know if we are really considered a combat class or not.


#5) 27




a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

mindscape
Wed Nov 12, 2003 3:02 am
#5

1. The new DoT.

2. The ARC schematic won't load.

3. Resources are too rare.

4. Fix AOE stims.

5. The new DoT.
Napounet
Wed Nov 12, 2003 5:45 am
#6

1. The new DOT cap. Ir REALLYmustbe looked at before being introduced.


2. Meds should drop in the Combat Queue with the rest of our attacks


3. Resources required are too rare and expensive to obtain


4. Medical forage/non artisan survey


5. The usefullness of disease needs to be examined




---------------------------
Kauri - Supa Frog
Pulze
Wed Nov 12, 2003 6:23 am
#7

1. AOE heal problems
(all of them)

2. Meds should drop in the Combat Queue with the rest of our attacks

3. Resources required are too rare and expensive to obtain

4. Medical forage/non artisan survey

5. The usefullness of disease needs to be examined
(disease has no use in PvE and PvP use is limited)
Zabeon
Wed Nov 12, 2003 6:49 am
#8

1 ARC schematic will not load Still


2 More of a support role is needed. (ex. Mind stims for CMs only, o f a biohazard weapon to deliver long range poison or disease)


3 FP should be awarded for healing groupmates in the way that xp is awarded


4 CM med use is too high on AoE diseases


5 The new DOT cap.

Khragon
Wed Nov 12, 2003 6:52 am
#9

1. Dot cap - Best solution most people agreed to on this was that it incaps the player the first time, and keeps them at 1HP every time after that, but it should do at least 1 incap.


2. Combat Que - Need to see it with all other combat skills


3. Resources - Rarity, variety, etc - My server has resources(Eleton gas) that have popped up once in 5 months of any value, other 2 times it had OQ of 54 and OQ of 4. Cmon.


4. Medical Forage / Survey - Medical FOrage is useless, Ive used it once in 5 months and im sure it was by accident. We need to survey our resources if they are going to stay with type of variety


5. AOE Heal bugs.

Vodo_Baas
Wed Nov 12, 2003 7:15 am
#10

1) 10 FP should be awarded for healing groupmates in the way that combat XP is awarded

2) The new DoT cap.

3) Medical forage/non artisan survey

4) More abilities geared toward PvE -Please suggest 1 change
Because poisons did not get the damage reduction in PvP they have been nerfed to near uselessness in PvE. They don't deal enough damage to be very effective against high end MOBs. Its possible using advanced components of unusually high quality to make them useful but the rarity of high quality stuff for the advanced components makes this incredibly hard. If Combat Medic is your main class you have very little combat ability, poisons seemed like the effort to give us that combat ability but they just don't cut it. How bout we bring up their strength and impose the damage reduction so that they are usable everywhere?
A possible revisit of diseases may be in order for this as well. Perhaps have the diseases be our PvE weapon, but unusable in PvP. They can deal damage, invoke status effects, and delay the creature. Not all at once, say 2 ticks of damage, the third tick is random status effect or delay. Just a thought.

5) More of a support role is needed for the CM rather than just being a stim dispenser ( this will take some time ) Please state one idea/thing you would like changed if you vote for this
Doctors can cure status effects, revive, buff, heal damage, and heal wounds. They have uses in and out of combat. I would think that Combat Medics would have a similar array of options, but we get ranged heal, area heal, poison, and disease. The proposed mind healing will be nice, but its costs and range will make it a seldom used option. What would be nice might be to have pre-made antidotes and innoculations for diseases, poisons, and status effects. This was proposed to go to the doctor line but I think it would sit well with combat medics. It gives us a out of combat ability, and something to sell to the general public (can't imagine PvP players not wanting a poison resist or immunity "buff").



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
Syzygy-Gorath
Wed Nov 12, 2003 7:36 am
#11

In my perceived order of importance:



8. Meds should drop in the Combat Queue with the rest of our attacks


36. Last but not least.... The new DoT cap. (As suggested many times elsewhere, 1 incap, +1 HAM after that. Seems fair to me, tho I wouldn't mind the no incap, +1 HAM, no regen, random status.)


4. More abilities geared toward PvE (Sample poison/disease, akin to BE's sample DNA--would allow for substitution of CM poison/disease components with possibly higher-quality creature components...sort of like looting bile from rancors, only you loot first and it kills 'em, instead of vice versa. Obviously this would carry a risk of the creature aggroing on you if you mess up. Possibly put this at either Novice or Craft 1 to allow starting CMs to make slightly more useful poisons/diseases...this may also address the issue of usefulness of A/N poisons/diseases.)


27. Medics/doc's/CM's would like the ability to turn off auto retaliate


7. The usefulness of disease needs to be examined (Note that this is both for players and creatures--it's pretty sad when I opt to hunt Kamurith Defilers instead of Nocuous Kamuriths because the poison effects are far superior in practice than the disease, yet I get more XP for the Kamurith Defilers, implying that they should be more difficult than the Nocuous Kamuriths.)




œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

Gilwen
Wed Nov 12, 2003 7:42 am
#12

1 - # 32 Annoying as hell to try to heal a target with AE stim and then having to throw a ranged stim on his incapped char because the AE heal didn't affect him (or possibly having to wait him to run from cloning center because of it). Seen when the target is moving around, when target is standing/fighting in one place I have never had this problem.


2 - # 36


3 - # 35 If Jedis are given their own survey skill for just their laser sticks, then why are not medics given a survey skill for those hundreds of resources we have to use for one stim.


4 - # 1 There could be stims that heal the char states (like dizzy etc). Antidotes for poisons/diseases (see my post "Suggestions" for more on those). More support ability in small short duration buffs, similar to foods but last for aminute only.


5 - # 7 They are a grief tool pure and simple. They need to be changed totally. One option would be to make them do damage over a long period of time, that could only be curable by doctors. Or simply to stop regeneration capabilities of targets (not very usable in PvE).




Dunick - TK / CM

Keeping the Empire standing and the rebellion in the sick bay.
Syzygy-Gorath
Wed Nov 12, 2003 7:42 am
#13

Yay edit button--that third point should say "A/B poisons/diseases" not "A/N poisons/diseases."



œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

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