Combat Medic Archive

Thread: Update notes 9/25

LuchenAthos
Thu Sep 25, 2003 11:09 am
#1

I will only include those that deal directly with our profession and not the overall medical profession.


1. Fixed a typo in the ranged stimpack E schematic which caused it to cost 13 duration mechanisms instead of 3.


2. Combat Medic - Added line of sight checks for combat medic dot attacks


3. Force the player to standing before performing a ranged healing action.


Of the three changes to our field I seeone fix (1)...and it's a typo. That leaves 2 and 3 and unless I'm mistaken both of those are currently in the game. So there are two options that I see: We where completed ingnored (expect for a typo that would take 30 seconds to fix) or they have changed 2 and 3 to make healing and appling poison/disease even more difficult.


Wow...I can feel the love.

Quinalla
Thu Sep 25, 2003 1:13 pm
#2






LuchenAthos wrote:

I will only include those that deal directly with our profession and not the overall medical profession.


1. Fixed a typo in the ranged stimpack E schematic which caused it to cost 13 duration mechanisms instead of 3.


2. Combat Medic - Added line of sight checks for combat medic dot attacks


3. Force the player to standing before performing a ranged healing action.


Of the three changes to our field I seeone fix (1)...and it's a typo. That leaves 2 and 3 and unless I'm mistaken both of those are currently in the game. So there are two options that I see: We where completed ingnored (expect for a typo that would take 30 seconds to fix) or they have changed 2 and 3 to make healing and appling poison/disease even more difficult.


Wow...I can feel the love.



Yeah, I would have liked some more changes in the patch for us, but we will just have to wait. Glad they fixed #1 and if you read some later posts by Xahn in that thread he says that some things that have already been updated (the LOS one for sure, don't know about the other) were accidently put into those patch notes.



--Quinalla Hran, Combat Medic, Lowca
inf-badguy
Thu Sep 25, 2003 2:56 pm
#3

One other important change to note although I'm not 100% sure this applies to us:


-Sped up grenade throws


If that does in fact apply to cm ranged items then I believe it is going to be a huge bonus.




inf badguy - resident negro
inity goodguy - ugly purple rodian and heir to the snitch fortune


LuchenAthos
Thu Sep 25, 2003 7:48 pm
#4

I'm just frustrated and tired of waiting. We have gotten a typo fixed and some nerfs. Nothing else. The other fixes effect all medic classes and our voice isn't loud enough to shout over the masses screaming for nerfs or asking for help. So we get nothing.


Now to maybe get something we have to wait for this to patch to get pushed to live (at least 2 weeks).Then wait for the next major patch (4 to 6 weeks) and we might get something. 10 weeks is a long time to wait on maybe getting the left overs given to other classes.


I guess I should be happy they fixed a typo and finally got us a new corsepondent....but I'm not.

JediQuic
Thu Sep 25, 2003 8:01 pm
#5

Hrmmm...


1. About TIME!(Thot it had to wait till publish?)


2. Was already that way, nothing new


3. Again already that way...a late Beta 3Change if i am not mistaken


* About the Grenade Speed, i Don't think this applies to us, Ranged Healing Speed is ours.....I'll have to try it out a bit(I have both)

Xoman
Fri Sep 26, 2003 12:11 am
#6

1 Great

Xoman
Fri Sep 26, 2003 12:22 am
#7

Ugh this forum stinks...


1 Great..about time..took what..3 months to fix it? However now I can't make crate of 50 stime E's due to limit of 100 schematic when they fixed that adding 0 to end of 100 to make 1000.



2 I thought they did this last patch with mind poison but I never tested others and disease.



3 I always had standing animation when I did ranged healing. It would stop me in mid run to do my range heal. Unlessthis forces a player to standperfectly STILLto heal, nothing new here.

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